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Updated tests to use new functions introduced. Less intuitive, but faster.
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src/phases.ts
5833
src/phases.ts
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Load Diff
@ -1,42 +1,9 @@
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import { BattlerIndex } from "#app/battle.js";
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import { TrickRoomTag } from "#app/data/arena-tag.js";
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import { Stat } from "#app/enums/stat.js";
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import Pokemon from "#app/field/pokemon.js";
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import { BattlePhase } from "./battle-phase";
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import * as Utils from "#app/utils.js";
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type PokemonFunc = (pokemon: Pokemon) => void;
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export abstract class FieldPhase extends BattlePhase {
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getOrder(): BattlerIndex[] {
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const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
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const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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// We shuffle the list before sorting so speed ties produce random results
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let orderedTargets: Pokemon[] = playerField.concat(enemyField);
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// We seed it with the current turn to prevent an inconsistency where it
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// was varying based on how long since you last reloaded
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this.scene.executeWithSeedOffset(() => {
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orderedTargets = Utils.randSeedShuffle(orderedTargets);
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}, this.scene.currentBattle.turn, this.scene.waveSeed);
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orderedTargets.sort((a: Pokemon, b: Pokemon) => {
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const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
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const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
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return bSpeed - aSpeed;
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});
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const speedReversed = new Utils.BooleanHolder(false);
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this.scene.arena.applyTags(TrickRoomTag, speedReversed);
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if (speedReversed.value) {
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orderedTargets = orderedTargets.reverse();
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}
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return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : 0));
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}
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executeForAll(func: PokemonFunc): void {
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const field = this.scene.getField(true).filter(p => p.summonData);
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field.forEach(pokemon => func(pokemon));
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@ -1,12 +1,12 @@
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import BattleScene from "#app/battle-scene.js";
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import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability.js";
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import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move.js";
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import { Abilities } from "#app/enums/abilities.js";
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import { Stat } from "#app/enums/stat.js";
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import { PokemonMove } from "#app/field/pokemon.js";
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import { BypassSpeedChanceModifier } from "#app/modifier/modifier.js";
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import { Command } from "#app/ui/command-ui-handler.js";
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import * as Utils from "#app/utils.js";
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import BattleScene from "#app/battle-scene";
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import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability";
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import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move";
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import { Abilities } from "#app/enums/abilities";
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import { Stat } from "#app/enums/stat";
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import Pokemon, { PokemonMove } from "#app/field/pokemon";
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import { BypassSpeedChanceModifier } from "#app/modifier/modifier";
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import { Command } from "#app/ui/command-ui-handler";
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import * as Utils from "#app/utils";
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import { AttemptCapturePhase } from "./attempt-capture-phase";
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import { AttemptRunPhase } from "./attempt-run-phase";
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import { BerryPhase } from "./berry-phase";
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@ -17,18 +17,49 @@ import { PostTurnStatusEffectPhase } from "./post-turn-status-effect-phase";
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import { SwitchSummonPhase } from "./switch-summon-phase";
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import { TurnEndPhase } from "./turn-end-phase";
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import { WeatherEffectPhase } from "./weather-effect-phase";
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import { BattlerIndex } from "#app/battle";
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import { TrickRoomTag } from "#app/data/arena-tag";
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export class TurnStartPhase extends FieldPhase {
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constructor(scene: BattleScene) {
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super(scene);
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}
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start() {
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super.start();
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getSpeedOrder(): BattlerIndex[] {
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const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
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const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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const field = this.scene.getField();
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const order = this.getOrder();
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// We shuffle the list before sorting so speed ties produce random results
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let orderedTargets: Pokemon[] = playerField.concat(enemyField);
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// We seed it with the current turn to prevent an inconsistency where it
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// was varying based on how long since you last reloaded
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this.scene.executeWithSeedOffset(() => {
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orderedTargets = Utils.randSeedShuffle(orderedTargets);
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}, this.scene.currentBattle.turn, this.scene.waveSeed);
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orderedTargets.sort((a: Pokemon, b: Pokemon) => {
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const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
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const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
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return bSpeed - aSpeed;
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});
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// Next, a check for Trick Room is applied. If Trick Room is present, the order is reversed.
