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* Add new priority queues * Add dynamic queue manager * Add timing modifier and fix post speed ordering * Make `phaseQueue` private * Fix `gameManager.setTurnOrder` * Update `findPhase` to also check dynamic queues * Modify existing phase manager methods to check dynamic queues * Fix move order persisting through tests * Fix magic coat/bounce * Use append for magic coat/bounce * Remove `getSpeedOrder` from `TurnStartPhase`, fix references to `getCommandOrder` in tests * Fix round queuing last instead of next * Add quick draw application * Add quick claw activation * Fix turn order tracking * Add move header queue to fix ordering * Fix abilities activating immediately on summon * Fix `postsummonphases` being shuffled (need to handle speed ties differently here) * Update speed order function * Add `StaticSwitchSummonPhase` * Fix magic coat/bounce error from conflict resolution * Remove conditional queue * Fix dancer and baton pass tests * Automatically queue consecutive Pokémon phases as dynamic * Move turn end phases queuing back to `TurnStartPhase` * Fix `LearnMovePhase` * Remove `PrependSplice` * Move DQM to phase manager * Fix various phases being pushed instead of unshifted * Remove `StaticSwitchSummonPhase` * Ensure the top queue is always at length - 1 * Fix encounter `PostSummonPhase`s and Revival Blessing * Fix move headers * Remove implicit ordering from DQM * Fix `PostSummonPhase`s in encounters running too early * Fix `tryRemovePhase` usages * Add `MovePhase` after `MoveEndPhase` automatically * Implement an `inSpeedOrder` function * Merge fixes * Fix encounter rewards * Defer `FaintPhase`s where splice was used previously * Separate speed order utils to avoid circular imports * Temporarily disable lunar dance test * Simplify deferral * Remove move priority modifier * Fix TS errors in code files * Fix ts errors in tests * Fix more test files * Fix postsummon + checkswitch ability activations * Fix `removeAll` * Reposition `positionalTagPhase` * Re-add `startCurrentPhase` * Avoid overwriting `currentPhase` after `turnStart` * Delete `switchSummonPhasePriorityQueue` * Update `phase-manager.ts` * Remove uses of `isNullOrUndefined` * Rename deferral methods * Update docs and use `getPlayerField(true)` in turn start phase * Use `.getEnemyField(true)` * Update docs for post summon phase priority queue (psppq) * Update speed order utils * Remove null from `nextPhase` * Update move phase timing modifier docs * Remove mention of phases from base priority queue class * Remove and replace `applyInSpeedOrder` * Don't sort weather effect phases * Order priority queues before removing - Add some `readonly` and `public` modifiers - Remove unused `queuedPhases` field from `MoveEffectPhase` * Fix linting in `phase-manager.ts` * Remove unnecessary turn order modification in Rage Fist test --------- Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
93 lines
3.5 KiB
TypeScript
93 lines
3.5 KiB
TypeScript
import { AbilityId } from "#enums/ability-id";
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import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import { Stat } from "#enums/stat";
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import { GameManager } from "#test/test-utils/game-manager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Abilities - Mycelium Might", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.battleStyle("single")
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.criticalHits(false)
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.enemySpecies(SpeciesId.SHUCKLE)
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.enemyAbility(AbilityId.CLEAR_BODY)
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.enemyMoveset(MoveId.QUICK_ATTACK)
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.ability(AbilityId.MYCELIUM_MIGHT)
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.moveset([MoveId.QUICK_ATTACK, MoveId.BABY_DOLL_EYES]);
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});
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/**
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* References:
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* https://bulbapedia.bulbagarden.net/wiki/Mycelium_Might_(Ability)
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* https://bulbapedia.bulbagarden.net/wiki/Priority
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* https://www.smogon.com/forums/threads/scarlet-violet-battle-mechanics-research.3709545/page-24
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*/
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it("should move last in its priority bracket and ignore protective abilities", async () => {
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await game.classicMode.startBattle([SpeciesId.REGIELEKI]);
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const enemy = game.field.getEnemyPokemon();
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const player = game.field.getPlayerPokemon();
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game.move.select(MoveId.BABY_DOLL_EYES);
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await game.phaseInterceptor.to("MoveEndPhase", false);
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// The opponent Pokemon (without Mycelium Might) goes first despite having lower speed than the player Pokemon.
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// The player Pokemon (with Mycelium Might) goes last despite having higher speed than the opponent.
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expect(player.hp).not.toEqual(player.getMaxHp());
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await game.phaseInterceptor.to("TurnEndPhase");
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// Despite the opponent's ability (Clear Body), its ATK stat stage is still reduced.
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expect(enemy.getStatStage(Stat.ATK)).toBe(-1);
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});
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it("should still go first if a status move that is in a higher priority bracket than the opponent's move is used", async () => {
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game.override.enemyMoveset(MoveId.TACKLE);
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await game.classicMode.startBattle([SpeciesId.REGIELEKI]);
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const enemy = game.field.getEnemyPokemon();
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const player = game.field.getPlayerPokemon();
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game.move.select(MoveId.BABY_DOLL_EYES);
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await game.phaseInterceptor.to("MoveEndPhase", false);
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// The player Pokemon (with M.M.) goes first because its move is still within a higher priority bracket than its opponent.
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// The enemy Pokemon goes second because its move is in a lower priority bracket.
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expect(player.hp).toEqual(player.getMaxHp());
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await game.phaseInterceptor.to("TurnEndPhase");
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// Despite the opponent's ability (Clear Body), its ATK stat stage is still reduced.
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expect(enemy.getStatStage(Stat.ATK)).toBe(-1);
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});
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it("should not affect non-status moves", async () => {
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await game.classicMode.startBattle([SpeciesId.REGIELEKI]);
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const player = game.field.getPlayerPokemon();
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game.move.select(MoveId.QUICK_ATTACK);
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await game.phaseInterceptor.to("MoveEndPhase", false);
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// The player Pokemon (with M.M.) goes first because it has a higher speed and did not use a status move.
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// The enemy Pokemon (without M.M.) goes second because its speed is lower.
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// This means that the commandOrder should be identical to the speedOrder
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expect(player.hp).toEqual(player.getMaxHp());
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});
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});
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