'use strict'; const assert = require('./../../assert'); const common = require('./../../common'); let battle; describe('Encore', () => { afterEach(() => { battle.destroy(); }); it(`should cause the target to be forced to repeat its move`, () => { battle = common.createBattle([[ { species: 'slowbro', moves: ['tackle', 'irondefense'] }, ], [ { species: 'whimsicott', moves: ['encore', 'sleeptalk'] }, ]]); const whims = battle.p2.active[0]; battle.makeChoices('move irondefense', 'move sleeptalk'); battle.makeChoices('move tackle', 'move encore'); assert.fullHP(whims); assert.cantMove(() => battle.choose('p1', 'move tackle')); }); it(`should cause the target to move with its Encored attack at the priority of the originally selected move once`, () => { battle = common.createBattle({ gameType: 'doubles' }, [[ { species: 'regieleki', moves: ['sleeptalk', 'substitute'] }, { species: 'pichu', moves: ['sleeptalk'] }, ], [ { species: 'whimsicott', ability: 'prankster', moves: ['sleeptalk', 'encore'] }, { species: 'terrakion', moves: ['quickattack', 'headlongrush'] }, ]]); const eleki = battle.p1.active[0]; battle.makeChoices('auto', 'move sleeptalk, move headlongrush 2'); battle.makeChoices('move substitute', 'move encore -2, move quickattack 1'); assert.fainted(eleki, `Encore + Quick Attack being selected gives Headlong Rush priority.`); }); it(`should cause the target to move with its Encored attack at the priority of the originally selected move once and get blocked when appropriate`, () => { battle = common.createBattle({ gameType: 'doubles' }, [[ { species: 'regieleki', moves: ['psychicterrain'] }, { species: 'pichu', moves: ['sleeptalk'] }, ], [ { species: 'whimsicott', ability: 'prankster', moves: ['sleeptalk', 'encore'] }, { species: 'terrakion', moves: ['quickattack', 'headlongrush'] }, ]]); const eleki = battle.p1.active[0]; battle.makeChoices('auto', 'move sleeptalk, move headlongrush 2'); battle.makeChoices('auto', 'move encore -2, move quickattack 1'); assert.false.fainted(eleki, `Psychic Terrain should have prevented the priority Headlong Rush from doing damage.`); battle.makeChoices(); assert.fainted(eleki, `Headlong Rush should no longer be moving with priority.`); }); it('should not affect Focus Punch if the the user\'s decision is not changed', () => { battle = common.createBattle({ gameType: 'doubles' }, [ [ { species: "Smeargle", level: 50, ability: 'owntempo', moves: ['splash', 'focuspunch'] }, { species: "Abra", level: 1, ability: 'innerfocus', moves: ['knockoff', 'teleport'] }, ], [ { species: "Smeargle", ability: 'owntempo', item: 'laggingtail', moves: ['encore', 'splash'] }, { species: "Zigzagoon", level: 1, ability: 'pickup', moves: ['extremespeed'] }, ], ]); // If the Focus Punch user is not interrupted the attack is expected to be successful. battle.makeChoices('move focuspunch 1, move knockoff 1', 'move splash, move extremespeed 2'); const hp = battle.p2.active[0].hp; assert.notEqual(hp, battle.p2.active[0].maxhp); // If a user's previous move was Focus Punch and it is Encored into Focus Punch while attempting to // execute the move, the regular "you can't be hit" effect for Focus Punch will be enforced. battle.makeChoices('move focuspunch 1, move teleport', 'move encore 1, move extremespeed 1'); assert.equal(battle.p2.active[0].hp, hp); // During subsequent turns the normal Focus Punch behavior applies. battle.makeChoices('move focuspunch 1, move teleport', 'move splash, move extremespeed 1'); assert.equal(battle.p2.active[0].hp, hp); }); it(`should make Focus Punch always succeed if it changes the user's decision`, () => { // Hardcoded RNG seed so the random target from Encored Focus Punch will not attack Zigzagoon battle = common.createBattle({ gameType: 'doubles', seed: [1, 2, 3, 4] }, [[ { species: 'Smeargle', level: 50, moves: ['splash', 'focuspunch'] }, { species: 'Abra', level: 1, moves: ['knockoff', 'teleport'] }, ], [ { species: 'Smeargle', item: 'laggingtail', moves: ['encore', 'splash'] }, { species: 'Zigzagoon', level: 1, moves: ['extremespeed'] }, ]]); battle.makeChoices('move focuspunch 1, move knockoff 1', 'move splash, move extremespeed 2'); const p2smeargle = battle.p2.active[0]; let hp = p2smeargle.hp; assert.false.fullHP(p2smeargle); // The Pokemon Encored into Focus Punch is not subject to the negative effects of Focus Punch; that is, // if it is hit at any time before or after the Encore, it still uses Focus Punch like normal. It doesn't matter // in