Updated tests to use new functions introduced. Less intuitive, but faster.

This commit is contained in:
Frutescens 2024-08-15 11:24:48 -07:00 committed by frutescens
parent cba864ebb4
commit ce4ec533ac
7 changed files with 131 additions and 5969 deletions

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@ -1,42 +1,9 @@
import { BattlerIndex } from "#app/battle.js"; import { BattlerIndex } from "#app/battle.js";
import { TrickRoomTag } from "#app/data/arena-tag.js";
import { Stat } from "#app/enums/stat.js";
import Pokemon from "#app/field/pokemon.js";
import { BattlePhase } from "./battle-phase"; import { BattlePhase } from "./battle-phase";
import * as Utils from "#app/utils.js";
type PokemonFunc = (pokemon: Pokemon) => void; type PokemonFunc = (pokemon: Pokemon) => void;
export abstract class FieldPhase extends BattlePhase { export abstract class FieldPhase extends BattlePhase {
getOrder(): BattlerIndex[] {
const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
// We shuffle the list before sorting so speed ties produce random results
let orderedTargets: Pokemon[] = playerField.concat(enemyField);
// We seed it with the current turn to prevent an inconsistency where it
// was varying based on how long since you last reloaded
this.scene.executeWithSeedOffset(() => {
orderedTargets = Utils.randSeedShuffle(orderedTargets);
}, this.scene.currentBattle.turn, this.scene.waveSeed);
orderedTargets.sort((a: Pokemon, b: Pokemon) => {
const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
return bSpeed - aSpeed;
});
const speedReversed = new Utils.BooleanHolder(false);
this.scene.arena.applyTags(TrickRoomTag, speedReversed);
if (speedReversed.value) {
orderedTargets = orderedTargets.reverse();
}
return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : 0));
}
executeForAll(func: PokemonFunc): void { executeForAll(func: PokemonFunc): void {
const field = this.scene.getField(true).filter(p => p.summonData); const field = this.scene.getField(true).filter(p => p.summonData);
field.forEach(pokemon => func(pokemon)); field.forEach(pokemon => func(pokemon));

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@ -1,12 +1,12 @@
import BattleScene from "#app/battle-scene.js"; import BattleScene from "#app/battle-scene";
import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability.js"; import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability";
import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move.js"; import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move";
import { Abilities } from "#app/enums/abilities.js"; import { Abilities } from "#app/enums/abilities";
import { Stat } from "#app/enums/stat.js"; import { Stat } from "#app/enums/stat";
import { PokemonMove } from "#app/field/pokemon.js"; import Pokemon, { PokemonMove } from "#app/field/pokemon";
import { BypassSpeedChanceModifier } from "#app/modifier/modifier.js"; import { BypassSpeedChanceModifier } from "#app/modifier/modifier";
import { Command } from "#app/ui/command-ui-handler.js"; import { Command } from "#app/ui/command-ui-handler";
import * as Utils from "#app/utils.js"; import * as Utils from "#app/utils";
import { AttemptCapturePhase } from "./attempt-capture-phase"; import { AttemptCapturePhase } from "./attempt-capture-phase";
import { AttemptRunPhase } from "./attempt-run-phase"; import { AttemptRunPhase } from "./attempt-run-phase";
import { BerryPhase } from "./berry-phase"; import { BerryPhase } from "./berry-phase";
@ -17,18 +17,49 @@ import { PostTurnStatusEffectPhase } from "./post-turn-status-effect-phase";
import { SwitchSummonPhase } from "./switch-summon-phase"; import { SwitchSummonPhase } from "./switch-summon-phase";
import { TurnEndPhase } from "./turn-end-phase"; import { TurnEndPhase } from "./turn-end-phase";
import { WeatherEffectPhase } from "./weather-effect-phase"; import { WeatherEffectPhase } from "./weather-effect-phase";
import { BattlerIndex } from "#app/battle";
import { TrickRoomTag } from "#app/data/arena-tag";
export class TurnStartPhase extends FieldPhase { export class TurnStartPhase extends FieldPhase {
constructor(scene: BattleScene) { constructor(scene: BattleScene) {
super(scene); super(scene);
} }
start() { getSpeedOrder(): BattlerIndex[] {
super.start(); const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
const field = this.scene.getField(); // We shuffle the list before sorting so speed ties produce random results
const order = this.getOrder(); let orderedTargets: Pokemon[] = playerField.concat(enemyField);
// We seed it with the current turn to prevent an inconsistency where it
// was varying based on how long since you last reloaded
this.scene.executeWithSeedOffset(() => {
orderedTargets = Utils.randSeedShuffle(orderedTargets);
}, this.scene.currentBattle.turn, this.scene.waveSeed);
orderedTargets.sort((a: Pokemon, b: Pokemon) => {
const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
return bSpeed - aSpeed;
});
// Next, a check for Trick Room is applied. If Trick Room is present, the order is reversed.
