Merge branch 'beta' into WorkingDiscardFunction

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Mikhail Shueb 2025-07-30 09:04:44 +01:00 committed by GitHub
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10 changed files with 748 additions and 377 deletions

119
src/@types/battler-tags.ts Normal file
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@ -0,0 +1,119 @@
// biome-ignore-start lint/correctness/noUnusedImports: Used in a TSDoc comment
import type { AbilityBattlerTag, BattlerTagTypeMap, SerializableBattlerTag, TypeBoostTag } from "#data/battler-tags";
import type { AbilityId } from "#enums/ability-id";
// biome-ignore-end lint/correctness/noUnusedImports: end
import type { BattlerTagType } from "#enums/battler-tag-type";
/**
* Subset of {@linkcode BattlerTagType}s that restrict the use of moves.
*/
export type MoveRestrictionBattlerTagType =
| BattlerTagType.THROAT_CHOPPED
| BattlerTagType.TORMENT
| BattlerTagType.TAUNT
| BattlerTagType.IMPRISON
| BattlerTagType.HEAL_BLOCK
| BattlerTagType.ENCORE
| BattlerTagType.DISABLED
| BattlerTagType.GORILLA_TACTICS;
/**
* Subset of {@linkcode BattlerTagType}s that block damage from moves.
*/
export type FormBlockDamageBattlerTagType = BattlerTagType.ICE_FACE | BattlerTagType.DISGUISE;
/**
* Subset of {@linkcode BattlerTagType}s that are related to trapping effects.
*/
export type TrappingBattlerTagType =
| BattlerTagType.BIND
| BattlerTagType.WRAP
| BattlerTagType.FIRE_SPIN
| BattlerTagType.WHIRLPOOL
| BattlerTagType.CLAMP
| BattlerTagType.SAND_TOMB
| BattlerTagType.MAGMA_STORM
| BattlerTagType.SNAP_TRAP
| BattlerTagType.THUNDER_CAGE
| BattlerTagType.INFESTATION
| BattlerTagType.INGRAIN
| BattlerTagType.OCTOLOCK
| BattlerTagType.NO_RETREAT;
/**
* Subset of {@linkcode BattlerTagType}s that are related to protection effects.
*/
export type ProtectionBattlerTagType = BattlerTagType.PROTECTED | BattlerTagType.SPIKY_SHIELD | DamageProtectedTagType;
/**
* Subset of {@linkcode BattlerTagType}s related to protection effects that block damage but not status moves.
*/
export type DamageProtectedTagType = ContactSetStatusProtectedTagType | ContactStatStageChangeProtectedTagType;
/**
* Subset of {@linkcode BattlerTagType}s related to protection effects that set a status effect on the attacker.
*/
export type ContactSetStatusProtectedTagType = BattlerTagType.BANEFUL_BUNKER | BattlerTagType.BURNING_BULWARK;
/**
* Subset of {@linkcode BattlerTagType}s related to protection effects that change stat stages of the attacker.
*/
export type ContactStatStageChangeProtectedTagType =
| BattlerTagType.KINGS_SHIELD
| BattlerTagType.SILK_TRAP
| BattlerTagType.OBSTRUCT;
/** Subset of {@linkcode BattlerTagType}s that provide the Endure effect */
export type EndureTagType = BattlerTagType.ENDURE_TOKEN | BattlerTagType.ENDURING;
/**
* Subset of {@linkcode BattlerTagType}s that are related to semi-invulnerable states.
*/
export type SemiInvulnerableTagType =
| BattlerTagType.FLYING
| BattlerTagType.UNDERGROUND
| BattlerTagType.UNDERWATER
| BattlerTagType.HIDDEN;
/**
* Subset of {@linkcode BattlerTagType}s corresponding to {@linkcode AbilityBattlerTag}s
*
* @remarks
* {@linkcode AbilityId.FLASH_FIRE | Flash Fire}'s {@linkcode BattlerTagType.FIRE_BOOST} is not included as it
* subclasses {@linkcode TypeBoostTag} and not `AbilityBattlerTag`.
*/
export type AbilityBattlerTagType =
| BattlerTagType.PROTOSYNTHESIS
| BattlerTagType.QUARK_DRIVE
| BattlerTagType.UNBURDEN
| BattlerTagType.SLOW_START
| BattlerTagType.TRUANT;
/**
* Subset of {@linkcode BattlerTagType}s related to abilities that boost the highest stat.
*/
export type HighestStatBoostTagType =
| BattlerTagType.QUARK_DRIVE // formatting
| BattlerTagType.PROTOSYNTHESIS;
/**
* Subset of {@linkcode BattlerTagType}s that are able to persist between turns and should therefore be serialized
*/
export type SerializableBattlerTagType = keyof {
[K in keyof BattlerTagTypeMap as BattlerTagTypeMap[K] extends SerializableBattlerTag
? K
: never]: BattlerTagTypeMap[K];
};
/**
* Subset of {@linkcode BattlerTagType}s that are not able to persist across waves and should therefore not be serialized
*/
export type NonSerializableBattlerTagType = Exclude<BattlerTagType, SerializableBattlerTagType>;
/**
* Dummy, typescript-only declaration to ensure that
* {@linkcode BattlerTagTypeMap} has an entry for all `BattlerTagType`s.
*
* If a battler tag is missing from the map, Typescript will throw an error on this statement.
*
* Does not actually exist at runtime, so it must not be used!
*/
declare const EnsureAllBattlerTagTypesAreMapped: BattlerTagTypeMap[BattlerTagType] & never;