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const speedReversed = new Utils.BooleanHolder(false);
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this.scene.arena.applyTags(TrickRoomTag, speedReversed);
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if (speedReversed.value) {
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orderedTargets = orderedTargets.reverse();
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}
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return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : BattlerIndex.PLAYER));
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}
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getCommandOrder(): BattlerIndex[] {
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let moveOrder = this.getSpeedOrder();
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// The creation of the battlerBypassSpeed object contains checks for the ability Quick Draw and the held item Quick Claw
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// The ability Mycelium Might disables Quick Claw's activation when using a status move
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// This occurs before the main loop because of battles with more than two Pokemon
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const battlerBypassSpeed = {};
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this.scene.getField(true).filter(p => p.summonData).map(p => {
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@ -42,8 +73,9 @@ export class TurnStartPhase extends FieldPhase {
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battlerBypassSpeed[p.getBattlerIndex()] = bypassSpeed;
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});
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const moveOrder = order.slice(0);
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// The function begins sorting orderedTargets based on command priority, move priority, and possible speed bypasses.
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// Non-FIGHT commands (SWITCH, BALL, RUN) have a higher command priority and will always occur before any FIGHT commands.
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moveOrder = moveOrder.slice(0);
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moveOrder.sort((a, b) => {
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const aCommand = this.scene.currentBattle.turnCommands[a];
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const bCommand = this.scene.currentBattle.turnCommands[b];
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@ -58,6 +90,7 @@ export class TurnStartPhase extends FieldPhase {
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const aMove = allMoves[aCommand.move!.move];//TODO: is the bang correct here?
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const bMove = allMoves[bCommand!.move!.move];//TODO: is the bang correct here?
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// The game now considers priority and applies the relevant move and ability attributes
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const aPriority = new Utils.IntegerHolder(aMove.priority);
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const bPriority = new Utils.IntegerHolder(bMove.priority);
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@ -67,25 +100,37 @@ export class TurnStartPhase extends FieldPhase {
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applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, aMove, aPriority); //TODO: is the bang correct here?
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applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, bMove, bPriority); //TODO: is the bang correct here?
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// The game now checks for differences in priority levels.
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// If the moves share the same original priority bracket, it can check for differences in battlerBypassSpeed and return the result.
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// This conditional is used to ensure that Quick Claw can still activate with abilities like Stall and Mycelium Might (attack moves only)
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// Otherwise, the game returns the user of the move with the highest priority.
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const isSameBracket = Math.ceil(aPriority.value) - Math.ceil(bPriority.value) === 0;
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if (aPriority.value !== bPriority.value) {
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const bracketDifference = Math.ceil(aPriority.value) - Math.ceil(bPriority.value);
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const hasSpeedDifference = battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value;
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if (bracketDifference === 0 && hasSpeedDifference) {
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if (isSameBracket && battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
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return battlerBypassSpeed[a].value ? -1 : 1;
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}
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return aPriority.value < bPriority.value ? 1 : -1;
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}
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}
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// If there is no difference between the move's calculated priorities, the game checks for differences in battlerBypassSpeed and returns the result.
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if (battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
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return battlerBypassSpeed[a].value ? -1 : 1;
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}
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const aIndex = order.indexOf(a);
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const bIndex = order.indexOf(b);
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const aIndex = moveOrder.indexOf(a);
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const bIndex = moveOrder.indexOf(b);
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return aIndex < bIndex ? -1 : aIndex > bIndex ? 1 : 0;
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});
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return moveOrder;
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}
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start() {
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super.start();
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const field = this.scene.getField();
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const moveOrder = this.getCommandOrder();
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let orderIndex = 0;
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@ -150,10 +195,9 @@ export class TurnStartPhase extends FieldPhase {
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}
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}
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this.scene.pushPhase(new WeatherEffectPhase(this.scene));
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for (const o of order) {
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for (const o of moveOrder) {
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if (field[o].status && field[o].status.isPostTurn()) {
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this.scene.pushPhase(new PostTurnStatusEffectPhase(this.scene, o));
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}
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@ -1,5 +1,6 @@
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import { MovePhase } from "#app/phases/move-phase.js";
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import { TurnEndPhase } from "#app/phases/turn-end-phase.js";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import { TurnStartPhase } from "#app/phases/turn-start-phase";
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import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
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import GameManager from "#test/utils/gameManager";
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import { getMovePosition } from "#test/utils/gameManagerUtils";
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import { Abilities } from "#enums/abilities";
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@ -9,7 +10,6 @@ import { Species } from "#enums/species";
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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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describe("Abilities - Mycelium Might", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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@ -36,7 +36,7 @@ describe("Abilities - Mycelium Might", () => {
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});
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/**
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* Bulbapedia References:
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* References:
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* https://bulbapedia.bulbagarden.net/wiki/Mycelium_Might_(Ability)
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* https://bulbapedia.bulbagarden.net/wiki/Priority
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* https://www.smogon.com/forums/threads/scarlet-violet-battle-mechanics-research.3709545/page-24
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@ -44,63 +44,55 @@ describe("Abilities - Mycelium Might", () => {
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it("If a Pokemon with Mycelium Might uses a status move, it will always move last but the status move will ignore protective abilities", async() => {
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await game.startBattle([ Species.REGIELEKI ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const enemyIndex = enemyPokemon?.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The opponent Pokemon (without Mycelium Might) goes first despite having lower speed than the player Pokemon.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The player Pokemon (with Mycelium Might) goes last despite having higher speed than the opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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// This means that the commandOrder is equivalent to the speed Order reversed
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expect(speedOrder.reverse().every((val, index) => val === commandOrder[index])).toBe(true);
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await game.phaseInterceptor.to(TurnEndPhase);
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// Despite the opponent's ability (Clear Body), its attack stat is still reduced.
