pokerogue/test/moves/focus-punch.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

132 lines
4.4 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { BerryPhase } from "#phases/berry-phase";
import { MessagePhase } from "#phases/message-phase";
import { SwitchSummonPhase } from "#phases/switch-summon-phase";
import { TurnStartPhase } from "#phases/turn-start-phase";
import { GameManager } from "#test/test-utils/game-manager";
import i18next from "i18next";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Moves - Focus Punch", () => {
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")
.ability(AbilityId.UNNERVE)
.moveset([MoveId.FOCUS_PUNCH])
.enemySpecies(SpeciesId.GROUDON)
.enemyAbility(AbilityId.INSOMNIA)
.enemyMoveset(MoveId.SPLASH)
.startingLevel(100)
.enemyLevel(100);
});
it("should deal damage at the end of turn if uninterrupted", async () => {
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const leadPokemon = game.field.getPlayerPokemon();
const enemyPokemon = game.field.getEnemyPokemon();
const enemyStartingHp = enemyPokemon.hp;
game.move.select(MoveId.FOCUS_PUNCH);
await game.phaseInterceptor.to(MessagePhase);
expect(enemyPokemon.hp).toBe(enemyStartingHp);
expect(leadPokemon.getMoveHistory().length).toBe(0);
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
expect(leadPokemon.getMoveHistory().length).toBe(1);
expect(leadPokemon.turnData.totalDamageDealt).toBe(enemyStartingHp - enemyPokemon.hp);
});
it("should fail if the user is hit", async () => {
game.override.enemyMoveset([MoveId.TACKLE]);
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const leadPokemon = game.field.getPlayerPokemon();
const enemyPokemon = game.field.getEnemyPokemon();
const enemyStartingHp = enemyPokemon.hp;
game.move.select(MoveId.FOCUS_PUNCH);
await game.phaseInterceptor.to(MessagePhase);
expect(enemyPokemon.hp).toBe(enemyStartingHp);
expect(leadPokemon.getMoveHistory().length).toBe(0);
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.hp).toBe(enemyStartingHp);
expect(leadPokemon.getMoveHistory().length).toBe(1);
expect(leadPokemon.turnData.totalDamageDealt).toBe(0);
});
it("should be cancelled if the user falls asleep mid-turn", async () => {
game.override.enemyMoveset([MoveId.SPORE]);
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const leadPokemon = game.field.getPlayerPokemon();
const enemyPokemon = game.field.getEnemyPokemon();
game.move.select(MoveId.FOCUS_PUNCH);
await game.phaseInterceptor.to(MessagePhase); // Header message
expect(leadPokemon.getMoveHistory().length).toBe(0);
await game.phaseInterceptor.to(BerryPhase, false);
expect(leadPokemon.getMoveHistory().length).toBe(1);
expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
});
it("should not queue its pre-move message before an enemy switches", async () => {
/** Guarantee a Trainer battle with multiple enemy Pokemon */
game.override.startingWave(25);
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
game.forceEnemyToSwitch();
game.move.select(MoveId.FOCUS_PUNCH);
await game.phaseInterceptor.to(TurnStartPhase);
expect(game.scene.phaseManager.getCurrentPhase() instanceof SwitchSummonPhase).toBeTruthy();
expect(game.scene.phaseManager.hasPhaseOfType("MoveHeaderPhase")).toBe(true);
});
it("should replace the 'but it failed' text when the user gets hit", async () => {
game.override.enemyMoveset([MoveId.TACKLE]);
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
game.move.select(MoveId.FOCUS_PUNCH);
await game.phaseInterceptor.to("MoveEndPhase", true);
await game.phaseInterceptor.to("MessagePhase", false);
await game.phaseInterceptor.to("MoveEndPhase", true);
expect(game.textInterceptor.logs).toContain(i18next.t("moveTriggers:lostFocus", { pokemonName: "Charizard" }));
expect(game.textInterceptor.logs).not.toContain(i18next.t("battle:attackFailed"));
});
});