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@ -10800,7 +10800,7 @@ export function initMoves() {
new SelfStatusMove(MoveId.NO_RETREAT, PokemonType.FIGHTING, -1, 5, -1, 0, 8)
.attr(StatStageChangeAttr, [ Stat.ATK, Stat.DEF, Stat.SPATK, Stat.SPDEF, Stat.SPD ], 1, true)
.attr(AddBattlerTagAttr, BattlerTagType.NO_RETREAT, true, false)
.condition((user, target, move) => user.getTag(TrappedTag)?.sourceMove !== MoveId.NO_RETREAT), // fails if the user is currently trapped by No Retreat
.condition((user, target, move) => user.getTag(TrappedTag)?.tagType !== BattlerTagType.NO_RETREAT), // fails if the user is currently trapped by No Retreat
new StatusMove(MoveId.TAR_SHOT, PokemonType.ROCK, 100, 15, -1, 0, 8)
.attr(StatStageChangeAttr, [ Stat.SPD ], -1)
.attr(AddBattlerTagAttr, BattlerTagType.TAR_SHOT, false)

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@ -1,4 +1,5 @@
import { type BattlerTag, loadBattlerTag } from "#data/battler-tags";
import type { BattlerTag } from "#data/battler-tags";
import { loadBattlerTag, SerializableBattlerTag } from "#data/battler-tags";
import { allSpecies } from "#data/data-lists";
import type { Gender } from "#data/gender";
import { PokemonMove } from "#data/moves/pokemon-move";
@ -187,9 +188,11 @@ export class PokemonSummonData {
continue;
}
if (key === "tags") {
// load battler tags
this.tags = value.map((t: BattlerTag) => loadBattlerTag(t));
if (key === "tags" && Array.isArray(value)) {
// load battler tags, discarding any that are not serializable
this.tags = value
.map((t: SerializableBattlerTag) => loadBattlerTag(t))
.filter((t): t is SerializableBattlerTag => t instanceof SerializableBattlerTag);
continue;
}
this[key] = value;

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@ -1,5 +1,4 @@
export enum BattlerTagType {
NONE = "NONE",
RECHARGING = "RECHARGING",
FLINCHED = "FLINCHED",
INTERRUPTED = "INTERRUPTED",

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@ -9,6 +9,7 @@ import { AttemptCapturePhase } from "#phases/attempt-capture-phase";
import { AttemptRunPhase } from "#phases/attempt-run-phase";
import { BattleEndPhase } from "#phases/battle-end-phase";
import { BerryPhase } from "#phases/berry-phase";
import { CheckInterludePhase } from "#phases/check-interlude-phase";
import { CheckStatusEffectPhase } from "#phases/check-status-effect-phase";
import { CheckSwitchPhase } from "#phases/check-switch-phase";
import { CommandPhase } from "#phases/command-phase";
@ -121,6 +122,7 @@ const PHASES = Object.freeze({
AttemptRunPhase,
BattleEndPhase,
BerryPhase,
CheckInterludePhase,
CheckStatusEffectPhase,
CheckSwitchPhase,
CommandPhase,
@ -665,4 +667,15 @@ export class PhaseManager {
): void {
this.startDynamicPhase(this.create(phase, ...args));
}
/** Prevents end of turn effects from triggering when transitioning to a new biome on a X0 wave */
public onInterlude(): void {
const phasesToRemove = ["WeatherEffectPhase", "BerryPhase", "CheckStatusEffectPhase"];
this.phaseQueue = this.phaseQueue.filter(p => !phasesToRemove.includes(p.phaseName));
const turnEndPhase = this.findPhase<TurnEndPhase>(p => p.phaseName === "TurnEndPhase");
if (turnEndPhase) {
turnEndPhase.upcomingInterlude = true;
}
}
}

