pokerogue/test/moves/delayed-attack.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

421 lines
14 KiB
TypeScript

import { getPokemonNameWithAffix } from "#app/messages";
import { AttackTypeBoosterModifier } from "#app/modifier/modifier";
import { allMoves } from "#data/data-lists";
import { AbilityId } from "#enums/ability-id";
import { BattleType } from "#enums/battle-type";
import { BattlerIndex } from "#enums/battler-index";
import { Button } from "#enums/buttons";
import { MoveId } from "#enums/move-id";
import { MoveResult } from "#enums/move-result";
import { PokeballType } from "#enums/pokeball";
import { PokemonType } from "#enums/pokemon-type";
import { PositionalTagType } from "#enums/positional-tag-type";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import { UiMode } from "#enums/ui-mode";
import { GameManager } from "#test/test-utils/game-manager";
import i18next from "i18next";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Moves - Delayed Attacks", () => {
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
.ability(AbilityId.NO_GUARD)
.battleStyle("single")
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.STURDY)
.enemyMoveset(MoveId.SPLASH);
});
/**
* Wait until a number of turns have passed.
* @param numTurns - Number of turns to pass.
* @param toEndOfTurn - Whether to advance to the `TurnEndPhase` (`true`) or the `PositionalTagPhase` (`false`);
* default `true`
* @returns A Promise that resolves once the specified number of turns has elapsed
* and the specified phase has been reached.
*/
async function passTurns(numTurns: number, toEndOfTurn = true): Promise<void> {
for (let i = 0; i < numTurns; i++) {
game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER);
if (game.scene.getPlayerField()[1]?.isActive()) {
game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER_2);
}
await game.move.forceEnemyMove(MoveId.SPLASH);
if (game.scene.getEnemyField()[1]?.isActive()) {
await game.move.forceEnemyMove(MoveId.SPLASH);
}
await game.phaseInterceptor.to("PositionalTagPhase");
}
if (toEndOfTurn) {
await game.toEndOfTurn();
}
}
/**
* Expect that future sight is active with the specified number of attacks.
* @param numAttacks - The number of delayed attacks that should be queued; default `1`
*/
function expectFutureSightActive(numAttacks = 1) {
const delayedAttacks = game.scene.arena.positionalTagManager["tags"].filter(
t => t.tagType === PositionalTagType.DELAYED_ATTACK,
);
expect(delayedAttacks).toHaveLength(numAttacks);
}
it.each<{ name: string; move: MoveId }>([
{ name: "Future Sight", move: MoveId.FUTURE_SIGHT },
{ name: "Doom Desire", move: MoveId.DOOM_DESIRE },
])("$name should show message and strike 2 turns after use, ignoring player/enemy switches", async ({ move }) => {
game.override.battleType(BattleType.TRAINER);
await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC]);
game.move.use(move);
await game.toNextTurn();
expectFutureSightActive();
game.doSwitchPokemon(1);
game.forceEnemyToSwitch();
await game.toNextTurn();
await passTurns(1);
expectFutureSightActive(0);
const enemy = game.field.getEnemyPokemon();
expect(enemy).not.toHaveFullHp();
expect(game).toHaveShownMessage(
i18next.t("moveTriggers:tookMoveAttack", {
pokemonName: getPokemonNameWithAffix(enemy),
moveName: allMoves[move].name,
}),
);
});
it("should fail (preserving prior instances) when used against the same target", async () => {
await game.classicMode.startBattle([SpeciesId.BRONZONG]);
game.move.use(MoveId.FUTURE_SIGHT);
await game.toNextTurn();
expectFutureSightActive();
const bronzong = game.field.getPlayerPokemon();
expect(bronzong.getLastXMoves()[0].result).toBe(MoveResult.OTHER);
game.move.use(MoveId.FUTURE_SIGHT);
await game.toNextTurn();
expectFutureSightActive();
expect(bronzong.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should still be delayed when called by other moves", async () => {
await game.classicMode.startBattle([SpeciesId.BRONZONG]);
game.move.use(MoveId.METRONOME);
game.move.forceMetronomeMove(MoveId.FUTURE_SIGHT);
await game.toNextTurn();
expectFutureSightActive();
const enemy = game.field.getEnemyPokemon();
expect(enemy).toHaveFullHp();
await passTurns(2);
expectFutureSightActive(0);
