diff --git a/src/battle-scene.ts b/src/battle-scene.ts index 59c0e28422b..57ca66e0dc4 100644 --- a/src/battle-scene.ts +++ b/src/battle-scene.ts @@ -797,12 +797,14 @@ export default class BattleScene extends SceneBase { // TODO: Add `undefined` to return type /** * Returns an array of PlayerPokemon of length 1 or 2 depending on if in a double battle or not. - * Does not actually check if the pokemon are on the field or not. + * @param active - (Default `false`) Whether to consider only {@linkcode Pokemon.isActive | active} on-field pokemon * @returns array of {@linkcode PlayerPokemon} */ - public getPlayerField(): PlayerPokemon[] { + public getPlayerField(active = false): PlayerPokemon[] { const party = this.getPlayerParty(); - return party.slice(0, Math.min(party.length, this.currentBattle?.double ? 2 : 1)); + return party + .slice(0, Math.min(party.length, this.currentBattle?.double ? 2 : 1)) + .filter(p => !active || p.isActive()); } public getEnemyParty(): EnemyPokemon[] { diff --git a/src/battle.ts b/src/battle.ts index ba4152227dd..878a539cecf 100644 --- a/src/battle.ts +++ b/src/battle.ts @@ -95,6 +95,12 @@ export default class Battle { /** If the current battle is a Mystery Encounter, this will always be defined */ public mysteryEncounter?: MysteryEncounter; + /** + * Tracker for whether the last run attempt failed. + * @defaultValue `false` + */ + public failedRunAway = false; + private rngCounter = 0; constructor(gameMode: GameMode, waveIndex: number, battleType: BattleType, trainer?: Trainer, double = false) { diff --git a/src/data/abilities/ability.ts b/src/data/abilities/ability.ts index 5e7e1c2992a..0aaf5b4b124 100644 --- a/src/data/abilities/ability.ts +++ b/src/data/abilities/ability.ts @@ -7263,11 +7263,14 @@ export function initAbilities() { new Ability(AbilityId.MERCILESS, 7) .attr(ConditionalCritAbAttr, (_user, target, _move) => target?.status?.effect === StatusEffect.TOXIC || target?.status?.effect === StatusEffect.POISON), new Ability(AbilityId.SHIELDS_DOWN, 7, -1) - .attr(PostBattleInitFormChangeAbAttr, () => 0) + // Change into Meteor Form on switch-in or turn end if HP >= 50%, + // or Core Form if HP <= 50%. + .attr(PostBattleInitFormChangeAbAttr, p => p.formIndex % 7) .attr(PostSummonFormChangeAbAttr, p => p.formIndex % 7 + (p.getHpRatio() <= 0.5 ? 7 : 0)) .attr(PostTurnFormChangeAbAttr, p => p.formIndex % 7 + (p.getHpRatio() <= 0.5 ? 7 : 0)) - .conditionalAttr(p => p.formIndex !== 7, StatusEffectImmunityAbAttr) - .conditionalAttr(p => p.formIndex !== 7, BattlerTagImmunityAbAttr, BattlerTagType.DROWSY) + // All variants of Meteor Form are immune to status effects & Yawn + .conditionalAttr(p => p.formIndex < 7, StatusEffectImmunityAbAttr) + .conditionalAttr(p => p.formIndex < 7, BattlerTagImmunityAbAttr, BattlerTagType.DROWSY) .attr(NoFusionAbilityAbAttr) .attr(NoTransformAbilityAbAttr) .uncopiable() @@ -7333,12 +7336,11 @@ export function initAbilities() { .unsuppressable() .bypassFaint(), new Ability(AbilityId.POWER_CONSTRUCT, 7) - .conditionalAttr(pokemon => pokemon.formIndex === 2 || pokemon.formIndex === 4, PostBattleInitFormChangeAbAttr, () => 2) - .conditionalAttr(pokemon => pokemon.formIndex === 3 || pokemon.formIndex === 5, PostBattleInitFormChangeAbAttr, () => 3) - .conditionalAttr(pokemon => pokemon.formIndex === 2 || pokemon.formIndex === 4, PostSummonFormChangeAbAttr, p => p.getHpRatio() <= 0.5 || p.getFormKey() === "complete" ? 4 : 2) - .conditionalAttr(pokemon => pokemon.formIndex === 2 || pokemon.formIndex === 4, PostTurnFormChangeAbAttr, p => p.getHpRatio() <= 0.5 || p.getFormKey() === "complete" ? 4 : 2) - .conditionalAttr(pokemon => pokemon.formIndex === 3 || pokemon.formIndex === 5, PostSummonFormChangeAbAttr, p => p.getHpRatio() <= 0.5 || p.getFormKey() === "10-complete" ? 5 : 3) - .conditionalAttr(pokemon => pokemon.formIndex === 3 || pokemon.formIndex === 5, PostTurnFormChangeAbAttr, p => p.getHpRatio() <= 0.5 || p.getFormKey() === "10-complete" ? 