pokerogue/test/battle/battle-order.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

131 lines
5.7 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { BattlerIndex } from "#enums/battler-index";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import type { MovePhase } from "#phases/move-phase";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Battle order", () => {
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
.battleStyle("single")
.enemySpecies(SpeciesId.MEWTWO)
.enemyAbility(AbilityId.INSOMNIA)
.ability(AbilityId.INSOMNIA)
.moveset([MoveId.TACKLE]);
});
it("opponent faster than player 50 vs 150", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
const playerPokemon = game.field.getPlayerPokemon();
const playerStartHp = playerPokemon.hp;
const enemyPokemon = game.field.getEnemyPokemon();
const enemyStartHp = enemyPokemon.hp;
vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 50]); // set playerPokemon's speed to 50
vi.spyOn(enemyPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set enemyPokemon's speed to 150
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to("MoveEndPhase", false);
expect(playerPokemon.hp).not.toEqual(playerStartHp);
expect(enemyPokemon.hp).toEqual(enemyStartHp);
});
it("Player faster than opponent 150 vs 50", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
const playerPokemon = game.field.getPlayerPokemon();
const playerStartHp = playerPokemon.hp;
const enemyPokemon = game.field.getEnemyPokemon();
const enemyStartHp = enemyPokemon.hp;
vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set playerPokemon's speed to 150
vi.spyOn(enemyPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 50]); // set enemyPokemon's speed to 50
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to("MoveEndPhase", false);
expect(playerPokemon.hp).toEqual(playerStartHp);
expect(enemyPokemon.hp).not.toEqual(enemyStartHp);
});
it("double - both opponents faster than player 50/50 vs 150/150", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.BLASTOISE]);
const playerPokemon = game.scene.getPlayerField();
const playerHps = playerPokemon.map(p => p.hp);
const enemyPokemon = game.scene.getEnemyField();
const enemyHps = enemyPokemon.map(p => p.hp);
playerPokemon.forEach(p => vi.spyOn(p, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 50])); // set both playerPokemons' speed to 50
enemyPokemon.forEach(p => vi.spyOn(p, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150])); // set both enemyPokemons' speed to 150
game.move.select(MoveId.TACKLE);
game.move.select(MoveId.TACKLE, 1);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
await game.phaseInterceptor.to("MoveEndPhase", true);
await game.phaseInterceptor.to("MoveEndPhase", false);
for (let i = 0; i < 2; i++) {
expect(playerPokemon[i].hp).not.toEqual(playerHps[i]);
expect(enemyPokemon[i].hp).toEqual(enemyHps[i]);
}
});
it("double - speed tie except 1 - 100/100 vs 100/150", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.BLASTOISE]);
const playerPokemon = game.scene.getPlayerField();
const enemyPokemon = game.scene.getEnemyField();
playerPokemon.forEach(p => vi.spyOn(p, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100])); //set both playerPokemons' speed to 100
vi.spyOn(enemyPokemon[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100]); // set enemyPokemon's speed to 100
vi.spyOn(enemyPokemon[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set enemyPokemon's speed to 150
game.move.select(MoveId.TACKLE);
game.move.select(MoveId.TACKLE, 1);
await game.phaseInterceptor.to("MovePhase", false);
const phase = game.scene.phaseManager.getCurrentPhase() as MovePhase;
expect(phase.pokemon).toEqual(enemyPokemon[1]);
});
it("double - speed tie 100/150 vs 100/150", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.BLASTOISE]);
const playerPokemon = game.scene.getPlayerField();
const enemyPokemon = game.scene.getEnemyField();
vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100]); // set one playerPokemon's speed to 100
vi.spyOn(playerPokemon[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set other playerPokemon's speed to 150
vi.spyOn(enemyPokemon[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100]); // set one enemyPokemon's speed to 100
vi.spyOn(enemyPokemon[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set other enemyPokemon's speed to 150
game.move.select(MoveId.TACKLE);
game.move.select(MoveId.TACKLE, 1);
await game.phaseInterceptor.to("MovePhase", false);
const phase = game.scene.phaseManager.getCurrentPhase() as MovePhase;
expect(enemyPokemon[1] === phase.pokemon || playerPokemon[1] === phase.pokemon);
});
});