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Fix regression in Metal Burst caused by #3974
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Also adds a regression test for the scenario
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DayKev committed Oct 5, 2024
1 parent c99df97 commit b23dda0
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Showing 3 changed files with 85 additions and 9 deletions.
6 changes: 1 addition & 5 deletions src/phases/move-phase.ts
Original file line number Diff line number Diff line change
Expand Up @@ -375,11 +375,7 @@ export class MovePhase extends BattlePhase {
protected resolveCounterAttackTarget() {
if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
if (this.pokemon.turnData.attacksReceived.length) {
const attacker = this.pokemon.scene.getPokemonById(this.pokemon.turnData.attacksReceived[0].sourceId);

if (attacker?.isActive(true)) {
this.targets[0] = attacker.getBattlerIndex();
}
this.targets[0] = this.pokemon.turnData.attacksReceived[0].sourceBattlerIndex;

// account for metal burst and comeuppance hitting remaining targets in double battles
// counterattack will redirect to remaining ally if original attacker faints
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80 changes: 80 additions & 0 deletions src/test/moves/metal_burst.test.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,80 @@
import { BattlerIndex } from "#app/battle";
import { MoveResult } from "#app/field/pokemon";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";

describe("Moves - Metal Burst", () => {
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([ Moves.METAL_BURST, Moves.FISSURE, Moves.PRECIPICE_BLADES ])
.ability(Abilities.PURE_POWER)
.startingLevel(10)
.battleType("double")
.disableCrits()
.enemySpecies(Species.PICHU)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.TACKLE);
});

it("should redirect target if intended target faints", async () => {
await game.classicMode.startBattle([ Species.FEEBAS, Species.FEEBAS ]);

const [ , enemy2 ] = game.scene.getEnemyField();

game.move.select(Moves.METAL_BURST);
game.move.select(Moves.FISSURE, 1, BattlerIndex.ENEMY);

await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);

await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2 ]);

await game.phaseInterceptor.to("MoveEndPhase");
await game.move.forceHit();
await game.phaseInterceptor.to("MoveEndPhase");
await game.phaseInterceptor.to("MoveEndPhase");

expect(enemy2.isFullHp()).toBe(false);
});

it("should not crash if both opponents faint before the move is used", async () => {
await game.classicMode.startBattle([ Species.FEEBAS, Species.ARCEUS ]);

const [ enemy1, enemy2 ] = game.scene.getEnemyField();

game.move.select(Moves.METAL_BURST);
game.move.select(Moves.PRECIPICE_BLADES, 1);

await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);

await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2 ]);

await game.phaseInterceptor.to("MoveEndPhase");
await game.move.forceHit();
await game.phaseInterceptor.to("MoveEndPhase");
await game.phaseInterceptor.to("BerryPhase");

expect(enemy1.isFainted()).toBe(true);
expect(enemy2.isFainted()).toBe(true);
expect(game.scene.getPlayerField()[0].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
});
});
8 changes: 4 additions & 4 deletions src/test/utils/helpers/moveHelper.ts
Original file line number Diff line number Diff line change
Expand Up @@ -13,8 +13,8 @@ import { GameManagerHelper } from "./gameManagerHelper";
*/
export class MoveHelper extends GameManagerHelper {
/**
* Intercepts `MoveEffectPhase` and mocks the hitCheck's
* return value to `true` {@linkcode MoveEffectPhase.hitCheck}.
* Intercepts {@linkcode MoveEffectPhase} and mocks the
* {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `true`.
* Used to force a move to hit.
*/
async forceHit(): Promise<void> {
Expand All @@ -23,8 +23,8 @@ export class MoveHelper extends GameManagerHelper {
}

/**
* Intercepts `MoveEffectPhase` and mocks the hitCheck's
* return value to `false` {@linkcode MoveEffectPhase.hitCheck}.
* Intercepts {@linkcode MoveEffectPhase} and mocks the
* {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `false`.
* Used to force a move to miss.
* @param firstTargetOnly Whether the move should force miss on the first target only, in the case of multi-target moves.
*/
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