pokerogue/test/moves/shell-trap.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

147 lines
5.2 KiB
TypeScript

import { allMoves } from "#data/data-lists";
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 { BerryPhase } from "#phases/berry-phase";
import { MoveEndPhase } from "#phases/move-end-phase";
import { 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("Moves - Shell Trap", () => {
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("double")
.moveset([MoveId.SHELL_TRAP, MoveId.SPLASH, MoveId.BULLDOZE])
.enemySpecies(SpeciesId.SNORLAX)
.enemyMoveset([MoveId.RAZOR_LEAF])
.startingLevel(100)
.enemyLevel(100);
vi.spyOn(allMoves[MoveId.RAZOR_LEAF], "accuracy", "get").mockReturnValue(100);
});
it("should activate after the user is hit by a physical attack", async () => {
await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.TURTONATOR]);
const playerPokemon = game.scene.getPlayerField();
const enemyPokemon = game.scene.getEnemyField();
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SHELL_TRAP, 1);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2]);
await game.phaseInterceptor.to("MoveEndPhase");
const movePhase = game.scene.phaseManager.getCurrentPhase();
expect(movePhase instanceof MovePhase).toBeTruthy();
expect((movePhase as MovePhase).pokemon).toBe(playerPokemon[1]);
await game.phaseInterceptor.to(MoveEndPhase);
enemyPokemon.forEach(p => expect(p.hp).toBeLessThan(p.getMaxHp()));
});
it("should fail if the user is only hit by special attacks", async () => {
game.override.enemyMoveset([MoveId.SWIFT]);
await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.TURTONATOR]);
const playerPokemon = game.scene.getPlayerField();
const enemyPokemon = game.scene.getEnemyField();
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SHELL_TRAP, 1);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2]);
await game.phaseInterceptor.to(MoveEndPhase);
const movePhase = game.scene.phaseManager.getCurrentPhase();
expect(movePhase instanceof MovePhase).toBeTruthy();
expect((movePhase as MovePhase).pokemon).not.toBe(playerPokemon[1]);
await game.phaseInterceptor.to(BerryPhase, false);
enemyPokemon.forEach(p => expect(p.hp).toBe(p.getMaxHp()));
});
it("should fail if the user isn't hit with any attack", async () => {
game.override.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.TURTONATOR]);
const playerPokemon = game.scene.getPlayerField();
const enemyPokemon = game.scene.getEnemyField();
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SHELL_TRAP, 1);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2]);
await game.phaseInterceptor.to(MoveEndPhase);
const movePhase = game.scene.phaseManager.getCurrentPhase();
expect(movePhase instanceof MovePhase).toBeTruthy();
expect((movePhase as MovePhase).pokemon).not.toBe(playerPokemon[1]);
await game.phaseInterceptor.to(BerryPhase, false);
enemyPokemon.forEach(p => expect(p.hp).toBe(p.getMaxHp()));
});
it("should not activate from an ally's attack", async () => {
game.override.enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.BLASTOISE, SpeciesId.CHARIZARD]);
const playerPokemon = game.scene.getPlayerField();
const enemyPokemon = game.scene.getEnemyField();
game.move.select(MoveId.SHELL_TRAP);
game.move.select(MoveId.BULLDOZE, 1);
await game.phaseInterceptor.to(MoveEndPhase);
const movePhase = game.scene.phaseManager.getCurrentPhase();
expect(movePhase instanceof MovePhase).toBeTruthy();
expect((movePhase as MovePhase).pokemon).not.toBe(playerPokemon[1]);
const enemyStartingHp = enemyPokemon.map(p => p.hp);
await game.phaseInterceptor.to(BerryPhase, false);
enemyPokemon.forEach((p, i) => expect(p.hp).toBe(enemyStartingHp[i]));
});
it("should not activate from a subsequent physical attack", async () => {
game.override.battleStyle("single");
vi.spyOn(allMoves[MoveId.RAZOR_LEAF], "priority", "get").mockReturnValue(-4);
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const playerPokemon = game.field.getPlayerPokemon();
const enemyPokemon = game.field.getEnemyPokemon();
game.move.select(MoveId.SHELL_TRAP);
await game.phaseInterceptor.to(BerryPhase, false);
expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
});
});