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Implement Dancer using the battle queue and the AnyAfterMove event #10975

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41 changes: 40 additions & 1 deletion data/abilities.ts
Original file line number Diff line number Diff line change
Expand Up @@ -827,7 +827,46 @@ export const Abilities: import('../sim/dex-abilities').AbilityDataTable = {
dancer: {
flags: {},
name: "Dancer",
// implemented in runMove in scripts.js
onAnyAfterMovePriority: -200,
onAnyAfterMove(source, target, move) {
const dancer = this.effectState.target as Pokemon;
if (dancer === source || dancer.isSemiInvulnerable() || !move.flags['dance'] ||
!this.lastSuccessfulMoveThisTurn || move.isExternal) return;
const targetOf1stDance = this.activeTarget!;
dancer.addVolatile('dancer');
const dancersTarget = !targetOf1stDance.isAlly(dancer) && source.isAlly(dancer) ?
targetOf1stDance : source;
const dancersTargetLoc = dancer.getLocOf(dancersTarget);
// Dancer activates in order of lowest speed stat to highest
// Note that the speed stat used is after any volatile replacements like Speed Swap,
// but before any multipliers like Agility or Choice Scarf
// Ties go to whichever Pokemon has had the ability for the least amount of time
this.queue.insertChoice({
choice: 'move',
order: 198 + dancer.storedStats['spe'] / 100000, // FIXME HACK
speed: -source.storedStats['spe'], // speed gets reset
effectOrder: dancer.abilityState.effectOrder,
pokemon: dancer,
moveid: move.id,
targetLoc: dancersTargetLoc,
sourceEffect: this.dex.abilities.get('dancer'),
externalMove: true,
});
},
condition: {
noCopy: true, // doesn't get copied by Baton Pass
onBeforeMovePriority: 200,
onBeforeMove(source, target, move) {
this.add('-activate', source, 'ability: Dancer');
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This will erroneously announce Dancer if the Pokemon also has Magic Coat active, the dance move is Feather Dance, and there's a second, slower Dancer on the field that targets this Pokemon with its own copied Feather Dance. We need a way to ensure this announcement only happens for the right move. Maybe Battle#runMove could just run an '-activate' message for externalMoves with a sourceEffect? Dancer is the only effect that uses externalMove right now.

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@andrebastosdias andrebastosdias Mar 16, 2025

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Can't we just check if it is an external move? Would a move reflected by Magic Coat have the external flag?

this.effectState.noLock = move.isExternal && !source.volatiles['lockedmove'];
},
onTryAddVolatile(status) {
if (status.id === 'lockedmove' && this.effectState.noLock) return null;
},
onAfterMove(source) {
delete source.volatiles['dancer'];
},
},
rating: 1.5,
num: 216,
},
Expand Down
34 changes: 0 additions & 34 deletions sim/battle-actions.ts
Original file line number Diff line number Diff line change
Expand Up @@ -290,10 +290,6 @@ export class BattleActions {
pokemon.moveUsed(move, targetLoc);
}

// Dancer Petal Dance hack
// TODO: implement properly
const noLock = externalMove && !pokemon.volatiles['lockedmove'];

if (zMove) {
if (pokemon.illusion) {
this.battle.singleEvent('End', this.dex.abilities.get('Illusion'), pokemon.abilityState, pokemon);
Expand All @@ -313,36 +309,6 @@ export class BattleActions {
this.battle.add('-hint', `Some effects can force a Pokemon to use ${move.name} again in a row.`);
}

