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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>
95 lines
2.8 KiB
TypeScript
95 lines
2.8 KiB
TypeScript
import { allAbilities } from "#data/data-lists";
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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 { FaintPhase } from "#phases/faint-phase";
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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, vi } from "vitest";
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describe("Abilities - Quick Draw", () => {
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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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.ability(AbilityId.QUICK_DRAW)
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.moveset([MoveId.TACKLE, MoveId.TAIL_WHIP])
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.enemyLevel(100)
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.enemySpecies(SpeciesId.MAGIKARP)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset([MoveId.TACKLE]);
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vi.spyOn(
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allAbilities[AbilityId.QUICK_DRAW].getAttrs("BypassSpeedChanceAbAttr")[0],
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"chance",
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"get",
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).mockReturnValue(100);
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});
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it("makes pokemon go first in its priority bracket", async () => {
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const pokemon = game.field.getPlayerPokemon();
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const enemy = game.field.getEnemyPokemon();
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pokemon.hp = 1;
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enemy.hp = 1;
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game.move.select(MoveId.TACKLE);
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await game.phaseInterceptor.to(FaintPhase, false);
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expect(pokemon.isFainted()).toBe(false);
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expect(enemy.isFainted()).toBe(true);
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expect(pokemon.waveData.abilitiesApplied).toContain(AbilityId.QUICK_DRAW);
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});
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it("is not triggered by non damaging moves", async () => {
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const pokemon = game.field.getPlayerPokemon();
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const enemy = game.field.getEnemyPokemon();
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pokemon.hp = 1;
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enemy.hp = 1;
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game.move.select(MoveId.TAIL_WHIP);
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await game.phaseInterceptor.to(FaintPhase, false);
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expect(pokemon.isFainted()).toBe(true);
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expect(enemy.isFainted()).toBe(false);
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expect(pokemon.waveData.abilitiesApplied).not.contain(AbilityId.QUICK_DRAW);
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});
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it("does not increase priority", async () => {
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game.override.enemyMoveset([MoveId.EXTREME_SPEED]);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const pokemon = game.field.getPlayerPokemon();
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const enemy = game.field.getEnemyPokemon();
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pokemon.hp = 1;
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enemy.hp = 1;
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game.move.select(MoveId.TACKLE);
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await game.phaseInterceptor.to(FaintPhase, false);
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expect(pokemon.isFainted()).toBe(true);
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expect(enemy.isFainted()).toBe(false);
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expect(pokemon.waveData.abilitiesApplied).toContain(AbilityId.QUICK_DRAW);
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});
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});
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