pokerogue/test/test-utils/helpers/move-helper.ts
Bertie690 97ddcb711b
[Test] game.move.use overrides summon data moveset if present (#6174)
* [Test] Update `game.move.use` to override summon data moveset if present

* ran biome & fixed errors
2025-08-02 19:40:30 +00:00

353 lines
16 KiB
TypeScript

import Overrides from "#app/overrides";
import { allMoves } from "#data/data-lists";
import { BattlerIndex } from "#enums/battler-index";
import { Command } from "#enums/command";
import { MoveId } from "#enums/move-id";
import { MoveUseMode } from "#enums/move-use-mode";
import { UiMode } from "#enums/ui-mode";
import type { Pokemon } from "#field/pokemon";
import { getMoveTargets } from "#moves/move-utils";
import { PokemonMove } from "#moves/pokemon-move";
import type { CommandPhase } from "#phases/command-phase";
import type { EnemyCommandPhase } from "#phases/enemy-command-phase";
import { MoveEffectPhase } from "#phases/move-effect-phase";
import { GameManagerHelper } from "#test/test-utils/helpers/game-manager-helper";
import { coerceArray } from "#utils/common";
import { toTitleCase } from "#utils/strings";
import type { MockInstance } from "vitest";
import { expect, vi } from "vitest";
/**
* Helper to handle using a Pokemon's moves.
*/
export class MoveHelper extends GameManagerHelper {
/**
* Intercepts {@linkcode MoveEffectPhase} and mocks the phase's move's
* accuracy to -1, guaranteeing a hit.
* @returns A promise that resolves once the next MoveEffectPhase has been reached (not run).
*/
public async forceHit(): Promise<void> {
await this.game.phaseInterceptor.to(MoveEffectPhase, false);
const moveEffectPhase = this.game.scene.phaseManager.getCurrentPhase() as MoveEffectPhase;
vi.spyOn(moveEffectPhase.move, "calculateBattleAccuracy").mockReturnValue(-1);
}
/**
* Intercepts {@linkcode MoveEffectPhase} and mocks the phase's move's accuracy
* to 0, guaranteeing a miss.
* @param firstTargetOnly - Whether to only force a miss on the first target hit; default `false`.
* @returns A promise that resolves once the next MoveEffectPhase has been reached (not run).
*/
public async forceMiss(firstTargetOnly = false): Promise<void> {
await this.game.phaseInterceptor.to(MoveEffectPhase, false);
const moveEffectPhase = this.game.scene.phaseManager.getCurrentPhase() as MoveEffectPhase;
const accuracy = vi.spyOn(moveEffectPhase.move, "calculateBattleAccuracy");
if (firstTargetOnly) {
accuracy.mockReturnValueOnce(0);
} else {
accuracy.mockReturnValue(0);
}
}
/**
* Select a move _already in the player's moveset_ to be used during the next {@linkcode CommandPhase}.
* @param move - The {@linkcode MoveId} to use.
* @param pkmIndex - The {@linkcode BattlerIndex} of the player Pokemon using the move. Relevant for double battles only and defaults to {@linkcode BattlerIndex.PLAYER} if not specified.
* @param targetIndex - The {@linkcode BattlerIndex} of the Pokemon to target for single-target moves; should be omitted for multi-target moves.
* If set to `null`, will forgo normal target selection entirely (useful for UI tests).
* @remarks
* Will fail the current test if the move being selected is not in the user's moveset.
