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Bertie690 2025-08-04 19:44:11 -04:00 committed by GitHub
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33 changed files with 769 additions and 709 deletions

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@ -1238,7 +1238,7 @@ export class PostDefendContactApplyStatusEffectAbAttr extends PostDefendAbAttr {
// TODO: Probably want to check against simulated here
const effect =
this.effects.length === 1 ? this.effects[0] : this.effects[pokemon.randBattleSeedInt(this.effects.length)];
attacker.trySetStatus(effect, true, pokemon);
attacker.trySetStatus(effect, pokemon);
}
}
@ -2230,7 +2230,7 @@ export class PostAttackApplyStatusEffectAbAttr extends PostAttackAbAttr {
apply({ pokemon, opponent }: PostMoveInteractionAbAttrParams): void {
const effect =
this.effects.length === 1 ? this.effects[0] : this.effects[pokemon.randBattleSeedInt(this.effects.length)];
opponent.trySetStatus(effect, true, pokemon);
opponent.trySetStatus(effect, pokemon);
}
}
@ -2385,7 +2385,7 @@ export class SynchronizeStatusAbAttr extends PostSetStatusAbAttr {
*/
override apply({ simulated, effect, sourcePokemon, pokemon }: PostSetStatusAbAttrParams): void {
if (!simulated && sourcePokemon) {
sourcePokemon.trySetStatus(effect, true, pokemon);
sourcePokemon.trySetStatus(effect, pokemon);
}
}
}
@ -3661,7 +3661,8 @@ export class PreSetStatusEffectImmunityAbAttr extends PreSetStatusAbAttr {
protected immuneEffects: StatusEffect[];
/**
* @param immuneEffects - The status effects to which the Pokémon is immune.
* @param immuneEffects - An array of {@linkcode StatusEffect}s to prevent application.
* If none are provided, will block **all** status effects regardless of type.
*/
constructor(...immuneEffects: StatusEffect[]) {
super();
@ -3670,7 +3671,7 @@ export class PreSetStatusEffectImmunityAbAttr extends PreSetStatusAbAttr {
}
override canApply({ effect }: PreSetStatusAbAttrParams): boolean {
return (effect !== StatusEffect.FAINT && this.immuneEffects.length < 1) || this.immuneEffects.includes(effect);
return (this.immuneEffects.length === 0 && effect !== StatusEffect.FAINT) || this.immuneEffects.includes(effect);
}
/**
@ -3722,6 +3723,11 @@ export interface UserFieldStatusEffectImmunityAbAttrParams extends AbAttrBasePar
*/
export class UserFieldStatusEffectImmunityAbAttr extends AbAttr {
protected immuneEffects: StatusEffect[];
/**
* @param immuneEffects - An array of {@linkcode StatusEffect}s to prevent application.
* If none are provided, will block **all** status effects regardless of type.
*/
constructor(...immuneEffects: StatusEffect[]) {
super();
@ -3730,7 +3736,7 @@ export class UserFieldStatusEffectImmunityAbAttr extends AbAttr {
override canApply({ effect, cancelled }: UserFieldStatusEffectImmunityAbAttrParams): boolean {
return (
(!cancelled.value && effect !== StatusEffect.FAINT && this.immuneEffects.length < 1) ||
(!cancelled.value && this.immuneEffects.length === 0 && effect !== StatusEffect.FAINT) ||
this.immuneEffects.includes(effect)
);
}
@ -3756,6 +3762,10 @@ export class ConditionalUserFieldStatusEffectImmunityAbAttr extends UserFieldSta
*/
private condition: (target: Pokemon, source: Pokemon | null) => boolean;
/**
* @param immuneEffects - An array of {@linkcode StatusEffect}s to prevent application.
* If none are provided, will block **all** status effects regardless of type.
*/
constructor(condition: (target: Pokemon, source: Pokemon | null) => boolean, ...immuneEffects: StatusEffect[]) {
super(...immuneEffects);
@ -7481,8 +7491,7 @@ export function initAbilities() {
.unsuppressable()
.bypassFaint(),
new Ability(AbilityId.CORROSION, 7)
.attr(IgnoreTypeStatusEffectImmunityAbAttr, [ StatusEffect.POISON, StatusEffect.TOXIC ], [ PokemonType.STEEL, PokemonType.POISON ])
.edgeCase(), // Should poison itself with toxic orb.
.attr(IgnoreTypeStatusEffectImmunityAbAttr, [ StatusEffect.POISON, StatusEffect.TOXIC ], [ PokemonType.STEEL, PokemonType.POISON ]),
new Ability(AbilityId.COMATOSE, 7)
.attr(StatusEffectImmunityAbAttr, ...getNonVolatileStatusEffects())
.attr(BattlerTagImmunityAbAttr, BattlerTagType.DROWSY)

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@ -890,32 +890,31 @@ class ToxicSpikesTag extends ArenaTrapTag {
}
override activateTrap(pokemon: Pokemon, simulated: boolean): boolean {
if (pokemon.isGrounded()) {
if (simulated) {
return true;
}
if (pokemon.isOfType(PokemonType.POISON)) {
this.#neutralized = true;
if (globalScene.arena.removeTag(this.tagType)) {
globalScene.phaseManager.queueMessage(
i18next.t("arenaTag:toxicSpikesActivateTrapPoison", {
pokemonNameWithAffix: getPokemonNameWithAffix(pokemon),
moveName: this.getMoveName(),
}),
);
return true;
}
} else if (!pokemon.status) {
const toxic = this.layers > 1;
if (
pokemon.trySetStatus(!toxic ? StatusEffect.POISON : StatusEffect.TOXIC, true, null, 0, this.getMoveName())
) {
return true;
}
}
if (!pokemon.isGrounded()) {
return false;
}
return false;
if (simulated) {
return true;
}
if (pokemon.isOfType(PokemonType.POISON)) {
// Neutralize the tag and remove it from the field.
// Message cannot be moved to `onRemove` as that requires a reference to the neutralizing pokemon
this.#neutralized = true;
globalScene.arena.removeTagOnSide(this.tagType, this.side);
globalScene.phaseManager.queueMessage(
i18next.t("arenaTag:toxicSpikesActivateTrapPoison", {
pokemonNameWithAffix: getPokemonNameWithAffix(pokemon),
moveName: this.getMoveName(),
}),
);
return true;
}
// Attempt to poison the target, suppressing any immunity messages that arise.
const effect = this.layers === 1 ? StatusEffect.POISON : StatusEffect.TOXIC;
return pokemon.trySetStatus(effect, null, undefined, this.getMoveName(), false, true);
}
getMatchupScoreMultiplier(pokemon: Pokemon): number {

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@ -563,7 +563,7 @@ export class BeakBlastChargingTag extends BattlerTag {
target: pokemon,
})
) {
phaseData.attacker.trySetStatus(StatusEffect.BURN, true, pokemon);
phaseData.attacker.trySetStatus(StatusEffect.BURN, pokemon);
}
return true;
}
@ -1509,7 +1509,7 @@ export class DrowsyTag extends SerializableBattlerTag {
lapse(pokemon: Pokemon, lapseType: BattlerTagLapseType): boolean {
if (!super.lapse(pokemon, lapseType)) {
pokemon.trySetStatus(StatusEffect.SLEEP, true);
pokemon.trySetStatus(StatusEffect.SLEEP);
return false;
}
@ -1859,7 +1859,7 @@ export class ContactSetStatusProtectedTag extends DamageProtectedTag {
* @param user - The pokemon that is being attacked and has the tag
*/
override onContact(attacker: Pokemon, user: Pokemon): void {
attacker.trySetStatus(this.#statusEffect, true, user);
attacker.trySetStatus(this.#statusEffect, user);
}
}
@ -2799,7 +2799,7 @@ export class GulpMissileTag extends SerializableBattlerTag {
if (this.tagType === BattlerTagType.GULP_MISSILE_ARROKUDA) {
globalScene.phaseManager.unshiftNew("StatStageChangePhase", attacker.getBattlerIndex(), false, [Stat.DEF], -1);
} else {
attacker.trySetStatus(StatusEffect.PARALYSIS, true, pokemon);
attacker.trySetStatus(StatusEffect.PARALYSIS, pokemon);
}
}
return false;