const speedReversed = new Utils.BooleanHolder(false);
this.scene.arena.applyTags(TrickRoomTag, speedReversed);
if (speedReversed.value) {
orderedTargets = orderedTargets.reverse();
}
return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : BattlerIndex.PLAYER));
}
getCommandOrder(): BattlerIndex[] {
let moveOrder = this.getSpeedOrder();
// The creation of the battlerBypassSpeed object contains checks for the ability Quick Draw and the held item Quick Claw
// The ability Mycelium Might disables Quick Claw's activation when using a status move
// This occurs before the main loop because of battles with more than two Pokemon
const battlerBypassSpeed = {}; const battlerBypassSpeed = {};
this.scene.getField(true).filter(p => p.summonData).map(p => { this.scene.getField(true).filter(p => p.summonData).map(p => {
@ -42,8 +73,9 @@ export class TurnStartPhase extends FieldPhase {
battlerBypassSpeed[p.getBattlerIndex()] = bypassSpeed; battlerBypassSpeed[p.getBattlerIndex()] = bypassSpeed;
}); });
const moveOrder = order.slice(0); // The function begins sorting orderedTargets based on command priority, move priority, and possible speed bypasses.
// Non-FIGHT commands (SWITCH, BALL, RUN) have a higher command priority and will always occur before any FIGHT commands.
moveOrder = moveOrder.slice(0);
moveOrder.sort((a, b) => { moveOrder.sort((a, b) => {
const aCommand = this.scene.currentBattle.turnCommands[a]; const aCommand = this.scene.currentBattle.turnCommands[a];
const bCommand = this.scene.currentBattle.turnCommands[b]; const bCommand = this.scene.currentBattle.turnCommands[b];
@ -58,6 +90,7 @@ export class TurnStartPhase extends FieldPhase {
const aMove = allMoves[aCommand.move!.move];//TODO: is the bang correct here? const aMove = allMoves[aCommand.move!.move];//TODO: is the bang correct here?
const bMove = allMoves[bCommand!.move!.move];//TODO: is the bang correct here? const bMove = allMoves[bCommand!.move!.move];//TODO: is the bang correct here?
// The game now considers priority and applies the relevant move and ability attributes
const aPriority = new Utils.IntegerHolder(aMove.priority); const aPriority = new Utils.IntegerHolder(aMove.priority);
const bPriority = new Utils.IntegerHolder(bMove.priority); const bPriority = new Utils.IntegerHolder(bMove.priority);
@ -67,25 +100,37 @@ export class TurnStartPhase extends FieldPhase {
applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, aMove, aPriority); //TODO: is the bang correct here? applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, aMove, aPriority); //TODO: is the bang correct here?
applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, bMove, bPriority); //TODO: is the bang correct here? applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, bMove, bPriority); //TODO: is the bang correct here?
// The game now checks for differences in priority levels.
// If the moves share the same original priority bracket, it can check for differences in battlerBypassSpeed and return the result.
// This conditional is used to ensure that Quick Claw can still activate with abilities like Stall and Mycelium Might (attack moves only)
// Otherwise, the game returns the user of the move with the highest priority.
const isSameBracket = Math.ceil(aPriority.value) - Math.ceil(bPriority.value) === 0;
if (aPriority.value !== bPriority.value) { if (aPriority.value !== bPriority.value) {
const bracketDifference = Math.ceil(aPriority.value) - Math.ceil(bPriority.value); if (isSameBracket && battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
const hasSpeedDifference = battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value;
if (bracketDifference === 0 && hasSpeedDifference) {
return battlerBypassSpeed[a].value ? -1 : 1; return battlerBypassSpeed[a].value ? -1 : 1;
} }
return aPriority.value < bPriority.value ? 1 : -1; return aPriority.value < bPriority.value ? 1 : -1;
} }
} }
// If there is no difference between the move's calculated priorities, the game checks for differences in battlerBypassSpeed and returns the result.
