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more tests and fixing other issues
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@ -334,7 +334,7 @@ export class ReceivedMoveDamageMultiplierAbAttr extends PreDefendAbAttr {
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* Reduces the damage dealt to an allied Pokemon. Used by Friend Guard.
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* @see {@linkcode applyPreDefend}
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*/
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export class FriendGuardAbAttr extends PreDefendAbAttr {
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export class AlliedFieldDamageReductionAbAttr extends PreDefendAbAttr {
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private damageMultiplier: number;
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constructor(damageMultiplier: number) {
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@ -5331,7 +5331,7 @@ export function initAbilities() {
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new Ability(Abilities.HEALER, 5)
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.conditionalAttr(pokemon => pokemon.getAlly() && Utils.randSeedInt(10) < 3, PostTurnResetStatusAbAttr, true),
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new Ability(Abilities.FRIEND_GUARD, 5)
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.attr(FriendGuardAbAttr, 0.75)
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.attr(AlliedFieldDamageReductionAbAttr, 0.75)
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.ignorable(),
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new Ability(Abilities.WEAK_ARMOR, 5)
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.attr(PostDefendStatStageChangeAbAttr, (target, user, move) => move.category === MoveCategory.PHYSICAL, Stat.DEF, -1)
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@ -22,7 +22,7 @@ import { reverseCompatibleTms, tmSpecies, tmPoolTiers } from "#app/data/balance/
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import { BattlerTag, BattlerTagLapseType, EncoreTag, GroundedTag, HighestStatBoostTag, SubstituteTag, TypeImmuneTag, getBattlerTag, SemiInvulnerableTag, TypeBoostTag, MoveRestrictionBattlerTag, ExposedTag, DragonCheerTag, CritBoostTag, TrappedTag, TarShotTag, AutotomizedTag, PowerTrickTag } from "../data/battler-tags";
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import { WeatherType } from "#app/data/weather";
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import { ArenaTagSide, NoCritTag, WeakenMoveScreenTag } from "#app/data/arena-tag";
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import { Ability, AbAttr, StatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldPriorityMoveImmunityAbAttr, IgnoreOpponentStatStagesAbAttr, MoveImmunityAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, ReduceStatusEffectDurationAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyStatMultiplierAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs, UnsuppressableAbilityAbAttr, SuppressFieldAbilitiesAbAttr, NoFusionAbilityAbAttr, MultCritAbAttr, IgnoreTypeImmunityAbAttr, DamageBoostAbAttr, IgnoreTypeStatusEffectImmunityAbAttr, ConditionalCritAbAttr, applyFieldStatMultiplierAbAttrs, FieldMultiplyStatAbAttr, AddSecondStrikeAbAttr, UserFieldStatusEffectImmunityAbAttr, UserFieldBattlerTagImmunityAbAttr, BattlerTagImmunityAbAttr, MoveTypeChangeAbAttr, FullHpResistTypeAbAttr, applyCheckTrappedAbAttrs, CheckTrappedAbAttr, PostSetStatusAbAttr, applyPostSetStatusAbAttrs, InfiltratorAbAttr, FriendGuardAbAttr } from "#app/data/ability";
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import { Ability, AbAttr, StatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldPriorityMoveImmunityAbAttr, IgnoreOpponentStatStagesAbAttr, MoveImmunityAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyStatMultiplierAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs, UnsuppressableAbilityAbAttr, SuppressFieldAbilitiesAbAttr, NoFusionAbilityAbAttr, MultCritAbAttr, IgnoreTypeImmunityAbAttr, DamageBoostAbAttr, IgnoreTypeStatusEffectImmunityAbAttr, ConditionalCritAbAttr, applyFieldStatMultiplierAbAttrs, FieldMultiplyStatAbAttr, AddSecondStrikeAbAttr, UserFieldStatusEffectImmunityAbAttr, UserFieldBattlerTagImmunityAbAttr, BattlerTagImmunityAbAttr, MoveTypeChangeAbAttr, FullHpResistTypeAbAttr, applyCheckTrappedAbAttrs, CheckTrappedAbAttr, PostSetStatusAbAttr, applyPostSetStatusAbAttrs, InfiltratorAbAttr, AlliedFieldDamageReductionAbAttr } from "#app/data/ability";
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import PokemonData from "#app/system/pokemon-data";
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import { BattlerIndex } from "#app/battle";
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import { Mode } from "#app/ui/ui";
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@ -2674,7 +2674,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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/** Additionally apply friend guard damage reduction if ally has it. */
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if (this.scene.currentBattle.double && this.getAlly()?.isActive(true)) {
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applyPreDefendAbAttrs(FriendGuardAbAttr, this.getAlly(), source, move, cancelled, simulated, damage);
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applyPreDefendAbAttrs(AlliedFieldDamageReductionAbAttr, this.getAlly(), source, move, cancelled, simulated, damage);
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}
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}
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@ -3,15 +3,14 @@ import { Species } from "#enums/species";
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import { Abilities } from "#enums/abilities";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { BattlerIndex } from "#app/battle";
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import { PlayerPokemon } from "#app/field/pokemon";
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import { allAbilities } from "#app/data/ability";
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describe("Moves - Friend Guard", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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let hp1: number;
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let hp2: number;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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@ -27,32 +26,84 @@ describe("Moves - Friend Guard", () => {
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game.override
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.battleType("double")
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset([ Moves.TACKLE, Moves.SPLASH ])
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.enemyMoveset([ Moves.TACKLE, Moves.SPLASH, Moves.DRAGON_RAGE ])
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.enemySpecies(Species.SHUCKLE)
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.moveset([ Moves.SPLASH ]);
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.moveset([ Moves.SPLASH ])
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.startingLevel(100);
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});
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it("first part of test, getting hp without friend guard", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.BULBASAUR ]);
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it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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const [ player1, player2 ] = game.scene.getPlayerField();
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const maxHP = player1.hp;
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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hp1 = party[0].hp;
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});
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const hp1 = player1.hp;
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// Reset HP to maxHP
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player1.hp = maxHP;
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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it("second part of test, getting hp with friend guard and comparing", async () => {
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game.override.ability(Abilities.FRIEND_GUARD);
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.BULBASAUR ]);
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const party = game.scene.getParty()! as PlayerPokemon[];
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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hp2 = party[0].hp;
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const hp2 = player1.hp;
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expect(hp2).toBeGreaterThan(hp1);
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});
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it("should NOT reduce damage to pokemon with friend guard", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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const [ , player2 ] = game.scene.getPlayerField();
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const maxHP = player2.hp;
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const hp1 = player2.hp;
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// Reset HP to maxHP
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player2.hp = maxHP;
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const hp2 = player2.hp;
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expect(hp2).toBe(hp1);
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});
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it("should NOT reduce damage from fixed damage attacks (i.e. dragon rage, sonic boom, etc)", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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const [ player1, player2 ] = game.scene.getPlayerField();
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const maxHP = player1.hp;
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const hp1 = player1.hp;
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// Reset HP to maxHP
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player1.hp = maxHP;
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const hp2 = player1.hp;
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expect(hp2).toBe(hp1);
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});
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});
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