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Added tests for stone axe
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test/moves/ceaseless-edge-stone-axe.test.ts
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95
test/moves/ceaseless-edge-stone-axe.test.ts
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import { AbilityId } from "#enums/ability-id";
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import { ArenaTagSide } from "#enums/arena-tag-side";
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import { ArenaTagType } from "#enums/arena-tag-type";
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import { MoveId } from "#enums/move-id";
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import { MoveResult } from "#enums/move-result";
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import { SpeciesId } from "#enums/species-id";
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import { GameManager } from "#test/test-utils/game-manager";
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import type { EntryHazardTagType } from "#types/arena-tags";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe.each<{ name: string; move: MoveId; hazard: EntryHazardTagType; hazardName: string }>([
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{ name: "Ceaseless Edge", move: MoveId.CEASELESS_EDGE, hazard: ArenaTagType.SPIKES, hazardName: "spikes" },
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{ name: "Stone Axe", move: MoveId.STONE_AXE, hazard: ArenaTagType.STEALTH_ROCK, hazardName: "stealth rock" },
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])("Move - $name", ({ move, hazard, hazardName }) => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.battleStyle("single")
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.enemySpecies(SpeciesId.RATTATA)
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.ability(AbilityId.NO_GUARD)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH)
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.startingLevel(100)
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.enemyLevel(100);
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});
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it(`should hit and apply ${hazardName}`, async () => {
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await game.classicMode.startBattle([SpeciesId.ILLUMISE]);
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game.move.use(move);
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await game.phaseInterceptor.to("MoveEffectPhase", false);
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// Spikes should not have any layers before move effect is applied
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expect(game).not.toHaveArenaTag(hazard, ArenaTagSide.ENEMY);
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await game.toEndOfTurn();
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expect(game).toHaveArenaTag({ tagType: hazard, side: ArenaTagSide.ENEMY, layers: 1 });
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expect(game.field.getEnemyPokemon()).not.toHaveFullHp();
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});
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const maxLayers = hazard === ArenaTagType.SPIKES ? 3 : 1;
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it(`should not fail if ${hazardName} already has ${maxLayers} layer${maxLayers === 1 ? "" : "s"}`, async () => {
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await game.classicMode.startBattle([SpeciesId.ILLUMISE]);
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for (let i = 0; i < maxLayers; i++) {
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game.scene.arena.addTag(hazard, 0, undefined, 0, ArenaTagSide.ENEMY);
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}
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expect(game).toHaveArenaTag({ tagType: hazard, side: ArenaTagSide.ENEMY, layers: maxLayers });
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game.move.use(move);
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await game.toEndOfTurn();
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// Should not have increased due to already being at max layers
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expect(game).toHaveArenaTag({ tagType: hazard, side: ArenaTagSide.ENEMY, layers: maxLayers });
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const illumise = game.field.getPlayerPokemon();
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expect(illumise).toHaveUsedMove({ move, result: MoveResult.SUCCESS });
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expect(game.field.getEnemyPokemon()).not.toHaveFullHp();
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});
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it.runIf(move === MoveId.CEASELESS_EDGE)(
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"should apply 1 layer of spikes per hit when given multiple hits",
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async () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS" }]);
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await game.classicMode.startBattle([SpeciesId.ILLUMISE]);
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game.move.use(MoveId.CEASELESS_EDGE);
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await game.phaseInterceptor.to("MoveEffectPhase");
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// Hit 1
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expect(game).toHaveArenaTag({ tagType: ArenaTagType.SPIKES, side: ArenaTagSide.ENEMY, layers: 1 });
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await game.toEndOfTurn();
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// Hit 2
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expect(game).toHaveArenaTag({ tagType: ArenaTagType.SPIKES, side: ArenaTagSide.ENEMY, layers: 2 });
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expect(game.field.getEnemyPokemon()).not.toHaveFullHp();
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},
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);
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});
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@ -1,108 +0,0 @@
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import { EntryHazardTag } from "#data/arena-tag";
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import { allMoves } from "#data/data-lists";
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import { AbilityId } from "#enums/ability-id";
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import { ArenaTagSide } from "#enums/arena-tag-side";
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import { ArenaTagType } from "#enums/arena-tag-type";