expect(enemy).not.toHaveFullHp();
});
it("should work when used against different targets in doubles", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.FEEBAS]);
const [karp, feebas, enemy1, enemy2] = game.scene.getField();
game.move.use(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.use(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2);
await game.toEndOfTurn();
expectFutureSightActive(2);
expect(enemy1).toHaveFullHp();
expect(enemy2).toHaveFullHp();
expect(karp.getLastXMoves()[0].result).toBe(MoveResult.OTHER);
expect(feebas.getLastXMoves()[0].result).toBe(MoveResult.OTHER);
await passTurns(2);
expect(enemy1).not.toHaveFullHp();
expect(enemy2).not.toHaveFullHp();
});
it("should trigger multiple pending attacks in order of creation, even if that order changes later on", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.FEEBAS]);
const [alomomola, blissey] = game.scene.getField();
const oldOrder = game.field.getSpeedOrder();
game.move.use(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.use(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2);
await game.move.forceEnemyMove(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER);
await game.move.forceEnemyMove(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER_2);
// Ensure that the moves are used deterministically in speed order (for speed ties)
await game.setTurnOrder(oldOrder.map(p => p.getBattlerIndex()));
await game.toNextTurn();
expectFutureSightActive(4);
// Lower speed to change turn order
alomomola.setStatStage(Stat.SPD, 6);
blissey.setStatStage(Stat.SPD, -6);
const newOrder = game.field.getSpeedOrder();
expect(newOrder).not.toEqual(oldOrder);
await passTurns(2, false);
// All attacks have concluded at this point, unshifting new `MoveEffectPhase`s to the queue.
expectFutureSightActive(0);
const MEPs = game.scene.phaseManager["phaseQueue"].findAll("MoveEffectPhase");
expect(MEPs).toHaveLength(4);
expect(MEPs.map(mep => mep.getPokemon())).toEqual(oldOrder);
});
it("should vanish silently if it would otherwise hit the user", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.FEEBAS, SpeciesId.MILOTIC]);
const [karp, feebas, milotic] = game.scene.getPlayerParty();
game.move.use(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2);
game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER_2);
await game.toNextTurn();
expectFutureSightActive(1);
// Milotic / Feebas // Karp
game.doSwitchPokemon(2);
game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER_2);
await game.toNextTurn();
expect(game.scene.getPlayerParty()).toEqual([milotic, feebas, karp]);
// Milotic / Karp // Feebas
game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER);
game.doSwitchPokemon(2);
await passTurns(1);
expect(game.scene.getPlayerParty()).toEqual([milotic, karp, feebas]);
expect(karp).toHaveFullHp();
expect(feebas).toHaveFullHp();
expect(game).not.toHaveShownMessage(
i18next.t("moveTriggers:tookMoveAttack", {
pokemonName: getPokemonNameWithAffix(karp),
moveName: allMoves[MoveId.FUTURE_SIGHT].name,
}),
);
});
it("should redirect normally if target is fainted when move is used", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const [enemy1, enemy2] = game.scene.getEnemyField();
game.move.use(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2);
await game.killPokemon(enemy2);
await game.toNextTurn();
expect(enemy2.isFainted()).toBe(true);
expectFutureSightActive();
expect(game).toHavePositionalTag({
tagType: PositionalTagType.DELAYED_ATTACK,
targetIndex: enemy1.getBattlerIndex(),
});
await passTurns(2);
expect(enemy1).not.toHaveFullHp();
expect(game).toHaveShownMessage(
i18next.t("moveTriggers:tookMoveAttack", {
pokemonName: getPokemonNameWithAffix(enemy1),
moveName: allMoves[MoveId.FUTURE_SIGHT].name,
}),
);
});
it("should vanish silently if slot is vacant when attack lands", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const [enemy1, enemy2] = game.scene.getEnemyField();
game.move.use(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2);
await game.toNextTurn();
expectFutureSightActive(1);
game.move.use(MoveId.SPLASH);
await game.killPokemon(enemy2);
await game.toNextTurn();
game.move.use(MoveId.SPLASH);
await game.toNextTurn();
expectFutureSightActive(0);