if (battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) { if (battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
return battlerBypassSpeed[a].value ? -1 : 1; return battlerBypassSpeed[a].value ? -1 : 1;
} }
const aIndex = order.indexOf(a); const aIndex = moveOrder.indexOf(a);
const bIndex = order.indexOf(b); const bIndex = moveOrder.indexOf(b);
return aIndex < bIndex ? -1 : aIndex > bIndex ? 1 : 0; return aIndex < bIndex ? -1 : aIndex > bIndex ? 1 : 0;
}); });
return moveOrder;
}
start() {
super.start();
const field = this.scene.getField();
const moveOrder = this.getCommandOrder();
let orderIndex = 0; let orderIndex = 0;
@ -150,10 +195,9 @@ export class TurnStartPhase extends FieldPhase {
} }
} }
this.scene.pushPhase(new WeatherEffectPhase(this.scene)); this.scene.pushPhase(new WeatherEffectPhase(this.scene));
for (const o of order) { for (const o of moveOrder) {
if (field[o].status && field[o].status.isPostTurn()) { if (field[o].status && field[o].status.isPostTurn()) {
this.scene.pushPhase(new PostTurnStatusEffectPhase(this.scene, o)); this.scene.pushPhase(new PostTurnStatusEffectPhase(this.scene, o));
} }

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@ -1,5 +1,6 @@
import { MovePhase } from "#app/phases/move-phase.js"; import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase.js"; import { TurnStartPhase } from "#app/phases/turn-start-phase";
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
import GameManager from "#test/utils/gameManager"; import GameManager from "#test/utils/gameManager";
import { getMovePosition } from "#test/utils/gameManagerUtils"; import { getMovePosition } from "#test/utils/gameManagerUtils";
import { Abilities } from "#enums/abilities"; import { Abilities } from "#enums/abilities";
@ -9,7 +10,6 @@ import { Species } from "#enums/species";
import Phaser from "phaser"; import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Mycelium Might", () => { describe("Abilities - Mycelium Might", () => {
let phaserGame: Phaser.Game; let phaserGame: Phaser.Game;
let game: GameManager; let game: GameManager;
@ -36,7 +36,7 @@ describe("Abilities - Mycelium Might", () => {
}); });
/** /**
* Bulbapedia References: * References:
* https://bulbapedia.bulbagarden.net/wiki/Mycelium_Might_(Ability) * https://bulbapedia.bulbagarden.net/wiki/Mycelium_Might_(Ability)
* https://bulbapedia.bulbagarden.net/wiki/Priority * https://bulbapedia.bulbagarden.net/wiki/Priority
* https://www.smogon.com/forums/threads/scarlet-violet-battle-mechanics-research.3709545/page-24 * https://www.smogon.com/forums/threads/scarlet-violet-battle-mechanics-research.3709545/page-24
@ -44,63 +44,55 @@ describe("Abilities - Mycelium Might", () => {
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() => { 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() => {
await game.startBattle([ Species.REGIELEKI ]); await game.startBattle([ Species.REGIELEKI ]);
const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyPokemon = game.scene.getEnemyPokemon(); const enemyPokemon = game.scene.getEnemyPokemon();
const enemyIndex = enemyPokemon?.getBattlerIndex();
game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES)); game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
await game.phaseInterceptor.to(MovePhase, false); await game.phaseInterceptor.run(EnemyCommandPhase);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The opponent Pokemon (without Mycelium Might) goes first despite having lower speed than the player Pokemon. // The opponent Pokemon (without Mycelium Might) goes first despite having lower speed than the player Pokemon.
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
await game.phaseInterceptor.run(MovePhase);
await game.phaseInterceptor.to(MovePhase, false);
// The player Pokemon (with Mycelium Might) goes last despite having higher speed than the opponent. // The player Pokemon (with Mycelium Might) goes last despite having higher speed than the opponent.