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@ -0,0 +1,18 @@
import { globalScene } from "#app/global-scene";
import { Phase } from "#app/phase";
export class CheckInterludePhase extends Phase {
public override readonly phaseName = "CheckInterludePhase";
public override start(): void {
super.start();
const { phaseManager } = globalScene;
const { waveIndex } = globalScene.currentBattle;
if (waveIndex % 10 === 0 && globalScene.getEnemyParty().every(p => p.isFainted())) {
phaseManager.onInterlude();
}
this.end();
}
}

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@ -18,6 +18,8 @@ import i18next from "i18next";
export class TurnEndPhase extends FieldPhase {
public readonly phaseName = "TurnEndPhase";
public upcomingInterlude = false;
start() {
super.start();
@ -59,9 +61,11 @@ export class TurnEndPhase extends FieldPhase {
pokemon.tempSummonData.waveTurnCount++;
};
this.executeForAll(handlePokemon);
if (!this.upcomingInterlude) {
this.executeForAll(handlePokemon);
globalScene.arena.lapseTags();
globalScene.arena.lapseTags();
}
if (globalScene.arena.weather && !globalScene.arena.weather.lapse()) {
globalScene.arena.trySetWeather(WeatherType.NONE);

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@ -218,6 +218,7 @@ export class TurnStartPhase extends FieldPhase {
break;
}
}
phaseManager.pushNew("CheckInterludePhase");
phaseManager.pushNew("WeatherEffectPhase");
phaseManager.pushNew("BerryPhase");
@ -227,10 +228,10 @@ export class TurnStartPhase extends FieldPhase {
phaseManager.pushNew("TurnEndPhase");
/**
* this.end() will call shiftPhase(), which dumps everything from PrependQueue (aka everything that is unshifted()) to the front
* of the queue and dequeues to start the next phase
* this is important since stuff like SwitchSummon, AttemptRun, AttemptCapture Phases break the "flow" and should take precedence
/*
* `this.end()` will call `PhaseManager#shiftPhase()`, which dumps everything from `phaseQueuePrepend`
* (aka everything that is queued via `unshift()`) to the front of the queue and dequeues to start the next phase.
* This is important since stuff like `SwitchSummonPhase`, `AttemptRunPhase`, and `AttemptCapturePhase` break the "flow" and should take precedence
*/
this.end();
}

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@ -0,0 +1,63 @@
import { AbilityId } from "#enums/ability-id";
import { BerryType } from "#enums/berry-type";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { WeatherType } from "#enums/weather-type";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Check Biome End Phase", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.enemySpecies(SpeciesId.MAGIKARP)
.enemyMoveset(MoveId.SPLASH)
.enemyAbility(AbilityId.BALL_FETCH)
.ability(AbilityId.BALL_FETCH)
.startingLevel(100)
.battleStyle("single");
});
it("should not trigger end of turn effects when defeating the final pokemon of a biome in classic", async () => {
game.override
.startingWave(10)
.weather(WeatherType.SANDSTORM)
.startingHeldItems([{ name: "BERRY", type: BerryType.SITRUS }]);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const player = game.field.getPlayerPokemon();
player.hp = 1;
game.move.use(MoveId.EXTREME_SPEED);
await game.toEndOfTurn();
expect(player.hp).toBe(1);
});
it("should not prevent end of turn effects when transitioning waves within a biome", async () => {
game.override.weather(WeatherType.SANDSTORM);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const player = game.field.getPlayerPokemon();
game.move.use(MoveId.EXTREME_SPEED);
await game.toEndOfTurn();
expect(player.hp).toBeLessThan(player.getMaxHp());
});
});