pokerogue/test/moves/revival-blessing.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

138 lines
5.0 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { BattlerIndex } from "#enums/battler-index";
import { MoveId } from "#enums/move-id";
import { MoveResult } from "#enums/move-result";
import { SpeciesId } from "#enums/species-id";
import { GameManager } from "#test/test-utils/game-manager";
import { toDmgValue } from "#utils/common";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Moves - Revival Blessing", () => {
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, MoveId.REVIVAL_BLESSING, MoveId.MEMENTO])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should revive a selected fainted Pokemon when used by the player", async () => {
await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MAGIKARP]);
game.move.select(MoveId.MEMENTO);
game.doSelectPartyPokemon(1, "SwitchPhase");
await game.toNextTurn();
const player = game.field.getPlayerPokemon();
expect(player.species.speciesId).toBe(SpeciesId.MAGIKARP);
game.move.select(MoveId.REVIVAL_BLESSING);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
game.doSelectPartyPokemon(1, "RevivalBlessingPhase");
await game.phaseInterceptor.to("MoveEndPhase", false);
const revivedPokemon = game.scene.getPlayerParty()[1];
expect(revivedPokemon.status?.effect).toBeFalsy();
expect(revivedPokemon.hp).toBe(Math.floor(revivedPokemon.getMaxHp() / 2));
});
it("should revive a random fainted enemy when used by an enemy Trainer", async () => {
game.override.enemyMoveset(MoveId.REVIVAL_BLESSING).startingWave(8);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
game.move.select(MoveId.SPLASH);
await game.doKillOpponents();
await game.toNextTurn();
game.move.select(MoveId.SPLASH);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.phaseInterceptor.to("MoveEndPhase", false);
const revivedPokemon = game.scene.getEnemyParty()[1];
expect(revivedPokemon.status?.effect).toBeFalsy();
expect(revivedPokemon.hp).toBe(Math.floor(revivedPokemon.getMaxHp() / 2));
});
it("should fail when there are no fainted Pokemon to target", async () => {
await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MAGIKARP]);
game.move.select(MoveId.REVIVAL_BLESSING);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.phaseInterceptor.to("MoveEndPhase", false);
const player = game.field.getPlayerPokemon();
expect(player.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should revive a player pokemon and immediately send it back out if used in the same turn it fainted in doubles", async () => {
game.override
.battleStyle("double")
.enemyMoveset([MoveId.SPLASH, MoveId.FISSURE])
.enemyAbility(AbilityId.NO_GUARD)
.enemyLevel(100);
await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC, SpeciesId.GYARADOS]);
const feebas = game.scene.getPlayerField()[0];
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.REVIVAL_BLESSING, 1);
await game.move.selectEnemyMove(MoveId.FISSURE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
await game.phaseInterceptor.to("MoveEndPhase");
await game.phaseInterceptor.to("MoveEndPhase");
expect(feebas.isFainted()).toBe(true);
game.doSelectPartyPokemon(0, "RevivalBlessingPhase");
await game.toNextTurn();
expect(feebas.isFainted()).toBe(false);
expect(feebas.hp).toBe(toDmgValue(0.5 * feebas.getMaxHp()));
expect(game.scene.getPlayerField()[0]).toBe(feebas);
});
it("should not summon multiple pokemon to the same slot when reviving the enemy ally in doubles", async () => {
game.override
.battleStyle("double")
.enemyMoveset([MoveId.REVIVAL_BLESSING])
.moveset([MoveId.SPLASH, MoveId.JUDGMENT])
.startingLevel(100)
.startingWave(25); // 2nd rival battle - must have 3+ pokemon
await game.classicMode.startBattle([SpeciesId.ARCEUS, SpeciesId.GIRATINA]);
const enemyFainting = game.scene.getEnemyField()[0];
game.move.use(MoveId.JUDGMENT, 0, BattlerIndex.ENEMY);
game.move.select(MoveId.SPLASH, 1);
await game.toNextTurn();
// If there are incorrectly two switch phases into this slot, the fainted pokemon will end up in slot 3
// Make sure it's still in slot 1
expect(game.field.getEnemyPokemon()).toBe(enemyFainting);
});
});