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@ -89,7 +89,7 @@ import type { AttackMoveResult } from "#types/attack-move-result";
import type { Localizable } from "#types/locales";
import type { ChargingMove, MoveAttrMap, MoveAttrString, MoveClassMap, MoveKindString } from "#types/move-types";
import type { TurnMove } from "#types/turn-move";
import { BooleanHolder, type Constructor, isNullOrUndefined, NumberHolder, randSeedFloat, randSeedInt, randSeedItem, toDmgValue } from "#utils/common";
import { BooleanHolder, coerceArray, type Constructor, isNullOrUndefined, NumberHolder, randSeedFloat, randSeedInt, randSeedItem, toDmgValue } from "#utils/common";
import { getEnumValues } from "#utils/enums";
import { toTitleCase } from "#utils/strings";
import i18next from "i18next";
@ -1184,8 +1184,9 @@ export abstract class MoveAttr {
}
/**
* @virtual
* @returns the {@linkcode MoveCondition} or {@linkcode MoveConditionFunc} for this {@linkcode Move}
* Return this `MoveAttr`'s associated {@linkcode MoveCondition} or {@linkcode MoveConditionFunc}.
* The specified condition will be added to all {@linkcode Move}s with this attribute,
* and moves **will fail upon use** if _at least 1_ of their attached conditions returns `false`.
*/
getCondition(): MoveCondition | MoveConditionFunc | null {
return null;
@ -1298,15 +1299,21 @@ export class MoveEffectAttr extends MoveAttr {
}
/**
* Determines whether the {@linkcode Move}'s effects are valid to {@linkcode apply}
* @virtual
* @param user {@linkcode Pokemon} using the move
* @param target {@linkcode Pokemon} target of the move
* @param move {@linkcode Move} with this attribute
* @param args Set of unique arguments needed by this attribute
* @returns true if basic application of the ability attribute should be possible
* Determine whether this {@linkcode MoveAttr}'s effects are able to {@linkcode apply | be applied} to the target.
*
* Will **NOT** cause the move to fail upon returning `false` (unlike {@linkcode getCondition};
* merely that the effect for this attribute will be nullified.
* @param user - The {@linkcode Pokemon} using the move
* @param target - The {@linkcode Pokemon} being targeted by the move, or {@linkcode user} if the move is
* {@linkcode selfTarget | self-targeting}
* @param move - The {@linkcode Move} being used
* @param _args - Set of unique arguments needed by this attribute
* @returns `true` if basic application of this `MoveAttr`s effects should be possible
*/
canApply(user: Pokemon, target: Pokemon, move: Move, args?: any[]) {
// TODO: Decouple this check from the `apply` step
// TODO: Make non-damaging moves fail by default if none of their attributes can apply
canApply(user: Pokemon, target: Pokemon, move: Move, _args?: any[]) {
// TODO: These checks seem redundant
return !! (this.selfTarget ? user.hp && !user.getTag(BattlerTagType.FRENZY) : target.hp)
&& (this.selfTarget || !target.getTag(BattlerTagType.PROTECTED) ||
move.doesFlagEffectApply({ flag: MoveFlags.IGNORE_PROTECT, user, target }));
@ -1945,19 +1952,17 @@ export class AddSubstituteAttr extends MoveEffectAttr {
* @see {@linkcode apply}
*/
export class HealAttr extends MoveEffectAttr {
/** The percentage of {@linkcode Stat.HP} to heal */
private healRatio: number;
/** Should an animation be shown? */
private showAnim: boolean;
constructor(healRatio?: number, showAnim?: boolean, selfTarget?: boolean) {
super(selfTarget === undefined || selfTarget);
this.healRatio = healRatio || 1;
this.showAnim = !!showAnim;
constructor(
/** The percentage of {@linkcode Stat.HP} to heal. */
private healRatio: number,
/** Whether to display a healing animation when healing the target; default `false` */
private showAnim = false,
selfTarget = true
) {
super(selfTarget);
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
override apply(user: Pokemon, target: Pokemon, _move: Move, _args: any[]): boolean {
this.addHealPhase(this.selfTarget ? user : target, this.healRatio);
return true;
}
@ -1966,15 +1971,65 @@ export class HealAttr extends MoveEffectAttr {
* Creates a new {@linkcode PokemonHealPhase}.
* This heals the target and shows the appropriate message.
*/
addHealPhase(target: Pokemon, healRatio: number) {
protected addHealPhase(target: Pokemon, healRatio: number) {
globalScene.phaseManager.unshiftNew("PokemonHealPhase", target.getBattlerIndex(),
toDmgValue(target.getMaxHp() * healRatio), i18next.t("moveTriggers:healHp", { pokemonName: getPokemonNameWithAffix(target) }), true, !this.showAnim);
}
getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
override getTargetBenefitScore(user: Pokemon, target: Pokemon, _move: Move): number {
const score = ((1 - (this.selfTarget ? user : target).getHpRatio()) * 20) - this.healRatio * 10;
return Math.round(score / (1 - this.healRatio / 2));
}
// TODO: Change to fail move
override canApply(user: Pokemon, target: Pokemon, _move: Move, _args?: any[]): boolean {
if (!super.canApply(user, target, _move, _args)) {
return false;
}
const healedPokemon = this.selfTarget ? user : target;
if (healedPokemon.isFullHp()) {
globalScene.phaseManager.queueMessage(i18next.t("battle:hpIsFull", {
pokemonName: getPokemonNameWithAffix(healedPokemon),
}))
return false;
}
return true;
}
}
/**
* Attribute to put the user to sleep for a fixed duration, fully heal them and cure their status.
* Used for {@linkcode MoveId.REST}.
*/
export class RestAttr extends HealAttr {
private duration: number;
constructor(duration: number) {
super(1, true);
this.duration = duration;
}
override apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const wasSet = user.trySetStatus(StatusEffect.SLEEP, user, this.duration, null, true, true,
i18next.t("moveTriggers:restBecameHealthy", {
pokemonName: getPokemonNameWithAffix(user),
}));
return wasSet && super.apply(user, target, move, args);
}
override addHealPhase(user: Pokemon): void {
globalScene.phaseManager.unshiftNew("PokemonHealPhase", user.getBattlerIndex(), user.getMaxHp(), null)
}
// TODO: change after HealAttr is changed to fail move
override getCondition(): MoveConditionFunc {
return (user, target, move) =>
super.canApply(user, target, move, [])
// Intentionally suppress messages here as we display generic fail msg
// TODO: This might have order-of-operation jank
&& user.canSetStatus(StatusEffect.SLEEP, true, true, user)
}
}
/**
@ -2246,20 +2301,9 @@ export class BoostHealAttr extends HealAttr {
* @see {@linkcode apply}
*/
export class HealOnAllyAttr extends HealAttr {
/**
* @param user {@linkcode Pokemon} using the move
* @param target {@linkcode Pokemon} target of the move
* @param move {@linkcode Move} with this attribute
* @param args N/A
* @returns true if the function succeeds
*/
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (user.getAlly() === target) {
super.apply(user, target, move, args);
return true;
}
return false;
override canApply(user: Pokemon, target: Pokemon, _move: Move, _args?: any[]): boolean {
// Don't trigger if not targeting an ally
return target === user.getAlly() && super.canApply(user, target, _move, _args);
}
}
@ -2270,6 +2314,7 @@ export class HealOnAllyAttr extends HealAttr {
* @see {@linkcode apply}
* @see {@linkcode getUserBenefitScore}
*/
// TODO: Make Strength Sap its own attribute that extends off of this one
export class HitHealAttr extends MoveEffectAttr {
private healRatio: number;
private healStat: EffectiveStat | null;
@ -2520,49 +2565,50 @@ export class WaterShurikenMultiHitTypeAttr extends ChangeMultiHitTypeAttr {
export class StatusEffectAttr extends MoveEffectAttr {
public effect: StatusEffect;
public turnsRemaining?: number;
public overrideStatus: boolean = false;
constructor(effect: StatusEffect, selfTarget?: boolean, turnsRemaining?: number, overrideStatus: boolean = false) {
constructor(effect: StatusEffect, selfTarget = false) {
super(selfTarget);
this.effect = effect;
this.turnsRemaining = turnsRemaining;
this.overrideStatus = overrideStatus;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const moveChance = this.getMoveChance(user, target, move, this.selfTarget, true);
const statusCheck = moveChance < 0 || moveChance === 100 || user.randBattleSeedInt(100) < moveChance;
if (!statusCheck) {
return false;
}
// non-status moves don't play sound effects for failures
const quiet = move.category !== MoveCategory.STATUS;
if (statusCheck) {
const pokemon = this.selfTarget ? user : target;
if (user !== target && move.category === MoveCategory.STATUS && !target.canSetStatus(this.effect, quiet, false, user, true)) {
return false;
}
if (((!pokemon.status || this.overrideStatus) || (pokemon.status.effect === this.effect && moveChance < 0))