*/
public select(
move: MoveId,
pkmIndex: BattlerIndex.PLAYER | BattlerIndex.PLAYER_2 = BattlerIndex.PLAYER,
targetIndex?: BattlerIndex | null,
) {
const movePosition = this.getMovePosition(pkmIndex, move);
if (movePosition === -1) {
expect.fail(
`MoveHelper.select called with move '${toTitleCase(MoveId[move])}' not in moveset!` +
`\nBattler Index: ${toTitleCase(BattlerIndex[pkmIndex])}` +
`\nMoveset: [${this.game.scene
.getPlayerParty()
[pkmIndex].getMoveset()
.map(pm => toTitleCase(MoveId[pm.moveId]))
.join(", ")}]`,
);
}
this.game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
this.game.scene.ui.setMode(
UiMode.FIGHT,
(this.game.scene.phaseManager.getCurrentPhase() as CommandPhase).getFieldIndex(),
);
});
this.game.onNextPrompt("CommandPhase", UiMode.FIGHT, () => {
(this.game.scene.phaseManager.getCurrentPhase() as CommandPhase).handleCommand(
Command.FIGHT,
movePosition,
MoveUseMode.NORMAL,
);
});
if (targetIndex !== null) {
this.game.selectTarget(movePosition, targetIndex);
}
}
/**
* Select a move _already in the player's moveset_ to be used during the next {@linkcode CommandPhase}, **which will also terastallize on this turn**.
* @param move - The {@linkcode MoveId} to use.
* @param pkmIndex - The {@linkcode BattlerIndex} of the player Pokemon using the move. Relevant for double battles only and defaults to {@linkcode BattlerIndex.PLAYER} if not specified.
* @param targetIndex - The {@linkcode BattlerIndex} of the Pokemon to target for single-target moves; should be omitted for multi-target moves.
* If set to `null`, will forgo normal target selection entirely (useful for UI tests)
*/
public selectWithTera(
move: MoveId,
pkmIndex: BattlerIndex.PLAYER | BattlerIndex.PLAYER_2 = BattlerIndex.PLAYER,
targetIndex?: BattlerIndex | null,
) {
const movePosition = this.getMovePosition(pkmIndex, move);
if (movePosition === -1) {
expect.fail(
`MoveHelper.selectWithTera called with move '${toTitleCase(MoveId[move])}' not in moveset!` +
`\nBattler Index: ${toTitleCase(BattlerIndex[pkmIndex])}` +
`\nMoveset: [${this.game.scene
.getPlayerParty()
[pkmIndex].getMoveset()
.map(pm => toTitleCase(MoveId[pm.moveId]))
.join(", ")}]`,
);
}
this.game.scene.getPlayerParty()[pkmIndex].isTerastallized = false;
this.game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
this.game.scene.ui.setMode(
UiMode.FIGHT,
(this.game.scene.phaseManager.getCurrentPhase() as CommandPhase).getFieldIndex(),
Command.TERA,
);
});
this.game.onNextPrompt("CommandPhase", UiMode.FIGHT, () => {
(this.game.scene.phaseManager.getCurrentPhase() as CommandPhase).handleCommand(
Command.TERA,
movePosition,
MoveUseMode.NORMAL,
);
});
if (targetIndex !== null) {
this.game.selectTarget(movePosition, targetIndex);
}
}
/** Helper function to get the index of the selected move in the selected party member's moveset. */
private getMovePosition(pokemonIndex: BattlerIndex.PLAYER | BattlerIndex.PLAYER_2, move: MoveId): number {
const playerPokemon = this.game.scene.getPlayerField()[pokemonIndex];
const moveset = playerPokemon.getMoveset();
const index = moveset.findIndex(m => m.moveId === move && m.ppUsed < m.getMovePp());
console.log(`Move position for ${MoveId[move]} (=${move}):`, index);
return index;
}
/**
* Modifies a player pokemon's moveset to contain only the selected move, and then
* selects it to be used during the next {@linkcode CommandPhase}.
*
* **Warning**: Will disable the player moveset override if it is enabled, as well as any mid-battle moveset changes!
*
* @param moveId - The {@linkcode MoveId} to use
* @param pkmIndex - The {@linkcode BattlerIndex} of the player Pokemon using the move. Relevant for double battles only and defaults to {@linkcode BattlerIndex.PLAYER} if not specified
* @param targetIndex - The {@linkcode BattlerIndex} of the Pokemon to target for single-target moves; should be omitted for multi-target moves
* @param useTera - If `true`, the Pokemon will attempt to Terastallize even without a Tera Orb; default `false`
* @remarks
* If you need to check for changes in the player's moveset as part of the test, it may be
* better to use {@linkcode changeMoveset} and {@linkcode select} instead.
