import { BattlerIndex } from "#enums/battler-index"; import { allAbilities } from "#app/data/data-lists"; import { AbilityId } from "#enums/ability-id"; import { WeatherType } from "#app/enums/weather-type"; import { DamageAnimPhase } from "#app/phases/damage-anim-phase"; import { MovePhase } from "#app/phases/move-phase"; import { PostSummonPhase } from "#app/phases/post-summon-phase"; import { QuietFormChangePhase } from "#app/phases/quiet-form-change-phase"; import { TurnEndPhase } from "#app/phases/turn-end-phase"; 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, vi } from "vitest"; describe("Abilities - Forecast", () => { let phaserGame: Phaser.Game; let game: GameManager; const NORMAL_FORM = 0; const SUNNY_FORM = 1; const RAINY_FORM = 2; const SNOWY_FORM = 3; /** * Tests reverting to normal form when Cloud Nine/Air Lock is active on the field * @param game - The game manager instance * @param ability - The ability that is active on the field */ const testRevertFormAgainstAbility = async (game: GameManager, ability: AbilityId) => { game.override.starterForms({ [SpeciesId.CASTFORM]: SUNNY_FORM }).enemyAbility(ability); await game.classicMode.startBattle([SpeciesId.CASTFORM]); game.move.select(MoveId.SPLASH); expect(game.scene.getPlayerPokemon()?.formIndex).toBe(NORMAL_FORM); }; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override .moveset([MoveId.SPLASH, MoveId.RAIN_DANCE, MoveId.SUNNY_DAY, MoveId.TACKLE]) .enemySpecies(SpeciesId.MAGIKARP) .enemyMoveset(MoveId.SPLASH) .enemyAbility(AbilityId.BALL_FETCH); }); it( "changes form based on weather", async () => { game.override .moveset([MoveId.RAIN_DANCE, MoveId.SUNNY_DAY, MoveId.SNOWSCAPE, MoveId.SPLASH]) .battleStyle("double") .starterForms({ [SpeciesId.KYOGRE]: 1, [SpeciesId.GROUDON]: 1, [SpeciesId.RAYQUAZA]: 1, }); await game.classicMode.startBattle([ SpeciesId.CASTFORM, SpeciesId.FEEBAS, SpeciesId.KYOGRE, SpeciesId.GROUDON, SpeciesId.RAYQUAZA, SpeciesId.ALTARIA, ]); vi.spyOn(game.scene.getPlayerParty()[5], "getAbility").mockReturnValue(allAbilities[AbilityId.CLOUD_NINE]); const castform = game.scene.getPlayerField()[0]; expect(castform.formIndex).toBe(NORMAL_FORM); game.move.select(MoveId.RAIN_DANCE); game.move.select(MoveId.SPLASH, 1); await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(RAINY_FORM); game.move.select(MoveId.SUNNY_DAY); game.move.select(MoveId.SPLASH, 1); await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(SUNNY_FORM); game.move.select(MoveId.SNOWSCAPE); game.move.select(MoveId.SPLASH, 1); await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(SNOWY_FORM); game.override.moveset([MoveId.HAIL, MoveId.SANDSTORM, MoveId.SNOWSCAPE, MoveId.SPLASH]); game.move.select(MoveId.SANDSTORM); game.move.select(MoveId.SPLASH, 1); await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(NORMAL_FORM); game.move.select(MoveId.HAIL); game.move.select(MoveId.SPLASH, 1); await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(SNOWY_FORM); game.move.select(MoveId.SPLASH); game.doSwitchPokemon(2); // Feebas now 2, Kyogre 1 await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(RAINY_FORM); game.move.select(MoveId.SPLASH); game.doSwitchPokemon(3); // Kyogre now 3, Groudon 1 await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(SUNNY_FORM); game.move.select(MoveId.SPLASH); game.doSwitchPokemon(4); // Groudon now 4, Rayquaza 1 await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(NORMAL_FORM); game.move.select(MoveId.SPLASH); game.doSwitchPokemon(2); // Rayquaza now 2, Feebas 1 await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(NORMAL_FORM); game.move.select(MoveId.SNOWSCAPE); game.move.select(MoveId.SPLASH, 1); await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(SNOWY_FORM); game.move.select(MoveId.SPLASH); game.doSwitchPokemon(5); // Feebas now 5, Altaria 1 await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(NORMAL_FORM); game.move.select(MoveId.SPLASH); game.doSwitchPokemon(5); // Altaria now 5, Feebas 1 await