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Fix behavior of ally-targeting moves during sleep
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@ -122,14 +122,8 @@ export class MovePhase extends BattlePhase {
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console.log(MoveId[this.move.moveId], enumValueToKey(MoveUseMode, this.useMode));
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// Check if move is unusable (e.g. running out of PP due to a mid-turn Spite
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// or the user no longer being on field), ending the phase early if not.
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if (!this.canMove(true)) {
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if (this.pokemon.isActive(true)) {
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this.fail();
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this.showMoveText();
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this.showFailedText();
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}
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if (!this.pokemon.isActive(true)) {
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this.cancel();
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this.end();
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return;
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}
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@ -157,6 +151,7 @@ export class MovePhase extends BattlePhase {
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this.resolveCounterAttackTarget();
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// Check status cancellation from sleep, freeze, etc.
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this.resolvePreMoveStatusEffects();
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this.lapsePreMoveAndMoveTags();
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@ -182,6 +177,18 @@ export class MovePhase extends BattlePhase {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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// Check if move is unusable (e.g. running out of PP due to a mid-turn Spite
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// or the user no longer being on field)
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if (!this.canMove(true)) {
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if (this.pokemon.isActive(true)) {
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this.fail();
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this.showMoveText();
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this.showFailedText();
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}
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return;
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}
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if (
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(targets.length === 0 && !this.move.getMove().hasAttr("AddArenaTrapTagAttr")) ||
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(moveQueue.length > 0 && moveQueue[0].move === MoveId.NONE)
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@ -353,7 +353,7 @@ describe("Status Effects", () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.moveset([MoveId.SPLASH])
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.moveset([MoveId.SPLASH, MoveId.DRAGON_CHEER])
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.ability(AbilityId.BALL_FETCH)
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.battleStyle("single")
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.criticalHits(false)
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@ -390,6 +390,35 @@ describe("Status Effects", () => {
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expect(player.status).toBeFalsy();
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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});
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it("Sleep turns should tick down when failing to use ally-targeting moves", async () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS]);
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const player = game.field.getPlayerPokemon();
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player.status = new Status(StatusEffect.SLEEP, 0, 4);
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game.move.select(MoveId.DRAGON_CHEER);
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await game.toNextTurn();
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expect(player.status.effect).toBe(StatusEffect.SLEEP);
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game.move.select(MoveId.DRAGON_CHEER);
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await game.toNextTurn();
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expect(player.status.effect).toBe(StatusEffect.SLEEP);
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game.move.select(MoveId.DRAGON_CHEER);
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await game.toNextTurn();
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expect(player.status.effect).toBe(StatusEffect.SLEEP);
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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game.move.select(MoveId.DRAGON_CHEER);
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await game.toNextTurn();
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expect(player.status).toBeFalsy();
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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});
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describe("Behavior", () => {
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