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex); // This means that the commandOrder is equivalent to the speed Order reversed
expect(speedOrder.reverse().every((val, index) => val === commandOrder[index])).toBe(true);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to(TurnEndPhase);
// Despite the opponent's ability (Clear Body), its attack stat is still reduced.
expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1); expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
}, 20000); }, 20000);
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() => { 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() => {
game.override.enemyMoveset([Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE]); game.override.enemyMoveset([Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE]);
await game.startBattle([ Species.REGIELEKI ]); await game.startBattle([ Species.REGIELEKI ]);
const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyPokemon = game.scene.getEnemyPokemon(); const enemyPokemon = game.scene.getEnemyPokemon();
const enemyIndex = enemyPokemon?.getBattlerIndex();
game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES)); game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
await game.phaseInterceptor.to(MovePhase, false); await game.phaseInterceptor.run(EnemyCommandPhase);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The player Pokemon (with M.M.) goes first because its move is still within a higher priority bracket than its opponent. // The player Pokemon (with M.M.) goes first because its move is still within a higher priority bracket than its opponent.
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
await game.phaseInterceptor.run(MovePhase);
await game.phaseInterceptor.to(MovePhase, false);
// The enemy Pokemon goes second because its move is in a lower priority bracket. // The enemy Pokemon goes second because its move is in a lower priority bracket.
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex); // This means that the commandOrder should be identical to the speedOrder
expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to(TurnEndPhase);
// Despite the opponent's ability (Clear Body), its attack stat is still reduced.
expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1); expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
}, 20000); }, 20000);
it("Order is established normally if the Pokemon uses a non-status move", async() => { it("Order is established normally if the Pokemon uses a non-status move", async() => {
await game.startBattle([ Species.REGIELEKI ]); await game.startBattle([ Species.REGIELEKI ]);
const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK)); game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK));
await game.phaseInterceptor.to(MovePhase, false); await game.phaseInterceptor.run(EnemyCommandPhase);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The player Pokemon (with M.M.) goes first because it has a higher speed and did not use a status move. // The player Pokemon (with M.M.) goes first because it has a higher speed and did not use a status move.
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
await game.phaseInterceptor.run(MovePhase);
await game.phaseInterceptor.to(MovePhase, false);
// The enemy Pokemon (without M.M.) goes second because its speed is lower. // The enemy Pokemon (without M.M.) goes second because its speed is lower.
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex); // This means that the commandOrder should be identical to the speedOrder
expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
}, 20000); }, 20000);
}); });

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@ -5,8 +5,8 @@ import { Moves } from "#enums/moves";
import { Species } from "#enums/species"; import { Species } from "#enums/species";
import Phaser from "phaser"; import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { MovePhase } from "#app/phases/move-phase.js"; import { TurnStartPhase } from "#app/phases/turn-start-phase";
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
describe("Abilities - Stall", () => { describe("Abilities - Stall", () => {
let phaserGame: Phaser.Game; let phaserGame: Phaser.Game;
@ -33,7 +33,7 @@ describe("Abilities - Stall", () => {
}); });
/** /**
* Bulbapedia References: * References:
* https://bulbapedia.bulbagarden.net/wiki/Stall_(Ability) * https://bulbapedia.bulbagarden.net/wiki/Stall_(Ability)
* https://bulbapedia.bulbagarden.net/wiki/Priority * https://bulbapedia.bulbagarden.net/wiki/Priority
**/ **/
@ -41,55 +41,47 @@ describe("Abilities - Stall", () => {
it("Pokemon with Stall should move last in its priority bracket regardless of speed", async() => { it("Pokemon with Stall should move last in its priority bracket regardless of speed", async() => {
await game.startBattle([ Species.SHUCKLE ]); await game.startBattle([ Species.SHUCKLE ]);
const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK)); game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK));
await game.phaseInterceptor.to(MovePhase, false); await game.phaseInterceptor.run(EnemyCommandPhase);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The player Pokemon (without Stall) goes first despite having lower speed than the opponent. // The player Pokemon (without Stall) goes first despite having lower speed than the opponent.
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
await game.phaseInterceptor.run(MovePhase);
await game.phaseInterceptor.to(MovePhase, false);
// The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon. // The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon.
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex); // This means that the commandOrder is equivalent to the speed Order reversed
expect(speedOrder.reverse().every((val, index) => val === commandOrder[index])).toBe(true);
}, 20000); }, 20000);
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() => { 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() => {
await game.startBattle([ Species.SHUCKLE ]); 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)); game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
await game.phaseInterceptor.to(MovePhase, false); await game.phaseInterceptor.run(EnemyCommandPhase);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent. // The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent.