5 : 3) + // Change to 10% complete or 50% complete on switchout/turn end if at <50% HP; + // revert to 10% PC or 50% PC before a new battle starts + .conditionalAttr(p => p.formIndex === 4 || p.formIndex === 5, PostBattleInitFormChangeAbAttr, p => p.formIndex - 2) + .conditionalAttr(p => p.getHpRatio() <= 0.5 && (p.formIndex === 2 || p.formIndex === 3), PostSummonFormChangeAbAttr, p => p.formIndex + 2) + .conditionalAttr(p => p.getHpRatio() <= 0.5 && (p.formIndex === 2 || p.formIndex === 3), PostTurnFormChangeAbAttr, p => p.formIndex + 2) .attr(NoFusionAbilityAbAttr) .uncopiable() .unreplaceable() diff --git a/src/overrides.ts b/src/overrides.ts index 82462431fb0..ea50e9b088c 100644 --- a/src/overrides.ts +++ b/src/overrides.ts @@ -119,7 +119,13 @@ class DefaultOverrides { * or `false` to force it to never trigger. */ readonly CONFUSION_ACTIVATION_OVERRIDE: boolean | null = null; - + /** + * If non-null, will override random flee attempts to always or never succeed by forcing {@linkcode calculateEscapeChance} to return 100% or 0%. + * Set to `null` to disable. + * + * Is overridden if either player Pokemon has {@linkcode AbilityId.RUN_AWAY | Run Away}. + */ + readonly RUN_SUCCESS_OVERRIDE: boolean | null = null; // ---------------- // PLAYER OVERRIDES // ---------------- diff --git a/src/phases/attempt-run-phase.ts b/src/phases/attempt-run-phase.ts index ecd64380c31..3709374287a 100644 --- a/src/phases/attempt-run-phase.ts +++ b/src/phases/attempt-run-phase.ts @@ -1,34 +1,33 @@ import { applyAbAttrs } from "#app/data/abilities/apply-ab-attrs"; +import { globalScene } from "#app/global-scene"; +import Overrides from "#app/overrides"; +import { FieldPhase } from "#app/phases/field-phase"; +import { NumberHolder } from "#app/utils/common"; import { Stat } from "#enums/stat"; import { StatusEffect } from "#enums/status-effect"; -import type { PlayerPokemon, EnemyPokemon } from "#app/field/pokemon"; -import type Pokemon from "#app/field/pokemon"; import i18next from "i18next"; -import { NumberHolder } from "#app/utils/common"; -import { PokemonPhase } from "./pokemon-phase"; -import { globalScene } from "#app/global-scene"; -export class AttemptRunPhase extends PokemonPhase { +export class AttemptRunPhase extends FieldPhase { public readonly phaseName = "AttemptRunPhase"; - /** For testing purposes: this is to force the pokemon to fail and escape */ - public forceFailEscape = false; - start() { + public start() { super.start(); - const playerField = globalScene.getPlayerField(); + // Increment escape attempts count on entry + const currentAttempts = globalScene.currentBattle.escapeAttempts++; + + const activePlayerField = globalScene.getPlayerField(true); const enemyField = globalScene.getEnemyField(); - const playerPokemon = this.getPokemon(); + const escapeRoll = globalScene.randBattleSeedInt(100); + const escapeChance = new NumberHolder(this.calculateEscapeChance(currentAttempts)); - const escapeChance = new NumberHolder(0); + activePlayerField.forEach(pokemon => { + applyAbAttrs("RunSuccessAbAttr", { pokemon, chance: escapeChance }); + }); - this.attemptRunAway(playerField, enemyField, escapeChance); - - applyAbAttrs("RunSuccessAbAttr", { pokemon: playerPokemon, chance: escapeChance }); - - if (playerPokemon.randBattleSeedInt(100) < escapeChance.value && !this.forceFailEscape) { - enemyField.forEach(enemyPokemon => applyAbAttrs("PreLeaveFieldAbAttr", { pokemon: enemyPokemon })); + if (escapeRoll < escapeChance.value) { + enemyField.forEach(pokemon => applyAbAttrs("PreLeaveFieldAbAttr", { pokemon })); globalScene.playSound("se/flee"); globalScene.phaseManager.queueMessage(i18next.t("battle:runAwaySuccess"), null, true, 500); @@ -57,24 +56,35 @@ export class AttemptRunPhase extends PokemonPhase { globalScene.phaseManager.pushNew("NewBattlePhase"); } else { - playerPokemon.turnData.failedRunAway = true; + activePlayerField.forEach(p => { + p.turnData.failedRunAway = true; + }); + globalScene.phaseManager.queueMessage(i18next.t("battle:runAwayCannotEscape"), null, true, 500); } this.end(); } - attemptRunAway(playerField: PlayerPokemon[], enemyField: EnemyPokemon[], escapeChance: NumberHolder) { - /** Sum of the speed of all enemy pokemon on the field */ - const enemySpeed = enemyField.reduce( - (total: number, enemyPokemon: Pokemon) => total + enemyPokemon.getStat(Stat.SPD), - 0, - ); - /** Sum of the speed of all player pokemon on the field */ - const playerSpeed = playerField.reduce( - (total: number, playerPokemon: Pokemon) => total + playerPokemon.getStat(Stat.SPD), - 0, - ); + /** + * Calculate the chance for the player's team to successfully run away from battle. + * + * @param escapeAttempts - The number of prior failed escape attempts in the current battle + * @returns The final escape chance, as percentage out of 100. + */ + public calculateEscapeChance(escapeAttempts: number): number { + // Check for override, guaranteeing or forbidding random flee attempts as applicable. + if (Overrides.RUN_SUCCESS_OVERRIDE !