pokerogue/test/abilities/neutralizing-gas.test.ts
Dean 87e6095a00
[Misc/Feature] Add dynamic turn order (#6036)
* 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>
2025-09-20 17:49:40 -05:00

195 lines
7.9 KiB
TypeScript

import { globalScene } from "#app/global-scene";
import { AbilityId } from "#enums/ability-id";
import { ArenaTagType } from "#enums/arena-tag-type";
import { BattlerIndex } from "#enums/battler-index";
import { Command } from "#enums/command";
import { MoveId } from "#enums/move-id";
import { PokeballType } from "#enums/pokeball";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import type { CommandPhase } from "#phases/command-phase";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Abilities - Neutralizing Gas", () => {
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.NEUTRALIZING_GAS)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should prevent other abilities from activating", async () => {
game.override.enemyAbility(AbilityId.INTIMIDATE);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("TurnEndPhase");
// Intimidate is suppressed, so the attack stat should not be lowered
expect(game.field.getPlayerPokemon().getStatStage(Stat.ATK)).toBe(0);
});
it("should allow the user's passive to activate", async () => {
game.override.passiveAbility(AbilityId.INTREPID_SWORD);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("TurnEndPhase");
expect(game.field.getPlayerPokemon().getStatStage(Stat.ATK)).toBe(1);
});
it("should activate before other abilities", async () => {
game.override.enemySpecies(SpeciesId.ACCELGOR).enemyLevel(100).enemyAbility(AbilityId.INTIMIDATE);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("TurnEndPhase");
// Intimidate is suppressed even when the user's speed is lower
expect(game.field.getPlayerPokemon().getStatStage(Stat.ATK)).toBe(0);
});
it("should activate other abilities when removed", async () => {
game.override
.enemyAbility(AbilityId.INTREPID_SWORD)
.enemyPassiveAbility(AbilityId.DAUNTLESS_SHIELD)
.enemyMoveset(MoveId.ENTRAINMENT);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
const enemyPokemon = game.field.getEnemyPokemon();
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(0);
expect(enemyPokemon.getStatStage(Stat.DEF)).toBe(0);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("BerryPhase");
// Enemy removes user's ability, so both abilities are activated
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(1);
expect(enemyPokemon.getStatStage(Stat.DEF)).toBe(1);
});
it("should not activate the user's other ability when removed", async () => {
game.override.passiveAbility(AbilityId.INTIMIDATE).enemyMoveset(MoveId.ENTRAINMENT);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
// Neutralising gas user's passive is still active
const enemyPokemon = game.field.getEnemyPokemon();
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(-1);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("BerryPhase");
// Intimidate did not reactivate after neutralizing gas was removed
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(-1);
});
it("should only deactivate when all setters are off the field", async () => {
game.override.enemyMoveset([MoveId.ENTRAINMENT, MoveId.SPLASH]).battleStyle("double");
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.ACCELGOR]);
game.move.select(MoveId.SPLASH, 0);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.ENTRAINMENT, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
await game.phaseInterceptor.to("BerryPhase");
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeDefined(); // Now one neut gas user is left
game.move.select(MoveId.SPLASH, 0);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.ENTRAINMENT, BattlerIndex.PLAYER_2);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
await game.phaseInterceptor.to("BerryPhase");
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeUndefined(); // No neut gas users are left
});
it("should deactivate when suppressed by gastro acid", async () => {
game.override.enemyMoveset(MoveId.GASTRO_ACID);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("BerryPhase");
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeUndefined();
});
it("should deactivate when the pokemon faints", async () => {
game.override.ability(AbilityId.BALL_FETCH).enemyAbility(AbilityId.NEUTRALIZING_GAS);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SPLASH);
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeDefined();
await game.doKillOpponents();
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeUndefined();
});
it("should deactivate upon catching a wild pokemon", async () => {
game.override.battleStyle("single").enemyAbility(AbilityId.NEUTRALIZING_GAS).ability(AbilityId.BALL_FETCH);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeDefined();
game.scene.pokeballCounts[PokeballType.MASTER_BALL] = 1;
game.doThrowPokeball(PokeballType.MASTER_BALL);
await game.phaseInterceptor.to("TurnEndPhase");
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeUndefined();
});
it("should deactivate after fleeing from a wild pokemon", async () => {
game.override.enemyAbility(AbilityId.NEUTRALIZING_GAS).ability(AbilityId.BALL_FETCH);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeDefined();
vi.spyOn(game.field.getPlayerPokemon(), "randBattleSeedInt").mockReturnValue(0);
vi.spyOn(globalScene, "randBattleSeedInt").mockReturnValue(0);
const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
commandPhase.handleCommand(Command.RUN, 0);
await game.phaseInterceptor.to("BerryPhase");
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeUndefined();
});
it("should not activate abilities of pokemon no longer on the field", async () => {
game.override.battleStyle("single").ability(AbilityId.NEUTRALIZING_GAS).enemyAbility(AbilityId.DELTA_STREAM);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const enemy = game.field.getEnemyPokemon();
const weatherChangeAttr = enemy.getAbilityAttrs("PostSummonWeatherChangeAbAttr", false)[0];
const weatherChangeSpy = vi.spyOn(weatherChangeAttr, "apply");
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeDefined();
game.move.select(MoveId.SPLASH);
await game.killPokemon(enemy);
await game.killPokemon(game.field.getPlayerPokemon());
expect(game.scene.arena.getTag(ArenaTagType.NEUTRALIZING_GAS)).toBeUndefined();
expect(weatherChangeSpy).not.toHaveBeenCalled();
});
});