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