*/
public use(
moveId: MoveId,
pkmIndex: BattlerIndex.PLAYER | BattlerIndex.PLAYER_2 = BattlerIndex.PLAYER,
targetIndex?: BattlerIndex,
useTera = false,
): void {
if ([Overrides.MOVESET_OVERRIDE].flat().length > 0) {
vi.spyOn(Overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([]);
console.warn("Warning: `MoveHelper.use` overwriting player pokemon moveset and disabling moveset override!");
}
// Clear out both the normal and temporary movesets before setting the move.
const pokemon = this.game.scene.getPlayerField()[pkmIndex];
pokemon.moveset.splice(0);
pokemon.summonData.moveset?.splice(0);
pokemon.setMove(0, moveId);
if (useTera) {
this.selectWithTera(moveId, pkmIndex, targetIndex);
return;
}
this.select(moveId, pkmIndex, targetIndex);
}
/**
* Forces the Paralysis or Freeze status to activate on the next move by temporarily mocking {@linkcode Overrides.STATUS_ACTIVATION_OVERRIDE},
* advancing to the next `MovePhase`, and then resetting the override to `null`
* @param activated - `true` to force the status to activate, `false` to force the status to not activate (will cause Freeze to heal)
*/
public async forceStatusActivation(activated: boolean): Promise<void> {
vi.spyOn(Overrides, "STATUS_ACTIVATION_OVERRIDE", "get").mockReturnValue(activated);
await this.game.phaseInterceptor.to("MovePhase");
vi.spyOn(Overrides, "STATUS_ACTIVATION_OVERRIDE", "get").mockReturnValue(null);
}
/**
* Forces the Confusion status to activate on the next move by temporarily mocking {@linkcode Overrides.CONFUSION_ACTIVATION_OVERRIDE},
* advancing to the next `MovePhase`, and then resetting the override to `null`
* @param activated - `true` to force the Pokemon to hit themself, `false` to forcibly disable it
*/
public async forceConfusionActivation(activated: boolean): Promise<void> {
vi.spyOn(Overrides, "CONFUSION_ACTIVATION_OVERRIDE", "get").mockReturnValue(activated);
await this.game.phaseInterceptor.to("MovePhase");
vi.spyOn(Overrides, "CONFUSION_ACTIVATION_OVERRIDE", "get").mockReturnValue(null);
}
/**
* Changes a pokemon's moveset to the given move(s).
*
* Useful when normal moveset overrides can't be used (such as when it's necessary to check or update properties of the moveset).
*
* **Note**: Will disable the moveset override matching the pokemon's party.
* @param pokemon - The {@linkcode Pokemon} being modified
* @param moveset - The {@linkcode MoveId} (single or array) to change the Pokemon's moveset to.
*/
public changeMoveset(pokemon: Pokemon, moveset: MoveId | MoveId[]): void {
if (pokemon.isPlayer()) {
if (coerceArray(Overrides.MOVESET_OVERRIDE).length > 0) {
vi.spyOn(Overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([]);
console.warn("Player moveset override disabled due to use of `game.move.changeMoveset`!");
}
} else {
if (coerceArray(Overrides.OPP_MOVESET_OVERRIDE).length > 0) {
vi.spyOn(Overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([]);
console.warn("Enemy moveset override disabled due to use of `game.move.changeMoveset`!");
}
}
moveset = coerceArray(moveset);
expect(moveset.length, "Cannot assign more than 4 moves to a moveset!").toBeLessThanOrEqual(4);
pokemon.moveset = [];
moveset.forEach((move, i) => {
pokemon.setMove(i, move);
});
const movesetStr = moveset.map(moveId => MoveId[moveId]).join(", ");
console.log(`Pokemon ${pokemon.species.name}'s moveset manually set to ${movesetStr} (=[${moveset.join(", ")}])!`);
}
/**
* Forces the next enemy selecting a move to use the given move _in its moveset_
* against the given target (if applicable).
* @param moveId - The {@linkcode Move | move ID} the enemy will be forced to use.