&& pokemon.trySetStatus(this.effect, true, user, this.turnsRemaining, null, this.overrideStatus, quiet)) {
applyAbAttrs("ConfusionOnStatusEffectAbAttr", {pokemon: user, opponent: target, move, effect: this.effect});
return true;
}
if (
target.trySetStatus(this.effect, user, undefined, null, false, quiet)
) {
applyAbAttrs("ConfusionOnStatusEffectAbAttr", {pokemon: user, opponent: target, move, effect: this.effect});
return true;
}
return false;
}
getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
const moveChance = this.getMoveChance(user, target, move, this.selfTarget, false);
const score = (moveChance < 0) ? -10 : Math.floor(moveChance * -0.1);
const score = moveChance < 0 ? -10 : Math.floor(moveChance * -0.1);
const pokemon = this.selfTarget ? user : target;
return !pokemon.status && pokemon.canSetStatus(this.effect, true, false, user) ? score : 0;
return pokemon.canSetStatus(this.effect, true, false, user) ? score : 0;
}
}
/**
* Attribute to randomly apply one of several statuses to the target.
* Used for {@linkcode Moves.TRI_ATTACK} and {@linkcode Moves.DIRE_CLAW}.
*/
export class MultiStatusEffectAttr extends StatusEffectAttr {
public effects: StatusEffect[];
constructor(effects: StatusEffect[], selfTarget?: boolean, turnsRemaining?: number, overrideStatus?: boolean) {
super(effects[0], selfTarget, turnsRemaining, overrideStatus);
constructor(effects: StatusEffect[], selfTarget?: boolean) {
super(effects[0], selfTarget);
this.effects = effects;
}
@ -2595,26 +2641,41 @@ export class PsychoShiftEffectAttr extends MoveEffectAttr {
* @returns - Whether the effect was successfully applied to the target.
*/
apply(user: Pokemon, target: Pokemon, _move: Move, _args: any[]): boolean {
const statusToApply: StatusEffect | undefined = user.status?.effect ?? (user.hasAbility(AbilityId.COMATOSE) ? StatusEffect.SLEEP : undefined);
const statusToApply = user.status?.effect ??
(user.hasAbility(AbilityId.COMATOSE) ? StatusEffect.SLEEP : StatusEffect.NONE);
if (target.status || !statusToApply) {
// Bang is justified as condition func returns early if no status is found
if (!target.trySetStatus(statusToApply, user)) {
return false;
} else {
const canSetStatus = target.canSetStatus(statusToApply, true, false, user);
const trySetStatus = canSetStatus ? target.trySetStatus(statusToApply, true, user) : false;
}
if (trySetStatus && user.status) {
// PsychoShiftTag is added to the user if move succeeds so that the user is healed of its status effect after its move
user.addTag(BattlerTagType.PSYCHO_SHIFT);
if (user.status) {
// Add tag to user to heal its status effect after the move ends (unless we have comatose);
// occurs after move use to ensure correct Synchronize timing
user.addTag(BattlerTagType.PSYCHO_SHIFT)
}
return true;
}
getCondition(): MoveConditionFunc {
return (user, target) => {
if (target.status?.effect) {
return false;
}
return trySetStatus;
const statusToApply = user.status?.effect ?? (user.hasAbility(AbilityId.COMATOSE) ? StatusEffect.SLEEP : StatusEffect.NONE);
return !!statusToApply && target.canSetStatus(statusToApply, false, false, user);
}
}
getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
const statusToApply = user.status?.effect ?? (user.hasAbility(AbilityId.COMATOSE) ? StatusEffect.SLEEP : undefined);
return !target.status && statusToApply && target.canSetStatus(statusToApply, true, false, user) ? -10 : 0;
const statusToApply =
user.status?.effect ??
(user.hasAbility(AbilityId.COMATOSE) ? StatusEffect.SLEEP : StatusEffect.NONE);
// TODO: Give this a positive user benefit score
return !target.status?.effect && statusToApply && target.canSetStatus(statusToApply, true, false, user) ? -10 : 0;
}
}
@ -2674,7 +2735,7 @@ export class StealHeldItemChanceAttr extends MoveEffectAttr {
* Used for Incinerate and Knock Off.
* Not Implemented Cases: (Same applies for Thief)
* "If the user faints due to the target's Ability (Rough Skin or Iron Barbs) or held Rocky Helmet, it cannot remove the target's held item."
* "If the Pokémon is knocked out by the attack, Sticky Hold does not protect the held item.""
* "If the Pokémon is knocked out by the attack, Sticky Hold does not protect the held item."
*/
export class RemoveHeldItemAttr extends MoveEffectAttr {
@ -2884,7 +2945,7 @@ export class HealStatusEffectAttr extends MoveEffectAttr {
*/
constructor(selfTarget: boolean, effects: StatusEffect | StatusEffect[]) {
super(selfTarget, { lastHitOnly: true });
this.effects = [ effects ].flat(1);
this.effects = coerceArray(effects)
}
/**
@ -4411,6 +4472,10 @@ export class SpitUpPowerAttr extends VariablePowerAttr {
* Does NOT remove stockpiled stacks.
*/
export class SwallowHealAttr extends HealAttr {
constructor() {
super(1)
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const stockpilingTag = user.getTag(StockpilingTag);
@ -7916,7 +7981,7 @@ export class StatusIfBoostedAttr extends MoveEffectAttr {
*/
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (target.turnData.statStagesIncreased) {
target.trySetStatus(this.effect, true, user);
target.trySetStatus(this.effect, user);
}
return true;
}
@ -8063,11 +8128,11 @@ const failIfDampCondition: MoveConditionFunc = (user, target, move) => {
return !cancelled.value;
};
const userSleptOrComatoseCondition: MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP || user.hasAbility(AbilityId.COMATOSE);
const userSleptOrComatoseCondition: MoveConditionFunc = (user) => user.status?.effect === StatusEffect.SLEEP || user.hasAbility(AbilityId.COMATOSE);
const targetSleptOrComatoseCondition: MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.SLEEP || target.hasAbility(AbilityId.COMATOSE);
const targetSleptOrComatoseCondition: MoveConditionFunc = (_user: Pokemon, target: Pokemon, _move: Move) => target.status?.effect === StatusEffect.SLEEP || target.hasAbility(AbilityId.COMATOSE);
const failIfLastCondition: MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => globalScene.phaseManager.phaseQueue.find(phase => phase.is("MovePhase")) !== undefined;
const failIfLastCondition: MoveConditionFunc = () => globalScene.phaseManager.findPhase(phase => phase.is("MovePhase")) !== undefined;
const failIfLastInPartyCondition: MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => {
const party: Pokemon[] = user.isPlayer() ? globalScene.getPlayerParty() : globalScene.getEnemyParty();
@ -8948,9 +9013,7 @@ export function initMoves() {
.attr(MultiHitAttr, MultiHitType._2)
.makesContact(false),
new SelfStatusMove(MoveId.REST, PokemonType.PSYCHIC, -1, 5, -1, 0, 1)
.attr(StatusEffectAttr, StatusEffect.SLEEP, true, 3, true)
.attr(HealAttr, 1, true)
.condition((user, target, move) => !user.isFullHp() && user.canSetStatus(StatusEffect.SLEEP, true, true, user))
.attr(RestAttr, 3)
.triageMove(),
new AttackMove(MoveId.ROCK_SLIDE, PokemonType.ROCK, MoveCategory.PHYSICAL, 75, 90, 10, 30, 0, 1)
.attr(FlinchAttr)
@ -9288,14 +9351,16 @@ export function initMoves() {
.condition(user => (user.getTag(StockpilingTag)?.stockpiledCount ?? 0) < 3)
.attr(AddBattlerTagAttr, BattlerTagType.STOCKPILING, true),
new AttackMove(MoveId.SPIT_UP, PokemonType.NORMAL, MoveCategory.SPECIAL, -1, 100, 10, -1, 0, 3)
.condition(hasStockpileStacksCondition)
.attr(SpitUpPowerAttr, 100)
.condition(hasStockpileStacksCondition)
.attr(RemoveBattlerTagAttr, [ BattlerTagType.STOCKPILING ], true),
new SelfStatusMove(MoveId.SWALLOW, PokemonType.NORMAL, -1, 10, -1, 0, 3)
.condition(hasStockpileStacksCondition)
.attr(SwallowHealAttr)
.condition(hasStockpileStacksCondition)
.attr(RemoveBattlerTagAttr, [ BattlerTagType.STOCKPILING ], true)
.triageMove(),
.triageMove()
// TODO: Verify if using Swallow at full HP still consumes stacks or not
.edgeCase(),
new AttackMove(MoveId.HEAT_WAVE, PokemonType.FIRE, MoveCategory.SPECIAL, 95, 90, 10, 10, 0, 3)
.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
.attr(StatusEffectAttr, StatusEffect.BURN)
@ -9681,14 +9746,8 @@ export function initMoves() {
.unimplemented(),
new StatusMove(MoveId.PSYCHO_SHIFT, PokemonType.PSYCHIC, 100, 10, -1, 0, 4)
.attr(PsychoShiftEffectAttr)
.condition((user, target, move) => {
let statusToApply = user.hasAbility(AbilityId.COMATOSE) ? StatusEffect.SLEEP : undefined;
if (user.status?.effect && isNonVolatileStatusEffect(user.status.effect)) {
statusToApply = user.status.effect;
}
return !!statusToApply && target.canSetStatus(statusToApply, false, false, user);
}
),
// TODO: Verify status applied if a statused pokemon obtains Comatose (via Transform) and uses Psycho Shift
.edgeCase(),
new AttackMove(MoveId.TRUMP_CARD, PokemonType.NORMAL, MoveCategory.SPECIAL, -1, -1, 5, -1, 0, 4)
.makesContact()
.attr(LessPPMorePowerAttr),

