Fix linting

Apparently GitHub has a limit on how many errors it will show
This commit is contained in:
NightKev 2024-10-03 23:26:55 -07:00
parent 467174b669
commit 07ad643adc

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