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https://github.com/pagefaultgames/pokerogue/pull/6874 * [Bug] Avoid pre-emptively leaving the field when forcibly switching out * Fix `SwitchPhase` off-by-one error * Add check for pokemon fainting in test * add test for destiny bond crash * Fix `queueDeferred` not respecting pending `FaintPhase`s TL;DR we would defer the faint phases to run after the switch sequences, which is wrong - leaving the field has to be the LAST thing that happens in a given turn (or else shit breaks big-time). * Update test/moves/u-turn.test.ts --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Fabi <192151969+fabske0@users.noreply.github.com>
146 lines
5.4 KiB
TypeScript
146 lines
5.4 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 { SpeciesId } from "#enums/species-id";
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import { StatusEffect } from "#enums/status-effect";
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import { GameManager } from "#test/test-utils/game-manager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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describe("Moves - U-turn", () => {
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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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.battleStyle("single")
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.enemySpecies(SpeciesId.MAGIKARP)
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.startingLevel(90)
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.startingWave(97)
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.moveset([MoveId.U_TURN])
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.enemyMoveset(MoveId.SPLASH)
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.criticalHits(false);
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});
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it("triggers regenerator a single time when a regenerator user switches out with u-turn", async () => {
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// arrange
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const playerHp = 1;
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game.override.ability(AbilityId.REGENERATOR);
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await game.classicMode.startBattle([SpeciesId.RAICHU, SpeciesId.SHUCKLE]);
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game.field.getPlayerPokemon().hp = playerHp;
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// act
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game.move.select(MoveId.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.phaseInterceptor.to("TurnEndPhase");
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// assert
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expect(game.scene.getPlayerParty()[1].hp).toEqual(
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Math.floor(game.scene.getPlayerParty()[1].getMaxHp() * 0.33 + playerHp),
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);
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expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
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expect(game.field.getPlayerPokemon().species.speciesId).toBe(SpeciesId.SHUCKLE);
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});
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it("triggers rough skin on the u-turn user before a new pokemon is switched in", async () => {
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// arrange
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game.override.enemyAbility(AbilityId.ROUGH_SKIN);
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await game.classicMode.startBattle([SpeciesId.RAICHU, SpeciesId.SHUCKLE]);
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// act
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game.move.select(MoveId.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.phaseInterceptor.to("SwitchPhase", false);
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// assert
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const playerPkm = game.field.getPlayerPokemon();
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expect(playerPkm.hp).not.toEqual(playerPkm.getMaxHp());
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expect(game.field.getEnemyPokemon().waveData.abilityRevealed).toBe(true); // proxy for asserting ability activated
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expect(playerPkm.species.speciesId).toEqual(SpeciesId.RAICHU);
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expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
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});
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it("triggers contact abilities on the u-turn user (eg poison point) before a new pokemon is switched in", async () => {
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// arrange
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game.override.enemyAbility(AbilityId.POISON_POINT);
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await game.classicMode.startBattle([SpeciesId.RAICHU, SpeciesId.SHUCKLE]);
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vi.spyOn(game.field.getEnemyPokemon(), "randBattleSeedInt").mockReturnValue(0);
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// act
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game.move.select(MoveId.U_TURN);
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await game.phaseInterceptor.to("SwitchPhase", false);
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// assert
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const playerPkm = game.field.getPlayerPokemon();
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expect(playerPkm.status?.effect).toEqual(StatusEffect.POISON);
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expect(playerPkm.species.speciesId).toEqual(SpeciesId.RAICHU);
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expect(game.field.getEnemyPokemon().waveData.abilityRevealed).toBe(true); // proxy for asserting ability activated
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expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
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});
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it("still forces a switch if u-turn KO's the opponent", async () => {
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game.override.startingLevel(1000); // Ensure that U-Turn KO's the opponent
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await game.classicMode.startBattle([SpeciesId.RAICHU, SpeciesId.SHUCKLE]);
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const enemy = game.field.getEnemyPokemon();
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// KO the opponent with U-Turn
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game.move.select(MoveId.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemy.isFainted()).toBe(true);
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// Check that U-Turn forced a switch
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expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
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expect(game.field.getPlayerPokemon().species.speciesId).toBe(SpeciesId.SHUCKLE);
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});
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it("should not crash when KOing the user from a reactive effect", async () => {
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game.override.enemyAbility(AbilityId.ROUGH_SKIN);
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await game.classicMode.startBattle([SpeciesId.SHEDINJA, SpeciesId.FEEBAS]);
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const player1 = game.field.getPlayerPokemon();
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game.move.use(MoveId.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.toEndOfTurn();
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expect(game.field.getPlayerPokemon().species.speciesId).toBe(SpeciesId.FEEBAS);
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expect(player1).toHaveFainted();
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});
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it("should not crash when KOing the user via Destiny Bond", async () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC]);
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const feebas = game.field.getPlayerPokemon();
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const karp = game.field.getEnemyPokemon();
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karp.hp = 1;
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game.move.use(MoveId.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.move.forceEnemyMove(MoveId.DESTINY_BOND);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toEndOfTurn();
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expect(karp).toHaveFainted();
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expect(feebas).toHaveFainted();
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expect(feebas.isOnField()).toBe(false);
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// Make sure feebas' faint phase runs before being switched out (since that was the root cause of the crash)
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const logs = game.phaseInterceptor.log;
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expect(logs).toContain("SwitchSummonPhase");
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expect(logs).toContain("FaintPhase");
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expect(logs.indexOf("SwitchSummonPhase")).toBeGreaterThan(logs.indexOf("FaintPhase"));
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});
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});
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