View File

@ -243,8 +243,9 @@ export const FieryFalloutEncounter: MysteryEncounter = MysteryEncounterBuilder.w
if (burnable?.length > 0) {
const roll = randSeedInt(burnable.length);
const chosenPokemon = burnable[roll];
if (chosenPokemon.trySetStatus(StatusEffect.BURN)) {
if (chosenPokemon.canSetStatus(StatusEffect.BURN, true)) {
// Burn applied
chosenPokemon.doSetStatus(StatusEffect.BURN);
encounter.setDialogueToken("burnedPokemon", chosenPokemon.getNameToRender());
encounter.setDialogueToken("abilityName", allAbilities[AbilityId.HEATPROOF].name);
queueEncounterMessage(`${namespace}:option.2.target_burned`);

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@ -307,7 +307,7 @@ export function getRandomSpeciesByStarterCost(
*/
export function koPlayerPokemon(pokemon: PlayerPokemon) {
pokemon.hp = 0;
pokemon.trySetStatus(StatusEffect.FAINT);
pokemon.doSetStatus(StatusEffect.FAINT);
pokemon.updateInfo();
queueEncounterMessage(
i18next.t("battle:fainted", {

View File

@ -1,3 +1,5 @@
/** Enum representing all non-volatile status effects. */
// TODO: Remove StatusEffect.FAINT
export enum StatusEffect {
NONE,
POISON,

View File

@ -234,6 +234,11 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
public ivs: number[];
public nature: Nature;
public moveset: PokemonMove[];
/**
* This Pokemon's current {@link https://m.bulbapedia.bulbagarden.net/wiki/Status_condition#Non-volatile_status | non-volatile status condition},
* or `null` if none exist.
* @todo Make private
*/
public status: Status | null;
public friendship: number;
public metLevel: number;
@ -4735,7 +4740,7 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
* @param reason - The reason for the status application failure -
* can be "overlap" (already has same status), "other" (generic fail message)
* or a {@linkcode TerrainType} for terrain-based blockages.
* Defaults to "other".
* Default `"other"`
*/
queueStatusImmuneMessage(
quiet: boolean,
@ -4764,15 +4769,20 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Checks if a status effect can be applied to the Pokemon.
* Check if a status effect can be applied to this {@linkcode Pokemon}.
*
* @param effect The {@linkcode StatusEffect} whose applicability is being checked
* @param quiet Whether in-battle messages should trigger or not
* @param overrideStatus Whether the Pokemon's current status can be overriden
* @param sourcePokemon The Pokemon that is setting the status effect
* @param ignoreField Whether any field effects (weather, terrain, etc.) should be considered
* @param effect - The {@linkcode StatusEffect} whose applicability is being checked
* @param quiet - Whether to suppress in-battle messages for status checks; default `false`
* @param overrideStatus - Whether to allow overriding the Pokemon's current status with a different one; default `false`
* @param sourcePokemon - The {@linkcode Pokemon} applying the status effect to the target,
* or `null` if the status is applied from a non-Pokemon source (hazards, etc.); default `null`
* @param ignoreField - Whether to ignore field effects (weather, terrain, etc.) preventing status application;
* default `false`
* @returns Whether {@linkcode effect} can be applied to this Pokemon.
*/
canSetStatus(
// TODO: Review and verify the message order precedence in mainline if multiple status-blocking effects are present at once
// TODO: Make argument order consistent with `trySetStatus`
public canSetStatus(
effect: StatusEffect,
quiet = false,
overrideStatus = false,
@ -4780,6 +4790,8 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
ignoreField = false,
): boolean {
if (effect !== StatusEffect.FAINT) {
// Status-overriding moves (i.e. Rest) fail if their respective status already exists;
// all other moves fail if the target already has _any_ status
if (overrideStatus ? this.status?.effect === effect : this.status) {
this.queueStatusImmuneMessage(quiet, overrideStatus ? "overlap" : "other"); // having different status displays generic fail message
return false;
@ -4792,73 +4804,62 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
const types = this.getTypes(true, true);
/* Whether the target is immune to the specific status being applied. */
let isImmune = false;
/** The reason for a potential blockage; default "other" for type-based. */
let reason: "other" | Exclude<TerrainType, TerrainType.NONE> = "other";
switch (effect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC: {
// Check if the Pokemon is immune to Poison/Toxic or if the source pokemon is canceling the immunity
const poisonImmunity = types.map(defType => {
// Check if the Pokemon is not immune to Poison/Toxic
case StatusEffect.TOXIC:
// Check for type based immunities and/or Corrosion from the applier.
isImmune = types.some(defType => {
// only 1 immunity needed to block
if (defType !== PokemonType.POISON && defType !== PokemonType.STEEL) {
return false;
}
// Check if the source Pokemon has an ability that cancels the Poison/Toxic immunity
// No source (such as from Toxic Spikes) = blocked by default
if (!sourcePokemon) {
return true;
}
const cancelImmunity = new BooleanHolder(false);
// TODO: Determine if we need to pass `quiet` as the value for simulated in this call
if (sourcePokemon) {
applyAbAttrs("IgnoreTypeStatusEffectImmunityAbAttr", {
pokemon: sourcePokemon,
cancelled: cancelImmunity,
statusEffect: effect,
defenderType: defType,
});
if (cancelImmunity.value) {
return false;
}
}
return true;
applyAbAttrs("IgnoreTypeStatusEffectImmunityAbAttr", {
pokemon: sourcePokemon,
cancelled: cancelImmunity,
statusEffect: effect,
defenderType: defType,
});
return !cancelImmunity.value;
});
if (this.isOfType(PokemonType.POISON) || this.isOfType(PokemonType.STEEL)) {
if (poisonImmunity.includes(true)) {
this.queueStatusImmuneMessage(quiet);
return false;
}
}
break;
}
case StatusEffect.PARALYSIS:
if (this.isOfType(PokemonType.ELECTRIC)) {
this.queueStatusImmuneMessage(quiet);
return false;
}
isImmune = this.isOfType(PokemonType.ELECTRIC);
break;
case StatusEffect.SLEEP:
if (this.isGrounded() && globalScene.arena.terrain?.terrainType === TerrainType.ELECTRIC) {
this.queueStatusImmuneMessage(quiet, TerrainType.ELECTRIC);
return false;
}
isImmune = this.isGrounded() && globalScene.arena.getTerrainType() === TerrainType.ELECTRIC;
reason = TerrainType.ELECTRIC;
break;
case StatusEffect.FREEZE:
if (
case StatusEffect.FREEZE: {
const weatherType = globalScene.arena.getWeatherType();
isImmune =
this.isOfType(PokemonType.ICE) ||
(!ignoreField &&
globalScene?.arena?.weather?.weatherType &&
[WeatherType.SUNNY, WeatherType.HARSH_SUN].includes(globalScene.arena.weather.weatherType))
) {
this.queueStatusImmuneMessage(quiet);
return false;
}
(!ignoreField && (weatherType === WeatherType.SUNNY || weatherType === WeatherType.HARSH_SUN));
break;
}
case StatusEffect.BURN:
if (this.isOfType(PokemonType.FIRE)) {
this.queueStatusImmuneMessage(quiet);
return false;
}
isImmune = this.isOfType(PokemonType.FIRE);
break;
}
if (isImmune) {
this.queueStatusImmuneMessage(quiet, reason);
return false;
}
// Check for cancellations from self/ally abilities
const cancelled = new BooleanHolder(false);
applyAbAttrs("StatusEffectImmunityAbAttr", { pokemon: this, effect, cancelled, simulated: quiet });
if (cancelled.value) {
@ -4875,14 +4876,11 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
source: sourcePokemon,
});
if (cancelled.value) {
break;
return false;
}
}
if (cancelled.value) {
return false;
}
// Perform safeguard checks
if (sourcePokemon && sourcePokemon !== this && this.isSafeguarded(sourcePokemon)) {
if (!quiet) {
globalScene.phaseManager.queueMessage(
@ -4895,18 +4893,36 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
return true;
}
trySetStatus(
effect?: StatusEffect,
asPhase = false,
/**
* Attempt to set this Pokemon's status to the specified condition.
* Enqueues a new `ObtainStatusEffectPhase` to trigger animations, etc.
* @param effect - The {@linkcode StatusEffect} to set
* @param sourcePokemon - The {@linkcode Pokemon} applying the status effect to the target,
* or `null` if the status is applied from a non-Pokemon source (hazards, etc.); default `null`
* @param sleepTurnsRemaining - The number of turns to set {@linkcode StatusEffect.SLEEP} for;
* defaults to a random number between 2 and 4 and is unused for non-Sleep statuses
* @param sourceText - The text to show for the source of the status effect, if any; default `null`
* @param overrideStatus - Whether to allow overriding the Pokemon's current status with a different one; default `false`
* @param quiet - Whether to suppress in-battle messages for status checks; default `true`
* @param overrideMessage - String containing text to be displayed upon status setting; defaults to normal key for status
* and is used exclusively for Rest
* @returns Whether the status effect phase was successfully created.
* @see {@linkcode doSetStatus} - alternate function that sets status immediately (albeit without condition checks).
*/
public trySetStatus(
effect: StatusEffect,
sourcePokemon: Pokemon | null = null,
turnsRemaining = 0,
sleepTurnsRemaining?: number,
sourceText: string | null = null,
overrideStatus?: boolean,
quiet = true,
overrideMessage?: string,
): boolean {
// TODO: This needs to propagate failure status for status moves
if (!effect) {
return false;
}
if (!this.canSetStatus(effect, quiet, overrideStatus, sourcePokemon)) {
return false;
}
@ -4926,48 +4942,79 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
}
}
if (asPhase) {
if (overrideStatus) {
this.resetStatus(false);
}
globalScene.phaseManager.unshiftNew(
"ObtainStatusEffectPhase",
this.getBattlerIndex(),
effect,
turnsRemaining,
sourceText,
sourcePokemon,
);
return true;
if (overrideStatus) {
this.resetStatus(false);
}
let sleepTurnsRemaining: NumberHolder;
globalScene.phaseManager.unshiftNew(
"ObtainStatusEffectPhase",
this.getBattlerIndex(),
effect,
sourcePokemon,
sleepTurnsRemaining,
sourceText,
overrideMessage,
);
return true;
}
/**
* Set this Pokemon's {@linkcode status | non-volatile status condition} to the specified effect.
* @param effect - The {@linkcode StatusEffect} to set
* @remarks
* This method does **not** check for feasibility; that is the responsibility of the caller.
*/
doSetStatus(effect: Exclude<StatusEffect, StatusEffect.SLEEP>): void;
/**
* Set this Pokemon's {@linkcode status | non-volatile status condition} to the specified effect.
* @param effect - {@linkcode StatusEffect.SLEEP}
* @param sleepTurnsRemaining - The number of turns to inflict sleep for; defaults to a random number between 2 and 4
* @remarks
* This method does **not** check for feasibility; that is the responsibility of the caller.
*/
doSetStatus(effect: StatusEffect.SLEEP, sleepTurnsRemaining?: number): void;
/**
* Set this Pokemon's {@linkcode status | non-volatile status condition} to the specified effect.
* @param effect - The {@linkcode StatusEffect} to set
* @param sleepTurnsRemaining - The number of turns to inflict sleep for; defaults to a random number between 2 and 4
* and is unused for all non-sleep Statuses
* @remarks
* This method does **not** check for feasibility; that is the responsibility of the caller.
*/
doSetStatus(effect: StatusEffect, sleepTurnsRemaining?: number): void;
/**
* Set this Pokemon's {@linkcode status | non-volatile status condition} to the specified effect.
* @param effect - The {@linkcode StatusEffect} to set
* @param sleepTurnsRemaining - The number of turns to inflict sleep for; defaults to a random number between 2 and 4
* and is unused for all non-sleep Statuses
* @remarks
* This method does **not** check for feasibility; that is the responsibility of the caller.
* @todo Make this and all related fields private and change tests to use a field-based helper or similar
*/
doSetStatus(
effect: StatusEffect,
sleepTurnsRemaining = effect !== StatusEffect.SLEEP ? 0 : this.randBattleSeedIntRange(2, 4),
): void {
if (effect === StatusEffect.SLEEP) {
sleepTurnsRemaining = new NumberHolder(this.randBattleSeedIntRange(2, 4));
this.setFrameRate(4);
// If the user is invulnerable, lets remove their invulnerability when they fall asleep
const invulnerableTags = [
// If the user is semi-invulnerable when put asleep (such as due to Yawm),
// remove their invulnerability and cancel the upcoming move from the queue
const invulnTagTypes = [
BattlerTagType.FLYING,
BattlerTagType.UNDERGROUND,
BattlerTagType.UNDERWATER,
BattlerTagType.HIDDEN,
BattlerTagType.FLYING,
];
const tag = invulnerableTags.find(t => this.getTag(t));
if (tag) {
this.removeTag(tag);
this.getMoveQueue().pop();
if (this.findTag(t => invulnTagTypes.includes(t.tagType))) {
this.findAndRemoveTags(t => invulnTagTypes.includes(t.tagType));
this.getMoveQueue().shift();
}
}
sleepTurnsRemaining = sleepTurnsRemaining!; // tell TS compiler it's defined
this.status = new Status(effect, 0, sleepTurnsRemaining?.value);
return true;
this.status = new Status(effect, 0, sleepTurnsRemaining);
}
/**