the case of Focus Punch if the user was hit before or after the Encore; Focus Punch will still always work. battle.makeChoices('move splash, move teleport', 'move encore 1, move extremespeed 1'); assert.notEqual(p2smeargle.hp, hp); hp = p2smeargle.hp; // During subsequent turns the normal Focus Punch behavior applies. battle.makeChoices('move focuspunch 1, move teleport', 'move splash, move extremespeed 1'); assert.equal(p2smeargle.hp, hp); }); it('should not affect Shell Trap if the user\'s decision is not changed', () => { battle = common.createBattle({ gameType: 'doubles' }, [ [ { species: "Smeargle", level: 99, ability: 'owntempo', moves: ['shelltrap', 'splash'] }, { species: "Abra", level: 1, ability: 'innerfocus', moves: ['knockoff', 'teleport'] }, ], [ { species: "Smeargle", ability: 'owntempo', item: 'laggingtail', moves: ['encore', 'splash'] }, { species: "Zigzagoon", ability: 'pickup', item: 'assaultvest', moves: ['quickattack'] }, ], ]); // If the Shell Trap user is hit the attack is expected to be successful. battle.makeChoices('move shelltrap, move knockoff 1', 'move splash, move quickattack 1'); let hp = battle.p2.active[0].hp; assert.notEqual(hp, battle.p2.active[0].maxhp); // If a user's previous move was Shell Trap and it is Encored into Shell Trap while attempting to // execute the move, the regular "you must be hit" effect for Shell Trap will be enforced battle.makeChoices('move shelltrap, move teleport', 'move encore 1, move quickattack 1'); assert.notEqual(battle.p2.active[0].hp, hp); hp = battle.p2.active[0].hp; // During subesquent turns the normal Shell Trap behavior applies. battle.makeChoices('move shelltrap, move teleport', 'move splash, move quickattack 1'); assert.notEqual(battle.p2.active[0].hp, hp); }); it('should make Shell Trap always fail if the user\'s decision is changed', () => { battle = common.createBattle({ gameType: 'doubles' }, [ [ { species: "Smeargle", level: 99, ability: 'owntempo', moves: ['splash', 'shelltrap'] }, { species: "Abra", level: 1, ability: 'innerfocus', moves: ['knockoff', 'teleport'] }, ], [ { species: "Smeargle", ability: 'owntempo', item: 'laggingtail', moves: ['encore', 'splash'] }, { species: "Zigzagoon", ability: 'pickup', item: 'assaultvest', moves: ['quickattack'] }, ], ]); // If the Shell Trap user is hit the attack is expected to be successful. battle.makeChoices('move shelltrap, move knockoff 1', 'move splash, move quickattack 1'); const hp = battle.p2.active[0].hp; assert.notEqual(hp, battle.p2.active[0].maxhp); // Shell Trap which has been encored will never be successful - even if it is hit with contact moves, it will never // attack, and will always say "'s shell trap didn't work. It doesn't matter in the case of Shell Trap if // the user was hit before or after the Encore; Shell Trap will still always fail. battle.makeChoices('move splash, move teleport', 'move encore 1, move quickattack 1'); assert.equal(battle.p2.active[0].hp, hp); // During subsequent turns the normal Shell Trap behavior applies. battle.makeChoices('move shelltrap, move teleport', 'move splash, move quickattack 1'); assert.notEqual(battle.p2.active[0].hp, hp); }); it(`should not cause self-targeting moves to redirect to the opponent`, () => { battle = common.createBattle({ gameType: 'doubles' }, [[ { species: "Wynaut", moves: ['destinybond', 'counter'] }, { species: "Octillery", moves: ['sleeptalk'] }, ], [ { species: "Raichu", moves: ['sleeptalk', 'encore'] }, { species: "Raichu", moves: ['sleeptalk', 'aerialace'] }, ]]); battle.makeChoices(); // This causes the Counter redirection and Encore redirection to screw up somehow battle.makeChoices('move counter, move sleeptalk', 'move encore 1, move aerialace 1'); assert(battle.log.every(line => !line.includes('Raichu|Destiny Bond'))); }); }); describe('Encore [Gen 2]', () => { afterEach(() => { battle.destroy(); }); it(`[Gen 2] Encore succeeds when used against an opponent that last attacked before the Encore user switched in`, () => { battle = common.gen(2).createBattle({ forceRandomChance: true }, [[ { species: 'slowbro', moves: ['glare'] }, { species: 'fearow', moves: ['encore'] }, ], [ { species: 'chansey', moves: ['seismictoss'] }, ]]); const chansey = battle.p2.active[0]; battle.makeChoices(); battle.makeChoices('switch 2', 'auto'); // Chansey is fully paralysed assert.fullHP(battle.p1.active[0]); battle.makeChoices(); assert.equal(chansey.volatiles['encore'].move, 'seismictoss'); }); });