== null) { + return Overrides.RUN_SUCCESS_OVERRIDE ? 100 : 0; + } + + const enemyField = globalScene.getEnemyField(); + const activePlayerField = globalScene.getPlayerField(true); + + // Cf https://bulbapedia.bulbagarden.net/wiki/Escape#Generation_V_onwards + // From gen 5 onwards, running takes the _base_ speed totals of both party sides. + const enemySpeed = enemyField.reduce((total, enemy) => total + enemy.getStat(Stat.SPD), 0); + const playerSpeed = activePlayerField.reduce((total, player) => total + player.getStat(Stat.SPD), 0); /* The way the escape chance works is by looking at the difference between your speed and the enemy field's average speed as a ratio. The higher this ratio, the higher your chance of success. * However, there is a cap for the ratio of your speed vs enemy speed which beyond that point, you won't gain any advantage. It also looks at how many times you've tried to escape. @@ -92,10 +102,8 @@ export class AttemptRunPhase extends PokemonPhase { * From the above, we can calculate the below values */ - let isBoss = false; - for (let e = 0; e < enemyField.length; e++) { - isBoss = isBoss || enemyField[e].isBoss(); // this line checks if any of the enemy pokemon on the field are bosses; if so, the calculation for escaping is different - } + /** Whether at least 1 pokemon on the enemy field is a boss. */ + const isBoss = enemyField.some(e => e.isBoss()); /** The ratio between the speed of your active pokemon and the speed of the enemy field */ const speedRatio = playerSpeed / enemySpeed; @@ -111,8 +119,8 @@ export class AttemptRunPhase extends PokemonPhase { const escapeSlope = (maxChance - minChance) / speedCap; // This will calculate the escape chance given all of the above and clamp it to the range of [`minChance`, `maxChance`] - escapeChance.value = Phaser.Math.Clamp( - Math.round(escapeSlope * speedRatio + minChance + escapeBonus * globalScene.currentBattle.escapeAttempts++), + return Phaser.Math.Clamp( + Math.round(escapeSlope * speedRatio + minChance + escapeBonus * escapeAttempts), minChance, maxChance, ); diff --git a/src/phases/turn-start-phase.ts b/src/phases/turn-start-phase.ts index 2c4f2ead82e..bfae2f06de4 100644 --- a/src/phases/turn-start-phase.ts +++ b/src/phases/turn-start-phase.ts @@ -1,6 +1,5 @@ import { applyAbAttrs } from "#app/data/abilities/apply-ab-attrs"; import { allMoves } from "#app/data/data-lists"; -import { AbilityId } from "#enums/ability-id"; import { Stat } from "#app/enums/stat"; import type Pokemon from "#app/field/pokemon"; import { PokemonMove } from "#app/data/moves/pokemon-move"; @@ -213,27 +212,8 @@ export class TurnStartPhase extends FieldPhase { break; case Command.RUN: { - let runningPokemon = pokemon; - if (globalScene.currentBattle.double) { - const playerActivePokemon = field.filter(pokemon => { - if (pokemon) { - return pokemon.isPlayer() && pokemon.isActive(); - } - return; - }); - // if only one pokemon is alive, use that one - if (playerActivePokemon.length > 1) { - // find which active pokemon has faster speed - const fasterPokemon = - playerActivePokemon[0].getStat(Stat.SPD) > playerActivePokemon[1].getStat(Stat.SPD) - ? playerActivePokemon[0] - : playerActivePokemon[1]; - // check if either active pokemon has the ability "Run Away" - const hasRunAway = playerActivePokemon.find(p => p.hasAbility(AbilityId.RUN_AWAY)); - runningPokemon = hasRunAway !