View File

@ -1733,12 +1733,12 @@ export class TurnStatusEffectModifier extends PokemonHeldItemModifier {
}
/**
* Tries to inflicts the holder with the associated {@linkcode StatusEffect}.
* @param pokemon {@linkcode Pokemon} that holds the held item
* Attempt to inflict the holder with the associated {@linkcode StatusEffect}.
* @param pokemon - The {@linkcode Pokemon} holding the item
* @returns `true` if the status effect was applied successfully
*/
override apply(pokemon: Pokemon): boolean {
return pokemon.trySetStatus(this.effect, true, undefined, undefined, this.type.name);
return pokemon.trySetStatus(this.effect, pokemon, undefined, this.type.name);
}
getMaxHeldItemCount(_pokemon: Pokemon): number {
@ -3605,7 +3605,7 @@ export class EnemyAttackStatusEffectChanceModifier extends EnemyPersistentModifi
*/
override apply(enemyPokemon: Pokemon): boolean {
if (randSeedFloat() <= this.chance * this.getStackCount()) {
return enemyPokemon.trySetStatus(this.effect, true);
return enemyPokemon.trySetStatus(this.effect);
}
return false;

View File

@ -265,7 +265,7 @@ export class AttemptCapturePhase extends PokemonPhase {
const removePokemon = () => {
globalScene.addFaintedEnemyScore(pokemon);
pokemon.hp = 0;
pokemon.trySetStatus(StatusEffect.FAINT);
pokemon.doSetStatus(StatusEffect.FAINT);
globalScene.clearEnemyHeldItemModifiers();
pokemon.leaveField(true, true, true);
};

View File

@ -45,7 +45,7 @@ export class AttemptRunPhase extends FieldPhase {
enemyField.forEach(enemyPokemon => {
enemyPokemon.hideInfo().then(() => enemyPokemon.destroy());
enemyPokemon.hp = 0;
enemyPokemon.trySetStatus(StatusEffect.FAINT);
enemyPokemon.doSetStatus(StatusEffect.FAINT);
});
globalScene.phaseManager.pushNew("BattleEndPhase", false);

View File

@ -205,7 +205,7 @@ export class FaintPhase extends PokemonPhase {
pokemon.lapseTags(BattlerTagLapseType.FAINT);
pokemon.y -= 150;
pokemon.trySetStatus(StatusEffect.FAINT);
pokemon.doSetStatus(StatusEffect.FAINT);
if (pokemon.isPlayer()) {
globalScene.currentBattle.removeFaintedParticipant(pokemon as PlayerPokemon);
} else {

View File

@ -269,8 +269,8 @@ export class MovePhase extends BattlePhase {
globalScene.phaseManager.queueMessage(
getStatusEffectHealText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)),
);
this.pokemon.resetStatus();
this.pokemon.updateInfo();
// cannot use `asPhase=true` as it will cause status to be reset _after_ move condition checks fire
this.pokemon.resetStatus(false, false, false, false);
}
}

View File

@ -3,71 +3,64 @@ import { globalScene } from "#app/global-scene";
import { getPokemonNameWithAffix } from "#app/messages";
import { CommonBattleAnim } from "#data/battle-anims";
import { SpeciesFormChangeStatusEffectTrigger } from "#data/form-change-triggers";
import { getStatusEffectObtainText, getStatusEffectOverlapText } from "#data/status-effect";
import { getStatusEffectObtainText } from "#data/status-effect";
import type { BattlerIndex } from "#enums/battler-index";
import { CommonAnim } from "#enums/move-anims-common";
import { StatusEffect } from "#enums/status-effect";
import type { Pokemon } from "#field/pokemon";
import { PokemonPhase } from "#phases/pokemon-phase";
import { isNullOrUndefined } from "#utils/common";
export class ObtainStatusEffectPhase extends PokemonPhase {
public readonly phaseName = "ObtainStatusEffectPhase";
private statusEffect?: StatusEffect;
private turnsRemaining?: number;
private sourceText?: string | null;
private sourcePokemon?: Pokemon | null;
/**
* @param battlerIndex - The {@linkcode BattlerIndex} of the Pokemon obtaining the status effect.
* @param statusEffect - The {@linkcode StatusEffect} being applied.
* @param sourcePokemon - The {@linkcode Pokemon} applying the status effect to the target,
* or `null` if the status is applied from a non-Pokemon source (hazards, etc.); default `null`.
* @param sleepTurnsRemaining - The number of turns to set {@linkcode StatusEffect.SLEEP} for;
* defaults to a random number between 2 and 4 and is unused for non-Sleep statuses.
* @param sourceText - The text to show for the source of the status effect, if any; default `null`.
* @param statusMessage - A string containing text to be displayed upon status setting;
* defaults to normal key for status if empty or omitted.
*/
constructor(
battlerIndex: BattlerIndex,
statusEffect?: StatusEffect,
turnsRemaining?: number,
sourceText?: string | null,
sourcePokemon?: Pokemon | null,
private statusEffect: StatusEffect,
private sourcePokemon: Pokemon | null = null,
private sleepTurnsRemaining?: number,
sourceText: string | null = null, // TODO: This should take `undefined` instead of `null`
private statusMessage = "",
) {
super(battlerIndex);
this.statusEffect = statusEffect;
this.turnsRemaining = turnsRemaining;
this.sourceText = sourceText;
this.sourcePokemon = sourcePokemon;
this.statusMessage ||= getStatusEffectObtainText(
statusEffect,
getPokemonNameWithAffix(this.getPokemon()),
sourceText ?? undefined,
);
}
start() {
const pokemon = this.getPokemon();
if (pokemon && !pokemon.status) {
if (pokemon.trySetStatus(this.statusEffect, false, this.sourcePokemon)) {
if (this.turnsRemaining) {
pokemon.status!.sleepTurnsRemaining = this.turnsRemaining;
}
pokemon.updateInfo(true);
new CommonBattleAnim(CommonAnim.POISON + (this.statusEffect! - 1), pokemon).play(false, () => {
globalScene.phaseManager.queueMessage(
getStatusEffectObtainText(
this.statusEffect,
getPokemonNameWithAffix(pokemon),
this.sourceText ?? undefined,
),
);
if (!isNullOrUndefined(this.statusEffect) && this.statusEffect !== StatusEffect.FAINT) {
globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeStatusEffectTrigger, true);
// If mold breaker etc was used to set this status, it shouldn't apply to abilities activated afterwards
globalScene.arena.setIgnoreAbilities(false);
applyAbAttrs("PostSetStatusAbAttr", {
pokemon,
effect: this.statusEffect,
sourcePokemon: this.sourcePokemon ?? undefined,
});
}
this.end();
pokemon.doSetStatus(this.statusEffect, this.sleepTurnsRemaining);
pokemon.updateInfo(true);
new CommonBattleAnim(CommonAnim.POISON + (this.statusEffect - 1), pokemon).play(false, () => {
globalScene.phaseManager.queueMessage(this.statusMessage);
if (this.statusEffect && this.statusEffect !== StatusEffect.FAINT) {
globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeStatusEffectTrigger, true);
// If the status was applied from a move, ensure abilities are not ignored for follow-up triggers.
// TODO: Ensure this isn't breaking any other phases unshifted afterwards
globalScene.arena.setIgnoreAbilities(false);
applyAbAttrs("PostSetStatusAbAttr", {
pokemon,
effect: this.statusEffect,
sourcePokemon: this.sourcePokemon ?? undefined,
});
return;
}
} else if (pokemon.status?.effect === this.statusEffect) {
globalScene.phaseManager.queueMessage(
getStatusEffectOverlapText(this.statusEffect ?? StatusEffect.NONE, getPokemonNameWithAffix(pokemon)),
);
}
this.end();
this.end();
});
}
}

