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Fix linting
Apparently GitHub has a limit on how many errors it will show
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@ -76,7 +76,7 @@ describe("Moves - Pledge Moves", () => {
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game.move.select(Moves.FIRE_PLEDGE, 0, BattlerIndex.ENEMY);
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game.move.select(Moves.FIRE_PLEDGE, 0, BattlerIndex.ENEMY_2);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(firePledge.calculateBattlePower).toHaveLastReturnedWith(80);
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@ -97,7 +97,7 @@ describe("Moves - Pledge Moves", () => {
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.battleType("single")
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.enemyMoveset(Moves.GRASS_PLEDGE);
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await game.classicMode.startBattle([Species.CHARIZARD]);
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await game.classicMode.startBattle([ Species.CHARIZARD ]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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@ -117,7 +117,7 @@ describe("Moves - Pledge Moves", () => {
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it(
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"Grass Pledge - should combine with Fire Pledge to form a 150-power Fire-type attack that creates a 'sea of fire'",
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async () => {
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await game.classicMode.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
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await game.classicMode.startBattle([ Species.CHARIZARD, Species.BLASTOISE ]);
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const grassPledge = allMoves[Moves.GRASS_PLEDGE];
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vi.spyOn(grassPledge, "calculateBattlePower");
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@ -131,7 +131,7 @@ describe("Moves - Pledge Moves", () => {
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game.move.select(Moves.FIRE_PLEDGE, 0, BattlerIndex.ENEMY_2);
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game.move.select(Moves.GRASS_PLEDGE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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// advance to the end of PLAYER_2's move this turn
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for (let i = 0; i < 2; i++) {
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await game.phaseInterceptor.to("MoveEndPhase");
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@ -153,9 +153,9 @@ describe("Moves - Pledge Moves", () => {
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it(
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"Fire Pledge - should combine with Water Pledge to form a 150-power Water-type attack that creates a 'rainbow'",
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async () => {
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game.override.moveset([Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.FIERY_DANCE, Moves.SPLASH]);
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game.override.moveset([ Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.FIERY_DANCE, Moves.SPLASH ]);
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await game.classicMode.startBattle([Species.BLASTOISE, Species.VENUSAUR]);
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await game.classicMode.startBattle([ Species.BLASTOISE, Species.VENUSAUR ]);
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const firePledge = allMoves[Moves.FIRE_PLEDGE];
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vi.spyOn(firePledge, "calculateBattlePower");
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@ -168,7 +168,7 @@ describe("Moves - Pledge Moves", () => {
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game.move.select(Moves.WATER_PLEDGE, 0, BattlerIndex.ENEMY_2);
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game.move.select(Moves.FIRE_PLEDGE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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// advance to the end of PLAYER_2's move this turn
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for (let i = 0; i < 2; i++) {
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await game.phaseInterceptor.to("MoveEndPhase");
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@ -182,7 +182,7 @@ describe("Moves - Pledge Moves", () => {
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game.move.select(Moves.FIERY_DANCE, 0, BattlerIndex.ENEMY_2);
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game.move.select(Moves.SPLASH, 1);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("MoveEndPhase");
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// Rainbow effect should increase Fiery Dance's chance of raising Sp. Atk to 100%
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@ -193,7 +193,7 @@ describe("Moves - Pledge Moves", () => {
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it(
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"Water Pledge - should combine with Grass Pledge to form a 150-power Grass-type attack that creates a 'swamp'",
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async () => {
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await game.classicMode.startBattle([Species.BLASTOISE, Species.CHARIZARD]);
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await game.classicMode.startBattle([ Species.BLASTOISE, Species.CHARIZARD ]);
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const waterPledge = allMoves[Moves.WATER_PLEDGE];
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vi.spyOn(waterPledge, "calculateBattlePower");
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@ -207,7 +207,7 @@ describe("Moves - Pledge Moves", () => {
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game.move.select(Moves.GRASS_PLEDGE, 0, BattlerIndex.ENEMY_2);
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game.move.select(Moves.WATER_PLEDGE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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// advance to the end of PLAYER_2's move this turn
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for (let i = 0; i < 2; i++) {
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await game.phaseInterceptor.to("MoveEndPhase");
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@ -225,14 +225,14 @@ describe("Moves - Pledge Moves", () => {
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it(
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"Pledge Moves - should alter turn order when used in combination",
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async () => {
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await game.classicMode.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
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await game.classicMode.startBattle([ Species.CHARIZARD, Species.BLASTOISE ]);
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const enemyPokemon = game.scene.getEnemyField();
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game.move.select(Moves.WATER_PLEDGE, 0, BattlerIndex.ENEMY);
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game.move.select(Moves.FIRE_PLEDGE, 1, BattlerIndex.ENEMY_2);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2 ]);
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// PLAYER_2 should act with a combined move immediately after PLAYER as the second move in the turn
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for (let i = 0; i < 2; i++) {
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await game.phaseInterceptor.to("MoveEndPhase");
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@ -247,9 +247,9 @@ describe("Moves - Pledge Moves", () => {
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async () => {
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game.override
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.ability(Abilities.SERENE_GRACE)
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.moveset([Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.IRON_HEAD, Moves.SPLASH]);
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.moveset([ Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.IRON_HEAD, Moves.SPLASH ]);
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await game.classicMode.startBattle([Species.BLASTOISE, Species.CHARIZARD]);
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await game.classicMode.startBattle([ Species.BLASTOISE, Species.CHARIZARD ]);
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const ironHeadFlinchAttr = allMoves[Moves.IRON_HEAD].getAttrs(FlinchAttr)[0];
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vi.spyOn(ironHeadFlinchAttr, "getMoveChance");
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@ -274,9 +274,9 @@ describe("Moves - Pledge Moves", () => {
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"Pledge Moves - should have no effect when the second ally's move is cancelled",
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async () => {
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game.override
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.enemyMoveset([Moves.SPLASH, Moves.SPORE]);
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.enemyMoveset([ Moves.SPLASH, Moves.SPORE ]);
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await game.classicMode.startBattle([Species.BLASTOISE, Species.CHARIZARD]);
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await game.classicMode.startBattle([ Species.BLASTOISE, Species.CHARIZARD ]);
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const enemyPokemon = game.scene.getEnemyField();
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@ -286,7 +286,7 @@ describe("Moves - Pledge Moves", () => {
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await game.forceEnemyMove(Moves.SPORE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2]);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("BerryPhase", false);
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