== undefined ? hasRunAway : fasterPokemon; - } - } - phaseManager.unshiftNew("AttemptRunPhase", runningPokemon.getFieldIndex()); + // Running (like ball throwing) is a team action taking up both Pokemon's turns. + phaseManager.unshiftNew("AttemptRunPhase"); } break; } diff --git a/test/abilities/desolate-land.test.ts b/test/abilities/desolate-land.test.ts index 90565d9caf8..eee44b3d818 100644 --- a/test/abilities/desolate-land.test.ts +++ b/test/abilities/desolate-land.test.ts @@ -8,6 +8,7 @@ import { SpeciesId } from "#enums/species-id"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, it, expect, vi } from "vitest"; +import { globalScene } from "#app/global-scene"; describe("Abilities - Desolate Land", () => { let phaserGame: Phaser.Game; @@ -145,6 +146,7 @@ describe("Abilities - Desolate Land", () => { expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.HARSH_SUN); vi.spyOn(game.scene.getPlayerPokemon()!, "randBattleSeedInt").mockReturnValue(0); + vi.spyOn(globalScene, "randBattleSeedInt").mockReturnValue(0); const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase; commandPhase.handleCommand(Command.RUN, 0); diff --git a/test/abilities/honey_gather.test.ts b/test/abilities/honey_gather.test.ts index f8700f3e6f7..5bc7b3a0776 100644 --- a/test/abilities/honey_gather.test.ts +++ b/test/abilities/honey_gather.test.ts @@ -6,6 +6,7 @@ import { SpeciesId } from "#enums/species-id"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; +import Overrides from "#app/overrides"; describe("Abilities - Honey Gather", () => { let phaserGame: Phaser.Game; @@ -63,6 +64,8 @@ describe("Abilities - Honey Gather", () => { // something weird is going on with the test framework, so this is required to prevent a crash const enemy = game.scene.getEnemyPokemon()!; vi.spyOn(enemy, "scene", "get").mockReturnValue(game.scene); + // Expects next wave so run must succeed + vi.spyOn(Overrides, "RUN_SUCCESS_OVERRIDE", "get").mockReturnValue(true); const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase; commandPhase.handleCommand(Command.RUN, 0); diff --git a/test/abilities/neutralizing_gas.test.ts b/test/abilities/neutralizing_gas.test.ts index f153e71587e..ec1197c30ca 100644 --- a/test/abilities/neutralizing_gas.test.ts +++ b/test/abilities/neutralizing_gas.test.ts @@ -10,6 +10,7 @@ import { Stat } from "#enums/stat"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; +import { globalScene } from "#app/global-scene"; describe("Abilities - Neutralizing Gas", () => { let phaserGame: Phaser.Game; @@ -164,6 +165,7 @@ describe("Abilities - Neutralizing Gas", () => { expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeDefined(); vi.spyOn(game.scene.getPlayerPokemon()!, "randBattleSeedInt").mockReturnValue(0); + vi.spyOn(globalScene, "randBattleSeedInt").mockReturnValue(0); const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase; commandPhase.handleCommand(Command.RUN, 0); diff --git a/test/abilities/speed_boost.test.ts b/test/abilities/speed_boost.test.ts index a4445d085f3..1e731c7d6b6 100644 --- a/test/abilities/speed_boost.test.ts +++ b/test/abilities/speed_boost.test.ts @@ -4,10 +4,11 @@ import { MoveId } from "#enums/move-id"; import { SpeciesId } from "#enums/species-id"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; -import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; +import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import type { CommandPhase } from "#app/phases/command-phase"; import { Command } from "#enums/command"; import { AttemptRunPhase } from "#app/phases/attempt-run-phase"; +import Overrides from "#app/overrides"; describe("Abilities - Speed Boost", () => { let phaserGame: Phaser.Game; @@ -96,12 +97,15 @@ describe("Abilities - Speed Boost", () => { }); it("should not trigger if pokemon fails to escape", async () => { + //Account for doubles, should not trigger on either pokemon + game.override.battleStyle("double"); await game.classicMode.startBattle([SpeciesId.SHUCKLE]); + vi.spyOn(Overrides, "RUN_SUCCESS_OVERRIDE", "get").mockReturnValue(false); + const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase; commandPhase.handleCommand(Command.RUN, 0); - const runPhase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase; - runPhase.forceFailEscape = true; + await game.phaseInterceptor.to(AttemptRunPhase); await game.toNextTurn(); diff --git a/test/escape-calculations.test.ts