View File

@ -13,6 +13,7 @@ import { HealAchv } from "#system/achv";
import { NumberHolder } from "#utils/common";
import i18next from "i18next";
// TODO: Refactor this - it has far too many arguments
export class PokemonHealPhase extends CommonAnimPhase {
public readonly phaseName = "PokemonHealPhase";
private hpHealed: number;
@ -28,7 +29,7 @@ export class PokemonHealPhase extends CommonAnimPhase {
battlerIndex: BattlerIndex,
hpHealed: number,
message: string | null,
showFullHpMessage: boolean,
showFullHpMessage = true,
skipAnim = false,
revive = false,
healStatus = false,
@ -72,6 +73,7 @@ export class PokemonHealPhase extends CommonAnimPhase {
this.message = null;
return super.end();
}
if (healOrDamage) {
const hpRestoreMultiplier = new NumberHolder(1);
if (!this.revive) {

View File

@ -1,6 +1,7 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
@ -22,25 +23,66 @@ describe("Abilities - Corrosion", () => {
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([MoveId.SPLASH])
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.GRIMER)
.enemyAbility(AbilityId.CORROSION)
.enemyMoveset(MoveId.TOXIC);
.ability(AbilityId.CORROSION)
.enemyAbility(AbilityId.NO_GUARD)
.enemyMoveset(MoveId.SPLASH);
});
it("If a Poison- or Steel-type Pokémon with this Ability poisons a target with Synchronize, Synchronize does not gain the ability to poison Poison- or Steel-type Pokémon.", async () => {
game.override.ability(AbilityId.SYNCHRONIZE);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
it.each<{ name: string; species: SpeciesId }>([
{ name: "Poison", species: SpeciesId.GRIMER },
{ name: "Steel", species: SpeciesId.KLINK },
])("should grant the user the ability to poison $name-type opponents", async ({ species }) => {
game.override.enemySpecies(species);
await game.classicMode.startBattle([SpeciesId.SALANDIT]);
const playerPokemon = game.scene.getPlayerPokemon();
const enemyPokemon = game.scene.getEnemyPokemon();
expect(playerPokemon!.status).toBeUndefined();
const enemy = game.field.getEnemyPokemon();
expect(enemy.status?.effect).toBeUndefined();
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("BerryPhase");
expect(playerPokemon!.status).toBeDefined();
expect(enemyPokemon!.status).toBeUndefined();
game.move.use(MoveId.POISON_GAS);
await game.toEndOfTurn();
expect(enemy.status?.effect).toBe(StatusEffect.POISON);
});
it("should not affect Toxic Spikes", async () => {
await game.classicMode.startBattle([SpeciesId.SALANDIT]);
game.move.use(MoveId.TOXIC_SPIKES);
await game.doKillOpponents();
await game.toNextWave();
const enemyPokemon = game.field.getEnemyPokemon();
expect(enemyPokemon.status).toBeUndefined();
});
it("should not affect an opponent's Synchronize ability", async () => {
game.override.enemyAbility(AbilityId.SYNCHRONIZE);
await game.classicMode.startBattle([SpeciesId.ARBOK]);
const playerPokemon = game.field.getPlayerPokemon();
const enemyPokemon = game.field.getEnemyPokemon();
expect(enemyPokemon.status?.effect).toBeUndefined();
game.move.use(MoveId.TOXIC);
await game.toEndOfTurn();
expect(enemyPokemon.status?.effect).toBe(StatusEffect.TOXIC);
expect(playerPokemon.status?.effect).toBeUndefined();
});
it("should affect the user's held Toxic Orb", async () => {
game.override.startingHeldItems([{ name: "TOXIC_ORB", count: 1 }]);
await game.classicMode.startBattle([SpeciesId.SALAZZLE]);
const salazzle = game.field.getPlayerPokemon();
expect(salazzle.status?.effect).toBeUndefined();
game.move.use(MoveId.SPLASH);
await game.toNextTurn();
expect(salazzle.status?.effect).toBe(StatusEffect.TOXIC);
});
});

View File

@ -49,6 +49,7 @@ describe("Abilities - Healer", () => {
const user = game.scene.getPlayerPokemon()!;
// Only want one magikarp to have the ability
vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[AbilityId.HEALER]);
game.move.select(MoveId.SPLASH);
// faint the ally
game.move.select(MoveId.LUNAR_DANCE, 1);
@ -62,9 +63,10 @@ describe("Abilities - Healer", () => {
it("should heal the status of an ally if the ally has a status", async () => {
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]);
const [user, ally] = game.scene.getPlayerField();
// Only want one magikarp to have the ability.
vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[AbilityId.HEALER]);
expect(ally.trySetStatus(StatusEffect.BURN)).toBe(true);
ally.doSetStatus(StatusEffect.BURN);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
@ -80,7 +82,7 @@ describe("Abilities - Healer", () => {
const [user, ally] = game.scene.getPlayerField();
// Only want one magikarp to have the ability.
vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[AbilityId.HEALER]);
expect(ally.trySetStatus(StatusEffect.BURN)).toBe(true);
ally.doSetStatus(StatusEffect.BURN);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.phaseInterceptor.to("TurnEndPhase");

View File

@ -58,8 +58,8 @@ describe("Abilities - Infiltrator", () => {
])("should bypass the target's $effectName", async ({ tagType, move }) => {
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const player = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!;
const player = game.field.getPlayerPokemon();
const enemy = game.field.getEnemyPokemon();
const preScreenDmg = enemy.getAttackDamage({ source: player, move: allMoves[move] }).damage;
@ -74,14 +74,14 @@ describe("Abilities - Infiltrator", () => {
it("should bypass the target's Safeguard", async () => {
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const player = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!;
const player = game.field.getPlayerPokemon();
const enemy = game.field.getEnemyPokemon();
game.scene.arena.addTag(ArenaTagType.SAFEGUARD, 1, MoveId.NONE, enemy.id, ArenaTagSide.ENEMY, true);
game.move.select(MoveId.SPORE);
game.move.use(MoveId.SPORE);
await game.toEndOfTurn();
await game.phaseInterceptor.to("BerryPhase", false);
expect(enemy.status?.effect).toBe(StatusEffect.SLEEP);
expect(player.waveData.abilitiesApplied).toContain(AbilityId.INFILTRATOR);
});

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@ -1,51 +0,0 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Insomnia", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should remove sleep when gained", async () => {
game.override
.ability(AbilityId.INSOMNIA)
.enemyAbility(AbilityId.BALL_FETCH)
.moveset(MoveId.SKILL_SWAP)
.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const enemy = game.scene.getEnemyPokemon();
enemy?.trySetStatus(StatusEffect.SLEEP);
expect(enemy?.status?.effect).toBe(StatusEffect.SLEEP);
game.move.select(MoveId.SKILL_SWAP);
await game.phaseInterceptor.to("BerryPhase");
expect(enemy?.status).toBeNull();
});
});