game.phaseInterceptor.to("MovePhase"); await game.toNextTurn(); expect(castform.formIndex).toBe(SNOWY_FORM); game.scene.arena.trySetWeather(WeatherType.FOG); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH, 1); await game.phaseInterceptor.to("TurnStartPhase"); expect(castform.formIndex).toBe(NORMAL_FORM); }, 30 * 1000, ); it("reverts to Normal Form if a Pokémon on the field has Air Lock", async () => { await testRevertFormAgainstAbility(game, AbilityId.AIR_LOCK); }); it("has no effect on Pokémon other than Castform", async () => { game.override.enemyAbility(AbilityId.FORECAST).enemySpecies(SpeciesId.SHUCKLE); await game.classicMode.startBattle([SpeciesId.CASTFORM]); game.move.select(MoveId.RAIN_DANCE); await game.phaseInterceptor.to(TurnEndPhase); expect(game.scene.getPlayerPokemon()?.formIndex).toBe(RAINY_FORM); expect(game.scene.getEnemyPokemon()?.formIndex).not.toBe(RAINY_FORM); }); it("reverts to Normal Form when Forecast is suppressed, changes form to match the weather when it regains it", async () => { game.override.enemyMoveset([MoveId.GASTRO_ACID]).weather(WeatherType.RAIN); await game.classicMode.startBattle([SpeciesId.CASTFORM, SpeciesId.PIKACHU]); const castform = game.scene.getPlayerPokemon()!; expect(castform.formIndex).toBe(RAINY_FORM); // First turn - Forecast is suppressed game.move.select(MoveId.SPLASH); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.move.forceHit(); await game.phaseInterceptor.to(TurnEndPhase); expect(castform.summonData.abilitySuppressed).toBe(true); expect(castform.formIndex).toBe(NORMAL_FORM); await game.toNextTurn(); // Second turn - switch out Castform, regains Forecast game.doSwitchPokemon(1); await game.toNextTurn(); // Third turn - switch in Castform game.doSwitchPokemon(1); await game.phaseInterceptor.to(MovePhase); expect(castform.summonData.abilitySuppressed).toBe(false); expect(castform.formIndex).toBe(RAINY_FORM); }); it("does not change Castform's form until after Stealth Rock deals damage", async () => { game.override.weather(WeatherType.RAIN).enemyMoveset([MoveId.STEALTH_ROCK]); await game.classicMode.startBattle([SpeciesId.PIKACHU, SpeciesId.CASTFORM]); // First turn - set up stealth rock game.move.select(MoveId.SPLASH); await game.toNextTurn(); // Second turn - switch in Castform, regains Forecast game.doSwitchPokemon(1); await game.phaseInterceptor.to(PostSummonPhase); const castform = game.scene.getPlayerPokemon()!; // Damage phase should come first await game.phaseInterceptor.to(DamageAnimPhase); expect(castform.hp).toBeLessThan(castform.getMaxHp()); // Then change form await game.phaseInterceptor.to(QuietFormChangePhase); expect(castform.formIndex).toBe(RAINY_FORM); }); it("should be in Normal Form after the user is switched out", async () => { game.override.weather(WeatherType.RAIN); await game.classicMode.startBattle([SpeciesId.CASTFORM, SpeciesId.MAGIKARP]); const castform = game.scene.getPlayerPokemon()!; expect(castform.formIndex).toBe(RAINY_FORM); game.doSwitchPokemon(1); await game.toNextTurn(); expect(castform.formIndex).toBe(NORMAL_FORM); }); it("should trigger player's form change when summoned at the same time as an enemy with a weather changing ability", async () => { // NOTE: The following pairs of tests are intentionally testing the same scenario, switching the player and enemy pokemon // as this is a regression test where the order of player and enemy mattered. game.override.enemyAbility(AbilityId.DROUGHT); await game.classicMode.startBattle([SpeciesId.CASTFORM, SpeciesId.MAGIKARP]); const castform = game.scene.getPlayerPokemon()!; expect(castform.formIndex).toBe(SUNNY_FORM); }); it("should trigger enemy's form change when summoned at the same time as a player with a weather changing ability", async () => { game.override.ability(AbilityId.DROUGHT).enemySpecies(SpeciesId.CASTFORM).enemyAbility(AbilityId.FORECAST); await game.classicMode.startBattle([SpeciesId.MAGIKARP]); const castform = game.scene.getEnemyPokemon()!; expect(castform.formIndex).toBe(SUNNY_FORM); }); });