b/test/escape-calculations.test.ts index 2cc0934f7c1..a4ff52302ed 100644 --- a/test/escape-calculations.test.ts +++ b/test/escape-calculations.test.ts @@ -1,7 +1,6 @@ import { AttemptRunPhase } from "#app/phases/attempt-run-phase"; import type { CommandPhase } from "#app/phases/command-phase"; import { Command } from "#enums/command"; -import { NumberHolder } from "#app/utils/common"; import { AbilityId } from "#enums/ability-id"; import { SpeciesId } from "#enums/species-id"; import GameManager from "#test/testUtils/gameManager"; @@ -45,8 +44,6 @@ describe("Escape chance calculations", () => { await game.phaseInterceptor.to(AttemptRunPhase, false); const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase; - const escapePercentage = new NumberHolder(0); - // this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping const escapeChances: { pokemonSpeedRatio: number; @@ -91,8 +88,8 @@ describe("Escape chance calculations", () => { 20, escapeChances[i].pokemonSpeedRatio * enemySpeed, ]); - phase.attemptRunAway(playerPokemon, enemyField, escapePercentage); - expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance); + const chance = phase.calculateEscapeChance(game.scene.currentBattle.escapeAttempts); + expect(chance).toBe(escapeChances[i].expectedEscapeChance); } }); @@ -118,8 +115,6 @@ describe("Escape chance calculations", () => { await game.phaseInterceptor.to(AttemptRunPhase, false); const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase; - const escapePercentage = new NumberHolder(0); - // this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping const escapeChances: { pokemonSpeedRatio: number; @@ -172,9 +167,9 @@ describe("Escape chance calculations", () => { 20, escapeChances[i].pokemonSpeedRatio * totalEnemySpeed - playerPokemon[0].stats[5], ]); - phase.attemptRunAway(playerPokemon, enemyField, escapePercentage); + const chance = phase.calculateEscapeChance(game.scene.currentBattle.escapeAttempts); // checks to make sure the escape values are the same - expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance); + expect(chance).toBe(escapeChances[i].expectedEscapeChance); // checks to make sure the sum of the player's speed for all pokemon is equal to the appropriate ratio of the total enemy speed expect(playerPokemon[0].stats[5] + playerPokemon[1].stats[5]).toBe( escapeChances[i].pokemonSpeedRatio * totalEnemySpeed, @@ -197,7 +192,6 @@ describe("Escape chance calculations", () => { await game.phaseInterceptor.to(AttemptRunPhase, false); const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase; - const escapePercentage = new NumberHolder(0); // this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping const escapeChances: { @@ -256,8 +250,8 @@ describe("Escape chance calculations", () => { 20, escapeChances[i].pokemonSpeedRatio * enemySpeed, ]); - phase.attemptRunAway(playerPokemon, enemyField, escapePercentage); - expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance); + const chance = phase.calculateEscapeChance(game.scene.currentBattle.escapeAttempts); + expect(chance).toBe(escapeChances[i].expectedEscapeChance); } }); @@ -283,7 +277,6 @@ describe("Escape chance calculations", () => { await game.phaseInterceptor.to(AttemptRunPhase, false); const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase; - const escapePercentage = new NumberHolder(0); // this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping const escapeChances: { @@ -349,9 +342,9 @@ describe("Escape chance calculations", () => { 20, escapeChances[i].pokemonSpeedRatio * totalEnemySpeed - playerPokemon[0].stats[5], ]); - phase.attemptRunAway(playerPokemon, enemyField, escapePercentage); + const chance = phase.calculateEscapeChance(game.scene.currentBattle.escapeAttempts); // checks to make sure the escape values are the same - expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance); + expect(chance).toBe(escapeChances[i].expectedEscapeChance); // checks to make sure the sum of the player's speed for all pokemon is equal to the appropriate ratio of the total enemy speed expect(playerPokemon[0].stats[5] + playerPokemon[1].stats[5]).toBe( escapeChances[i].pokemonSpeedRatio * totalEnemySpeed,