View File

@ -1,51 +0,0 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Limber", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should remove paralysis when gained", async () => {
game.override
.ability(AbilityId.LIMBER)
.enemyAbility(AbilityId.BALL_FETCH)
.moveset(MoveId.SKILL_SWAP)
.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const enemy = game.scene.getEnemyPokemon();
enemy?.trySetStatus(StatusEffect.PARALYSIS);
expect(enemy?.status?.effect).toBe(StatusEffect.PARALYSIS);
game.move.select(MoveId.SKILL_SWAP);
await game.phaseInterceptor.to("BerryPhase");
expect(enemy?.status).toBeNull();
});
});

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@ -1,51 +0,0 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Magma Armor", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should remove freeze when gained", async () => {
game.override
.ability(AbilityId.MAGMA_ARMOR)
.enemyAbility(AbilityId.BALL_FETCH)
.moveset(MoveId.SKILL_SWAP)
.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const enemy = game.scene.getEnemyPokemon();
enemy?.trySetStatus(StatusEffect.FREEZE);
expect(enemy?.status?.effect).toBe(StatusEffect.FREEZE);
game.move.select(MoveId.SKILL_SWAP);
await game.phaseInterceptor.to("BerryPhase");
expect(enemy?.status).toBeNull();
});
});

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@ -0,0 +1,95 @@
import { allMoves } from "#data/data-lists";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { MoveResult } from "#enums/move-result";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { StatusEffectAttr } from "#moves/move";
import { GameManager } from "#test/test-utils/game-manager";
import { toTitleCase } from "#utils/strings";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe.each<{ name: string; ability: AbilityId; status: StatusEffect }>([
{ name: "Vital Spirit", ability: AbilityId.VITAL_SPIRIT, status: StatusEffect.SLEEP },
{ name: "Insomnia", ability: AbilityId.INSOMNIA, status: StatusEffect.SLEEP },
{ name: "Immunity", ability: AbilityId.IMMUNITY, status: StatusEffect.POISON },
{ name: "Magma Armor", ability: AbilityId.MAGMA_ARMOR, status: StatusEffect.FREEZE },
{ name: "Limber", ability: AbilityId.LIMBER, status: StatusEffect.PARALYSIS },
{ name: "Thermal Exchange", ability: AbilityId.THERMAL_EXCHANGE, status: StatusEffect.BURN },
{ name: "Water Veil", ability: AbilityId.WATER_VEIL, status: StatusEffect.BURN },
{ name: "Water Bubble", ability: AbilityId.WATER_BUBBLE, status: StatusEffect.BURN },
])("Abilities - $name", ({ ability, status }) => {
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
.battleStyle("single")
.criticalHits(false)
.enemyLevel(100)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(ability)
.enemyMoveset(MoveId.SPLASH);
// Mock Lumina Crash and Spore to be our status-inflicting moves of choice
vi.spyOn(allMoves[MoveId.LUMINA_CRASH], "attrs", "get").mockReturnValue([new StatusEffectAttr(status, false)]);
vi.spyOn(allMoves[MoveId.SPORE], "attrs", "get").mockReturnValue([new StatusEffectAttr(status, false)]);
});
const statusStr = toTitleCase(StatusEffect[status]);
it(`should prevent application of ${statusStr} without failing damaging moves`, async () => {
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const karp = game.field.getEnemyPokemon();
expect(karp.status?.effect).toBeUndefined();
expect(karp.canSetStatus(status)).toBe(false);
game.move.use(MoveId.LUMINA_CRASH);
await game.toEndOfTurn();
expect(karp.status?.effect).toBeUndefined();
expect(game.field.getPlayerPokemon().getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
});
it(`should cure ${statusStr} upon being gained`, async () => {
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const feebas = game.field.getPlayerPokemon();
feebas.doSetStatus(status);
expect(feebas.status?.effect).toBe(status);
game.move.use(MoveId.SPLASH);
await game.move.forceEnemyMove(MoveId.SKILL_SWAP);
await game.toEndOfTurn();
expect(feebas.status?.effect).toBeUndefined();
});
// TODO: This does not propagate failures currently
it.todo(
`should cause status moves inflicting ${statusStr} to count as failed if no other effects can be applied`,
async () => {
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.use(MoveId.SPORE);
await game.toEndOfTurn();
const karp = game.field.getEnemyPokemon();
expect(karp.status?.effect).toBeUndefined();
expect(game.field.getPlayerPokemon().getLastXMoves()[0].result).toBe(MoveResult.FAIL);
},
);
});

View File

@ -1,51 +0,0 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Thermal Exchange", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should remove burn when gained", async () => {
game.override
.ability(AbilityId.THERMAL_EXCHANGE)
.enemyAbility(AbilityId.BALL_FETCH)
.moveset(MoveId.SKILL_SWAP)
.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const enemy = game.scene.getEnemyPokemon();
enemy?.trySetStatus(StatusEffect.BURN);
expect(enemy?.status?.effect).toBe(StatusEffect.BURN);
game.move.select(MoveId.SKILL_SWAP);
await game.phaseInterceptor.to("BerryPhase");
expect(enemy?.status).toBeNull();
});
});

View File

@ -1,51 +0,0 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Vital Spirit", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should remove sleep when gained", async () => {
game.override
.ability(AbilityId.INSOMNIA)
.enemyAbility(AbilityId.BALL_FETCH)
.moveset(MoveId.SKILL_SWAP)
.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const enemy = game.scene.getEnemyPokemon();
enemy?.trySetStatus(StatusEffect.SLEEP);
expect(enemy?.status?.effect).toBe(StatusEffect.SLEEP);
game.move.select(MoveId.SKILL_SWAP);
await game.phaseInterceptor.to("BerryPhase");
expect(enemy?.status).toBeNull();
});
});

View File

@ -1,51 +0,0 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Water Bubble", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should remove burn when gained", async () => {
game.override
.ability(AbilityId.THERMAL_EXCHANGE)
.enemyAbility(AbilityId.BALL_FETCH)
.moveset(MoveId.SKILL_SWAP)
.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const enemy = game.scene.getEnemyPokemon();
enemy?.trySetStatus(StatusEffect.BURN);
expect(enemy?.status?.effect).toBe(StatusEffect.BURN);
game.move.select(MoveId.SKILL_SWAP);
await game.phaseInterceptor.to("BerryPhase");
expect(enemy?.status).toBeNull();
});
});

View File

@ -1,51 +0,0 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Water Veil", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should remove burn when gained", async () => {
game.override
.ability(AbilityId.THERMAL_EXCHANGE)
.enemyAbility(AbilityId.BALL_FETCH)
.moveset(MoveId.SKILL_SWAP)
.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const enemy = game.scene.getEnemyPokemon();
enemy?.trySetStatus(StatusEffect.BURN);
expect(enemy?.status?.effect).toBe(StatusEffect.BURN);
game.move.select(MoveId.SKILL_SWAP);
await game.phaseInterceptor.to("BerryPhase");
expect(enemy?.status).toBeNull();
});
});

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@ -6,7 +6,7 @@ import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Immunity", () => {
describe("Spec - Pokemon Functions", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
@ -23,29 +23,29 @@ describe("Abilities - Immunity", () => {
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.startingLevel(100)
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.ability(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should remove poison when gained", async () => {
game.override
.ability(AbilityId.IMMUNITY)
.enemyAbility(AbilityId.BALL_FETCH)
.moveset(MoveId.SKILL_SWAP)
.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const enemy = game.scene.getEnemyPokemon();
enemy?.trySetStatus(StatusEffect.POISON);
expect(enemy?.status?.effect).toBe(StatusEffect.POISON);
describe("doSetStatus", () => {
it("should change the Pokemon's status, ignoring feasibility checks", async () => {
await game.classicMode.startBattle([SpeciesId.ACCELGOR]);
game.move.select(MoveId.SKILL_SWAP);
await game.phaseInterceptor.to("BerryPhase");
const player = game.field.getPlayerPokemon();
expect(enemy?.status).toBeNull();
expect(player.status?.effect).toBeUndefined();
player.doSetStatus(StatusEffect.BURN);
expect(player.status?.effect).toBe(StatusEffect.BURN);
expect(player.canSetStatus(StatusEffect.SLEEP)).toBe(false);
player.doSetStatus(StatusEffect.SLEEP, 5);
expect(player.status?.effect).toBe(StatusEffect.SLEEP);
expect(player.status?.sleepTurnsRemaining).toBe(5);
});
});
});

View File

@ -25,15 +25,6 @@ describe("Spec - Pokemon", () => {
game = new GameManager(phaserGame);
});
it("should not crash when trying to set status of undefined", async () => {
await game.classicMode.runToSummon([SpeciesId.ABRA]);
const pkm = game.scene.getPlayerPokemon()!;
expect(pkm).toBeDefined();
expect(pkm.trySetStatus(undefined)).toBe(false);
});
describe("Add To Party", () => {
let scene: BattleScene;

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@ -73,7 +73,7 @@ describe("Moves - Beat Up", () => {
const playerPokemon = game.scene.getPlayerPokemon()!;
game.scene.getPlayerParty()[1].trySetStatus(StatusEffect.BURN);
game.scene.getPlayerParty()[1].doSetStatus(StatusEffect.BURN);
game.move.select(MoveId.BEAT_UP);