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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}, 20000);
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it("Pokemon with Mycelium Might will go first if a status move that is in a higher priority bracket than the opponent's move is used", async() => {
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game.override.enemyMoveset([Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE]);
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await game.startBattle([ Species.REGIELEKI ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const enemyIndex = enemyPokemon?.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The player Pokemon (with M.M.) goes first because its move is still within a higher priority bracket than its opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The enemy Pokemon goes second because its move is in a lower priority bracket.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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// This means that the commandOrder should be identical to the speedOrder
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expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
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await game.phaseInterceptor.to(TurnEndPhase);
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// Despite the opponent's ability (Clear Body), its attack stat is still reduced.
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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}, 20000);
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it("Order is established normally if the Pokemon uses a non-status move", async() => {
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await game.startBattle([ Species.REGIELEKI ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The player Pokemon (with M.M.) goes first because it has a higher speed and did not use a status move.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The enemy Pokemon (without M.M.) goes second because its speed is lower.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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// This means that the commandOrder should be identical to the speedOrder
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expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
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}, 20000);
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});
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@ -5,8 +5,8 @@ import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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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 { MovePhase } from "#app/phases/move-phase.js";
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import { TurnStartPhase } from "#app/phases/turn-start-phase";
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import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
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describe("Abilities - Stall", () => {
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let phaserGame: Phaser.Game;
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@ -33,7 +33,7 @@ describe("Abilities - Stall", () => {
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});
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/**
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* Bulbapedia References:
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* References:
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* https://bulbapedia.bulbagarden.net/wiki/Stall_(Ability)
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* https://bulbapedia.bulbagarden.net/wiki/Priority
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**/
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@ -41,55 +41,47 @@ describe("Abilities - Stall", () => {
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it("Pokemon with Stall should move last in its priority bracket regardless of speed", async() => {
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await game.startBattle([ Species.SHUCKLE ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The player Pokemon (without Stall) goes first despite having lower speed than the opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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// This means that the commandOrder is equivalent to the speed Order reversed
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expect(speedOrder.reverse().every((val, index) => val === commandOrder[index])).toBe(true);
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}, 20000);
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it("Pokemon with Stall will go first if a move that is in a higher priority bracket than the opponent's move is used", async() => {
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await game.startBattle([ Species.SHUCKLE ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The player Pokemon goes second because its move is in a lower priority bracket.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
|
||||
// This means that the commandOrder should be identical to the speedOrder
|
||||
expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
|
||||
}, 20000);
|
||||
|
||||
it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async() => {
|
||||
game.override.ability(Abilities.STALL);
|
||||
await game.startBattle([ Species.SHUCKLE ]);
|
||||
|
||||
const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
|
||||
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
|
||||
|
||||
game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
|
||||
|
||||
await game.phaseInterceptor.to(MovePhase, false);
|
||||
// The opponent Pokemon (with Stall) goes first because it has a higher speed.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
|
||||
await game.phaseInterceptor.run(EnemyCommandPhase);
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const speedOrder = phase.getSpeedOrder();
|
||||
const commandOrder = phase.getCommandOrder();
|
||||
|
||||
await game.phaseInterceptor.run(MovePhase);
|
||||
await game.phaseInterceptor.to(MovePhase, false);
|
||||
// The opponent Pokemon (with Stall) goes first because it has a higher speed.