* @param target - The {@linkcode BattlerIndex | target} against which the enemy will use the given move;
* defaults to normal target selection priorities if omitted or not single-target.
* @remarks
* If you do not need to check for changes in the enemy's moveset as part of the test, it may be
* best to use {@linkcode forceEnemyMove} instead.
*/
public async selectEnemyMove(moveId: MoveId, target?: BattlerIndex) {
// Wait for the next EnemyCommandPhase to start
await this.game.phaseInterceptor.to("EnemyCommandPhase", false);
const enemy =
this.game.scene.getEnemyField()[
(this.game.scene.phaseManager.getCurrentPhase() as EnemyCommandPhase).getFieldIndex()
];
const legalTargets = getMoveTargets(enemy, moveId);
vi.spyOn(enemy, "getNextMove").mockReturnValueOnce({
move: moveId,
targets:
target !== undefined && !legalTargets.multiple && legalTargets.targets.includes(target)
? [target]
: enemy.getNextTargets(moveId),
useMode: MoveUseMode.NORMAL,
});
/**
* Run the EnemyCommandPhase to completion.
* This allows this function to be called consecutively to
* force a move for each enemy in a double battle.
*/
await this.game.phaseInterceptor.to("EnemyCommandPhase");
}
/**
* Modify the moveset of the next enemy selecting a move to contain only the given move, and then
* selects it to be used during the next {@linkcode EnemyCommandPhase} against the given targets.
*
* Does not require the given move to be in the enemy's moveset beforehand,
* but **overwrites the pokemon's moveset** and **disables any prior moveset overrides**!
*
* @param moveId - The {@linkcode Move | move ID} the enemy will be forced to use.
* @param target - The {@linkcode BattlerIndex | target} against which the enemy will use the given move;
* defaults to normal target selection priorities if omitted or not single-target.
* @remarks
* If you need to check for changes in the enemy's moveset as part of the test, it may be
* best to use {@linkcode changeMoveset} and {@linkcode selectEnemyMove} instead.
*/
public async forceEnemyMove(moveId: MoveId, target?: BattlerIndex) {
// Wait for the next EnemyCommandPhase to start
await this.game.phaseInterceptor.to("EnemyCommandPhase", false);
const enemy =
this.game.scene.getEnemyField()[
(this.game.scene.phaseManager.getCurrentPhase() as EnemyCommandPhase).getFieldIndex()
];
if ([Overrides.OPP_MOVESET_OVERRIDE].flat().length > 0) {
vi.spyOn(Overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([]);
console.warn(
"Warning: `forceEnemyMove` overwrites the Pokemon's moveset and disables the enemy moveset override!",
);
}
enemy.moveset = [new PokemonMove(moveId)];
const legalTargets = getMoveTargets(enemy, moveId);
vi.spyOn(enemy, "getNextMove").mockReturnValueOnce({
move: moveId,
targets:
target !== undefined && !legalTargets.multiple && legalTargets.targets.includes(target)
? [target]
: enemy.getNextTargets(moveId),
useMode: MoveUseMode.NORMAL,
});
/**
* Run the EnemyCommandPhase to completion.
* This allows this function to be called consecutively to
* force a move for each enemy in a double battle.
*/
await this.game.phaseInterceptor.to("EnemyCommandPhase");
}
/**
* Force the next move(s) used by Metronome to be a specific move. \
* Triggers during the next upcoming {@linkcode MoveEffectPhase} that Metronome is used.
* @param move - The move to force Metronome to call
* @param once - If `true`, mocks the return value exactly once; default `false`
* @returns The spy that for Metronome that was mocked (Usually unneeded).
* @example
* ```ts
* game.move.use(MoveId.METRONOME);
* game.move.forceMetronomeMove(MoveId.FUTURE_SIGHT); // Can be in any order
* ```
*/
public forceMetronomeMove(move: MoveId, once = false): MockInstance {
const spy = vi.spyOn(allMoves[MoveId.METRONOME].getAttrs("RandomMoveAttr")[0], "getMoveOverride");
if (once) {
spy.mockReturnValueOnce(move);
} else {
spy.mockReturnValue(move);
}
return spy;
}
}