View File

@ -44,7 +44,7 @@ describe("Moves - Fusion Flare", () => {
await game.phaseInterceptor.to(TurnStartPhase, false);
// Inflict freeze quietly and check if it was properly inflicted
partyMember.trySetStatus(StatusEffect.FREEZE, false);
partyMember.doSetStatus(StatusEffect.FREEZE);
expect(partyMember.status!.effect).toBe(StatusEffect.FREEZE);
await game.toNextTurn();

146
test/moves/rest.test.ts Normal file
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@ -0,0 +1,146 @@
import { AbilityId } from "#enums/ability-id";
import { BattlerTagType } from "#enums/battler-tag-type";
import { MoveId } from "#enums/move-id";
import { MoveResult } from "#enums/move-result";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Move - Rest", () => {
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
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.EKANS)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should fully heal the user, cure its prior status and put it to sleep", async () => {
game.override.statusEffect(StatusEffect.POISON);
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
expect(snorlax.status?.effect).toBe(StatusEffect.POISON);
game.move.use(MoveId.REST);
await game.toEndOfTurn();
expect(snorlax.hp).toBe(snorlax.getMaxHp());
expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP);
});
it("should always last 3 turns", async () => {
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
// Cf https://bulbapedia.bulbagarden.net/wiki/Rest_(move):
// > The user is unable to use MoveId while asleep for 2 turns after the turn when Rest is used.
game.move.use(MoveId.REST);
await game.toNextTurn();
expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP);
expect(snorlax.status?.sleepTurnsRemaining).toBe(3);
game.move.use(MoveId.SWORDS_DANCE);
await game.toNextTurn();
expect(snorlax.status?.sleepTurnsRemaining).toBe(2);
game.move.use(MoveId.SWORDS_DANCE);
await game.toNextTurn();
expect(snorlax.status?.sleepTurnsRemaining).toBe(1);
game.move.use(MoveId.SWORDS_DANCE);
await game.toNextTurn();
expect(snorlax.status?.effect).toBeUndefined();
expect(snorlax.getStatStage(Stat.ATK)).toBe(2);
});
it("should preserve non-volatile status conditions", async () => {
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
snorlax.addTag(BattlerTagType.CONFUSED, 999);
game.move.use(MoveId.REST);
await game.toEndOfTurn();
expect(snorlax.getTag(BattlerTagType.CONFUSED)).toBeDefined();
});
it.each<{ name: string; status?: StatusEffect; ability?: AbilityId; dmg?: number }>([
{ name: "is at full HP", dmg: 0 },
{ name: "is grounded on Electric Terrain", ability: AbilityId.ELECTRIC_SURGE },
{ name: "is grounded on Misty Terrain", ability: AbilityId.MISTY_SURGE },
{ name: "has Comatose", ability: AbilityId.COMATOSE },
])("should fail if the user $name", async ({ status = StatusEffect.NONE, ability = AbilityId.NONE, dmg = 1 }) => {
game.override.ability(ability).statusEffect(status);
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = snorlax.getMaxHp() - dmg;
game.move.use(MoveId.REST);
await game.toEndOfTurn();
expect(snorlax.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should fail if called while already asleep", async () => {
game.override.statusEffect(StatusEffect.SLEEP).moveset([MoveId.REST, MoveId.SLEEP_TALK]);
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
// Need to use sleep talk here since you normally can't move while asleep
game.move.select(MoveId.SLEEP_TALK);
await game.toEndOfTurn();
expect(snorlax.isFullHp()).toBe(false);
expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP);
expect(snorlax.getLastXMoves(-1).map(tm => tm.result)).toEqual([MoveResult.FAIL, MoveResult.SUCCESS]);
});
it("should succeed if called the same turn as the user wakes", async () => {
game.override.statusEffect(StatusEffect.SLEEP);
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP);
snorlax.status!.sleepTurnsRemaining = 1;
game.move.use(MoveId.REST);
await game.toNextTurn();
expect(snorlax.status!.effect).toBe(StatusEffect.SLEEP);
expect(snorlax.isFullHp()).toBe(true);
expect(snorlax.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
expect(snorlax.status!.sleepTurnsRemaining).toBeGreaterThan(1);
});
});

View File

@ -1,6 +1,7 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { MoveResult } from "#enums/move-result";
import { MoveUseMode } from "#enums/move-use-mode";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import { StatusEffect } from "#enums/status-effect";
@ -31,45 +32,73 @@ describe("Moves - Sleep Talk", () => {
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyAbility(AbilityId.NO_GUARD)
.enemyMoveset(MoveId.SPLASH)
.enemyLevel(100);
});
it("should fail when the user is not asleep", async () => {
game.override.statusEffect(StatusEffect.NONE);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should fail if the user has no valid moves", async () => {
game.override.moveset([MoveId.SLEEP_TALK, MoveId.DIG, MoveId.METRONOME, MoveId.SOLAR_BEAM]);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should call a random valid move if the user is asleep", async () => {
game.override.moveset([MoveId.SLEEP_TALK, MoveId.DIG, MoveId.FLY, MoveId.SWORDS_DANCE]); // Dig and Fly are invalid moves, Swords Dance should always be called
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.getStatStage(Stat.ATK));
const feebas = game.field.getPlayerPokemon();
expect(feebas.getStatStage(Stat.ATK)).toBe(2);
expect(feebas.getLastXMoves(2)).toEqual([
expect.objectContaining({
move: MoveId.SWORDS_DANCE,
result: MoveResult.SUCCESS,
useMode: MoveUseMode.FOLLOW_UP,
}),
expect.objectContaining({
move: MoveId.SLEEP_TALK,
result: MoveResult.SUCCESS,
useMode: MoveUseMode.NORMAL,
}),
]);
});
it("should apply secondary effects of a move", async () => {
game.override.moveset([MoveId.SLEEP_TALK, MoveId.DIG, MoveId.FLY, MoveId.WOOD_HAMMER]); // Dig and Fly are invalid moves, Wood Hammer should always be called
await game.classicMode.startBattle();
it("should fail if the user is not asleep", async () => {
game.override.statusEffect(StatusEffect.POISON);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.field.getPlayerPokemon().getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should fail the turn the user wakes up from Sleep", async () => {
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const feebas = game.field.getPlayerPokemon();
expect(feebas.status?.effect).toBe(StatusEffect.SLEEP);
feebas.status!.sleepTurnsRemaining = 1;
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(feebas.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should fail if the user has no valid moves", async () => {
game.override.moveset([MoveId.SLEEP_TALK, MoveId.DIG, MoveId.METRONOME, MoveId.SOLAR_BEAM]);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.field.getPlayerPokemon().getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should apply secondary effects of the called move", async () => {
game.override.moveset([MoveId.SLEEP_TALK, MoveId.SCALE_SHOT]);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.isFullHp()).toBeFalsy(); // Wood Hammer recoil effect should be applied
const feebas = game.field.getPlayerPokemon();
expect(feebas.getStatStage(Stat.SPD)).toBe(1);
expect(feebas.getStatStage(Stat.DEF)).toBe(-1);
});
});

View File

@ -63,7 +63,7 @@ describe("Mystery Encounter Utils", () => {
// Both pokemon fainted
scene.getPlayerParty().forEach(p => {
p.hp = 0;
p.trySetStatus(StatusEffect.FAINT);
p.doSetStatus(StatusEffect.FAINT);
void p.updateInfo();
});
@ -83,7 +83,7 @@ describe("Mystery Encounter Utils", () => {
// Only faint 1st pokemon
const party = scene.getPlayerParty();
party[0].hp = 0;
party[0].trySetStatus(StatusEffect.FAINT);
party[0].doSetStatus(StatusEffect.FAINT);
await party[0].updateInfo();
// Seeds are calculated to return index 0 first, 1 second (if both pokemon are legal)
@ -102,7 +102,7 @@ describe("Mystery Encounter Utils", () => {
// Only faint 1st pokemon
const party = scene.getPlayerParty();
party[0].hp = 0;
party[0].trySetStatus(StatusEffect.FAINT);
party[0].doSetStatus(StatusEffect.FAINT);
await party[0].updateInfo();
// Seeds are calculated to return index 0 first, 1 second (if both pokemon are legal)
@ -121,7 +121,7 @@ describe("Mystery Encounter Utils", () => {
// Only faint 1st pokemon
const party = scene.getPlayerParty();
party[0].hp = 0;
party[0].trySetStatus(StatusEffect.FAINT);
party[0].doSetStatus(StatusEffect.FAINT);
await party[0].updateInfo();
// Seeds are calculated to return index 0 first, 1 second (if both pokemon are legal)
@ -167,7 +167,7 @@ describe("Mystery Encounter Utils", () => {
const party = scene.getPlayerParty();
party[0].level = 100;
party[0].hp = 0;
party[0].trySetStatus(StatusEffect.FAINT);
party[0].doSetStatus(StatusEffect.FAINT);
await party[0].updateInfo();
party[1].level = 10;
@ -206,7 +206,7 @@ describe("Mystery Encounter Utils", () => {
const party = scene.getPlayerParty();
party[0].level = 10;
party[0].hp = 0;
party[0].trySetStatus(StatusEffect.FAINT);
party[0].doSetStatus(StatusEffect.FAINT);
await party[0].updateInfo();
party[1].level = 100;