|
||||
// The player Pokemon (with Stall) goes second because its speed is lower.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
|
||||
// This means that the commandOrder should be identical to the speedOrder
|
||||
expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
|
||||
}, 20000);
|
||||
});
|
||||
|
@ -11,9 +11,9 @@ import { Species } from "#enums/species";
|
||||
import Phaser from "phaser";
|
||||
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
|
||||
import { CommandPhase } from "#app/phases/command-phase.js";
|
||||
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase.js";
|
||||
import { SelectTargetPhase } from "#app/phases/select-target-phase.js";
|
||||
import { TurnStartPhase } from "#app/phases/turn-start-phase.js";
|
||||
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
|
||||
import { SelectTargetPhase } from "#app/phases/select-target-phase";
|
||||
import { TurnStartPhase } from "#app/phases/turn-start-phase";
|
||||
|
||||
|
||||
describe("Battle order", () => {
|
||||
|
@ -20,28 +20,28 @@ import { GameDataType } from "#enums/game-data-type";
|
||||
import { PlayerGender } from "#enums/player-gender";
|
||||
import { Species } from "#enums/species";
|
||||
import { Button } from "#enums/buttons";
|
||||
import { BattlerIndex } from "#app/battle.js";
|
||||
import TargetSelectUiHandler from "#app/ui/target-select-ui-handler.js";
|
||||
import { BattlerIndex } from "#app/battle";
|
||||
import TargetSelectUiHandler from "#app/ui/target-select-ui-handler";
|
||||
import { OverridesHelper } from "./helpers/overridesHelper";
|
||||
import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type.js";
|
||||
import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler.js";
|
||||
import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type";
|
||||
import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler";
|
||||
import { MoveHelper } from "./helpers/moveHelper";
|
||||
import { vi } from "vitest";
|
||||
import { ClassicModeHelper } from "./helpers/classicModeHelper";
|
||||
import { DailyModeHelper } from "./helpers/dailyModeHelper";
|
||||
import { SettingsHelper } from "./helpers/settingsHelper";
|
||||
import { CommandPhase } from "#app/phases/command-phase.js";
|
||||
import { EncounterPhase } from "#app/phases/encounter-phase.js";
|
||||
import { FaintPhase } from "#app/phases/faint-phase.js";
|
||||
import { LoginPhase } from "#app/phases/login-phase.js";
|
||||
import { MovePhase } from "#app/phases/move-phase.js";
|
||||
import { NewBattlePhase } from "#app/phases/new-battle-phase.js";
|
||||
import { SelectStarterPhase } from "#app/phases/select-starter-phase.js";
|
||||
import { SelectTargetPhase } from "#app/phases/select-target-phase.js";
|
||||
import { TitlePhase } from "#app/phases/title-phase.js";
|
||||
import { TurnEndPhase } from "#app/phases/turn-end-phase.js";
|
||||
import { TurnInitPhase } from "#app/phases/turn-init-phase.js";
|
||||
import { TurnStartPhase } from "#app/phases/turn-start-phase.js";
|
||||
import { CommandPhase } from "#app/phases/command-phase";
|
||||
import { EncounterPhase } from "#app/phases/encounter-phase";
|
||||
import { FaintPhase } from "#app/phases/faint-phase";
|
||||
import { LoginPhase } from "#app/phases/login-phase";
|
||||
import { MovePhase } from "#app/phases/move-phase";
|
||||
import { NewBattlePhase } from "#app/phases/new-battle-phase";
|
||||
import { SelectStarterPhase } from "#app/phases/select-starter-phase";
|
||||
import { SelectTargetPhase } from "#app/phases/select-target-phase";
|
||||
import { TitlePhase } from "#app/phases/title-phase";
|
||||
import { TurnEndPhase } from "#app/phases/turn-end-phase";
|
||||
import { TurnInitPhase } from "#app/phases/turn-init-phase";
|
||||
import { TurnStartPhase } from "#app/phases/turn-start-phase";
|
||||
|
||||
/**
|
||||
* Class to manage the game state and transitions between phases.
|
||||
|
Loading…
Reference in New Issue
Block a user