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
await game.phaseInterceptor.run(MovePhase);
await game.phaseInterceptor.to(MovePhase, false);
// The player Pokemon goes second because its move is in a lower priority bracket. // 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); }, 20000);
it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async() => { 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); game.override.ability(Abilities.STALL);
await game.startBattle([ Species.SHUCKLE ]); 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)); game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
await game.phaseInterceptor.to(MovePhase, false); await game.phaseInterceptor.run(EnemyCommandPhase);
// The opponent Pokemon (with Stall) goes first because it has a higher speed. const phase = game.scene.getCurrentPhase() as TurnStartPhase;
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex); const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
await game.phaseInterceptor.run(MovePhase); // The opponent Pokemon (with Stall) goes first because it has a higher speed.
await game.phaseInterceptor.to(MovePhase, false);
// The player Pokemon (with Stall) goes second because its speed is lower. // 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); }, 20000);
}); });

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@ -11,9 +11,9 @@ import { Species } from "#enums/species";
import Phaser from "phaser"; import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { CommandPhase } from "#app/phases/command-phase.js"; import { CommandPhase } from "#app/phases/command-phase.js";
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase.js"; import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
import { SelectTargetPhase } from "#app/phases/select-target-phase.js"; import { SelectTargetPhase } from "#app/phases/select-target-phase";
import { TurnStartPhase } from "#app/phases/turn-start-phase.js"; import { TurnStartPhase } from "#app/phases/turn-start-phase";
describe("Battle order", () => { describe("Battle order", () => {

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@ -20,28 +20,28 @@ import { GameDataType } from "#enums/game-data-type";
import { PlayerGender } from "#enums/player-gender"; import { PlayerGender } from "#enums/player-gender";
import { Species } from "#enums/species"; import { Species } from "#enums/species";
import { Button } from "#enums/buttons"; import { Button } from "#enums/buttons";
import { BattlerIndex } from "#app/battle.js"; import { BattlerIndex } from "#app/battle";
import TargetSelectUiHandler from "#app/ui/target-select-ui-handler.js"; import TargetSelectUiHandler from "#app/ui/target-select-ui-handler";
import { OverridesHelper } from "./helpers/overridesHelper"; import { OverridesHelper } from "./helpers/overridesHelper";
import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type.js"; import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type";
import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler.js"; import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler";
import { MoveHelper } from "./helpers/moveHelper"; import { MoveHelper } from "./helpers/moveHelper";
import { vi } from "vitest"; import { vi } from "vitest";
import { ClassicModeHelper } from "./helpers/classicModeHelper"; import { ClassicModeHelper } from "./helpers/classicModeHelper";
import { DailyModeHelper } from "./helpers/dailyModeHelper"; import { DailyModeHelper } from "./helpers/dailyModeHelper";
import { SettingsHelper } from "./helpers/settingsHelper"; import { SettingsHelper } from "./helpers/settingsHelper";
import { CommandPhase } from "#app/phases/command-phase.js"; import { CommandPhase } from "#app/phases/command-phase";
import { EncounterPhase } from "#app/phases/encounter-phase.js"; import { EncounterPhase } from "#app/phases/encounter-phase";
import { FaintPhase } from "#app/phases/faint-phase.js"; import { FaintPhase } from "#app/phases/faint-phase";
import { LoginPhase } from "#app/phases/login-phase.js"; import { LoginPhase } from "#app/phases/login-phase";
import { MovePhase } from "#app/phases/move-phase.js"; import { MovePhase } from "#app/phases/move-phase";
import { NewBattlePhase } from "#app/phases/new-battle-phase.js"; import { NewBattlePhase } from "#app/phases/new-battle-phase";
import { SelectStarterPhase } from "#app/phases/select-starter-phase.js"; import { SelectStarterPhase } from "#app/phases/select-starter-phase";
import { SelectTargetPhase } from "#app/phases/select-target-phase.js"; import { SelectTargetPhase } from "#app/phases/select-target-phase";
import { TitlePhase } from "#app/phases/title-phase.js"; import { TitlePhase } from "#app/phases/title-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase.js"; import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase.js"; import { TurnInitPhase } from "#app/phases/turn-init-phase";
import { TurnStartPhase } from "#app/phases/turn-start-phase.js"; import { TurnStartPhase } from "#app/phases/turn-start-phase";
/** /**
* Class to manage the game state and transitions between phases. * Class to manage the game state and transitions between phases.