// TODO: Refactor to use BattleQueue#prioritizeAction in onAnyAfterMove handlers
// Dancer's activation order is completely different from any other event, so it's handled separately
if (move.flags['dance'] && moveDidSomething && !move.isExternal) {
const dancers = [];
for (const currentPoke of this.battle.getAllActive()) {
if (pokemon === currentPoke) continue;
if (currentPoke.hasAbility('dancer') && !currentPoke.isSemiInvulnerable()) {
dancers.push(currentPoke);
}
}
// Dancer activates in order of lowest speed stat to highest
// Note that the speed stat used is after any volatile replacements like Speed Swap,
// but before any multipliers like Agility or Choice Scarf
// Ties go to whichever Pokemon has had the ability for the least amount of time
dancers.sort(
(a, b) => -(b.storedStats['spe'] - a.storedStats['spe']) || b.abilityState.effectOrder - a.abilityState.effectOrder
);
const targetOf1stDance = this.battle.activeTarget!;
for (const dancer of dancers) {
if (this.battle.faintMessages()) break;
if (dancer.fainted) continue;
this.battle.add('-activate', dancer, 'ability: Dancer');
const dancersTarget = !targetOf1stDance.isAlly(dancer) && pokemon.isAlly(dancer) ?
targetOf1stDance :
pokemon;
const dancersTargetLoc = dancer.getLocOf(dancersTarget);
this.runMove(move.id, dancer, dancersTargetLoc, { sourceEffect: this.dex.abilities.get('dancer'), externalMove: true });
}
}
if (noLock && pokemon.volatiles['lockedmove']) delete pokemon.volatiles['lockedmove'];
this.battle.faintMessages();
this.battle.checkWin();

Expand Down
4 changes: 3 additions & 1 deletion sim/battle-queue.ts
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ import type { Battle } from './battle';
export interface MoveAction {
/** action type */
choice: 'move' | 'beforeTurnMove' | 'priorityChargeMove';
order: 3 | 5 | 200 | 201 | 199 | 106;
order: 3 | 5 | 107 | 198 | 199 | 200 | 201;
/** priority of the action (lower first) */
priority: number;
/** fractional priority of the action (lower first) */
Expand All @@ -44,6 +44,8 @@ export interface MoveAction {
maxMove?: string;
/** effect that called the move (eg Instruct) if any */
sourceEffect?: Effect | null;
/** if external, skips LockMove and PP deduction, mostly for use by Dancer */
externalMove?: boolean;
}

/** A switch action */
Expand Down
2 changes: 1 addition & 1 deletion sim/battle.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2682,7 +2682,7 @@ export class Battle {
if (!action.pokemon.isActive) return false;
if (action.pokemon.fainted) return false;
this.actions.runMove(action.move, action.pokemon, action.targetLoc, {
sourceEffect: action.sourceEffect, zMove: action.zmove,
sourceEffect: action.sourceEffect, zMove: action.zmove, externalMove: action.externalMove,
maxMove: action.maxMove, originalTarget: action.originalTarget,
});
break;
Expand Down
1 change: 1 addition & 0 deletions sim/dex-conditions.ts
Original file line number Diff line number Diff line change
Expand Up @@ -427,6 +427,7 @@ export interface EventMethods {
onAfterMoveSecondarySelfPriority?: number;
onAfterMoveSelfPriority?: number;
onAfterSetStatusPriority?: number;
onAnyAfterMovePriority?: number;
onAnyBasePowerPriority?: number;
onAnyInvulnerabilityPriority?: number;
onAnyModifyAccuracyPriority?: number;
Expand Down
15 changes: 15 additions & 0 deletions test/sim/abilities/dancer.js
Original file line number Diff line number Diff line change
Expand Up @@ -183,4 +183,19 @@ describe('Dancer', () => {
assert.equal(fletchinder.boosts.atk, -2);
assert.equal(squawkabilly.boosts.atk, -4);
});

it('should activate after Eject Button', () => {
battle = common.createBattle({ gameType: 'doubles' }, [[
{ species: 'oricoriopau', ability: 'dancer', moves: ['sleeptalk'] },
{ species: 'volcarona', moves: ['fierydance'] },
], [
{ species: 'fletchinder', item: 'ejectbutton', moves: ['sleeptalk'] },
{ species: 'squawkabilly', moves: ['sleeptalk'] },
{ species: 'suicune', moves: ['sleeptalk'] },
]]);
const suicune = battle.p2.pokemon[2];
battle.makeChoices('move sleeptalk, move fierydance 1', 'move sleeptalk, move sleeptalk');
battle.makeChoices();
assert.notEqual(suicune.hp, suicune.fullHP);
});
});