expect(enemy1).toHaveFullHp();
expect(game).not.toHaveShownMessage(
i18next.t("moveTriggers:tookMoveAttack", {
pokemonName: getPokemonNameWithAffix(enemy1),
moveName: allMoves[MoveId.FUTURE_SIGHT].name,
}),
);
});
it("should consider type changes at moment of execution while ignoring redirection", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
// fake left enemy having lightning rod
const [enemy1, enemy2] = game.scene.getEnemyField();
game.field.mockAbility(enemy1, AbilityId.LIGHTNING_ROD);
game.move.use(MoveId.FUTURE_SIGHT, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2);
await game.toNextTurn();
expectFutureSightActive(1);
game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER);
await game.toNextTurn();
game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER);
await game.move.forceEnemyMove(MoveId.ELECTRIFY, BattlerIndex.PLAYER);
await game.phaseInterceptor.to("PositionalTagPhase");
await game.phaseInterceptor.to("MoveEffectPhase", false);
// Wait until all normal attacks have triggered, then check pending MEP
const karp = game.field.getPlayerPokemon();
const typeMock = vi.spyOn(karp, "getMoveType");
await game.toEndOfTurn();
expect(enemy1).toHaveFullHp();
expect(enemy2).not.toHaveFullHp();
expect(game).toHaveShownMessage(
i18next.t("moveTriggers:tookMoveAttack", {
pokemonName: getPokemonNameWithAffix(enemy2),
moveName: allMoves[MoveId.FUTURE_SIGHT].name,
}),
);
expect(typeMock).toHaveLastReturnedWith(PokemonType.ELECTRIC);
});
// TODO: this is not implemented
it.todo("should not apply Shell Bell recovery, even if user is on field");
// TODO: Enable once code is added to MEP to do this
it.todo("should not apply the user's abilities when dealing damage if the user is inactive", async () => {
game.override.ability(AbilityId.NORMALIZE).enemySpecies(SpeciesId.LUNALA);
await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC]);
game.move.use(MoveId.DOOM_DESIRE);
await game.toNextTurn();
expectFutureSightActive();
await passTurns(1);
game.doSwitchPokemon(1);
const typeMock = vi.spyOn(game.field.getPlayerPokemon(), "getMoveType");
const powerMock = vi.spyOn(allMoves[MoveId.DOOM_DESIRE], "calculateBattlePower");
await game.toNextTurn();
// Player Normalize was not applied due to being off field
const enemy = game.field.getEnemyPokemon();
expect(enemy).not.toHaveFullHp();
expect(game).toHaveShownMessage(
i18next.t("moveTriggers:tookMoveAttack", {
pokemonName: getPokemonNameWithAffix(enemy),
moveName: allMoves[MoveId.DOOM_DESIRE].name,
}),
);
expect(typeMock).toHaveLastReturnedWith(PokemonType.STEEL);
expect(powerMock).toHaveLastReturnedWith(150);
});
it.todo("should not apply the user's held items when dealing damage if the user is inactive", async () => {
game.override.startingHeldItems([{ name: "ATTACK_TYPE_BOOSTER", count: 99, type: PokemonType.PSYCHIC }]);
await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC]);
game.move.use(MoveId.FUTURE_SIGHT);
await game.toNextTurn();
expectFutureSightActive();
await passTurns(1);
game.doSwitchPokemon(1);
const powerMock = vi.spyOn(allMoves[MoveId.FUTURE_SIGHT], "calculateBattlePower");
const typeBoostSpy = vi.spyOn(AttackTypeBoosterModifier.prototype, "apply");
await game.toNextTurn();
expect(powerMock).toHaveLastReturnedWith(120);
expect(typeBoostSpy).not.toHaveBeenCalled();
});
it("should not crash when catching & releasing a Pokemon on the same turn its delayed attack expires", async () => {
game.override.startingModifier([{ name: "MASTER_BALL", count: 1 }]);
await game.classicMode.startBattle([
SpeciesId.FEEBAS,
SpeciesId.FEEBAS,
SpeciesId.FEEBAS,
SpeciesId.FEEBAS,
SpeciesId.FEEBAS,
SpeciesId.FEEBAS,
]);
game.move.use(MoveId.SPLASH);
await game.move.forceEnemyMove(MoveId.FUTURE_SIGHT);
await game.toNextTurn();
expectFutureSightActive(1);
await passTurns(1);
// Throw master ball and release the enemy
game.doThrowPokeball(PokeballType.MASTER_BALL);
game.onNextPrompt("AttemptCapturePhase", UiMode.CONFIRM, () => {
game.scene.ui.processInput(Button.CANCEL);
});
await game.toEndOfTurn();
expectFutureSightActive(0);
});
// TODO: Implement and move to a power spot's test file
it.todo("Should activate ally's power spot when switched in during single battles");
});