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import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import { MoveEffectPhase } from "#phases/move-effect-phase";
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import { TurnEndPhase } from "#phases/turn-end-phase";
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import { GameManager } from "#test/test-utils/game-manager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, test, vi } from "vitest";
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describe("Moves - Ceaseless Edge", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.battleStyle("single")
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.enemySpecies(SpeciesId.RATTATA)
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.enemyAbility(AbilityId.RUN_AWAY)
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.enemyPassiveAbility(AbilityId.RUN_AWAY)
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.startingLevel(100)
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.enemyLevel(100)
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.moveset([MoveId.CEASELESS_EDGE, MoveId.SPLASH, MoveId.ROAR])
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.enemyMoveset(MoveId.SPLASH);
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vi.spyOn(allMoves[MoveId.CEASELESS_EDGE], "accuracy", "get").mockReturnValue(100);
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});
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test("move should hit and apply spikes", async () => {
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await game.classicMode.startBattle([SpeciesId.ILLUMISE]);
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const enemyPokemon = game.field.getEnemyPokemon();
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const enemyStartingHp = enemyPokemon.hp;
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game.move.select(MoveId.CEASELESS_EDGE);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Spikes should not have any layers before move effect is applied
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as EntryHazardTag;
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expect(tagBefore instanceof EntryHazardTag).toBeFalsy();
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await game.phaseInterceptor.to(TurnEndPhase);
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as EntryHazardTag;
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expect(tagAfter instanceof EntryHazardTag).toBeTruthy();
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expect(tagAfter.layers).toBe(1);
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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});
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test("move should hit twice with multi lens and apply two layers of spikes", async () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS" }]);
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await game.classicMode.startBattle([SpeciesId.ILLUMISE]);
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const enemyPokemon = game.field.getEnemyPokemon();
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const enemyStartingHp = enemyPokemon.hp;
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game.move.select(MoveId.CEASELESS_EDGE);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Spikes should not have any layers before move effect is applied
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as EntryHazardTag;
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expect(tagBefore instanceof EntryHazardTag).toBeFalsy();
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await game.phaseInterceptor.to(TurnEndPhase);
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as EntryHazardTag;
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expect(tagAfter instanceof EntryHazardTag).toBeTruthy();
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expect(tagAfter.layers).toBe(2);
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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});
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test("trainer - move should hit twice, apply two layers of spikes, force switch opponent - opponent takes damage", async () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS" }]).startingWave(25);
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await game.classicMode.startBattle([SpeciesId.ILLUMISE]);
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game.move.select(MoveId.CEASELESS_EDGE);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Spikes should not have any layers before move effect is applied
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as EntryHazardTag;
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expect(tagBefore instanceof EntryHazardTag).toBeFalsy();
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await game.toNextTurn();
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as EntryHazardTag;
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expect(tagAfter instanceof EntryHazardTag).toBeTruthy();
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expect(tagAfter.layers).toBe(2);
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const hpBeforeSpikes = game.scene.currentBattle.enemyParty[1].hp;
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// Check HP of pokemon that WILL BE switched in (index 1)
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game.forceEnemyToSwitch();
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to(TurnEndPhase, false);
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expect(game.scene.currentBattle.enemyParty[0].hp).toBeLessThan(hpBeforeSpikes);
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});
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});
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@ -195,9 +195,7 @@ describe("Moves - Destiny Bond", () => {
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expect(playerPokemon.isFainted()).toBe(true);
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expect(playerPokemon.isFainted()).toBe(true);
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// Ceaseless Edge spikes effect should still activate
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// Ceaseless Edge spikes effect should still activate
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as EntryHazardTag;
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expect(game).toHaveArenaTag({ tagType: ArenaTagType.SPIKES, side: ArenaTagSide.ENEMY, layers: 1 });
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expect(tagAfter.tagType).toBe(ArenaTagType.SPIKES);
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expect(tagAfter.layers).toBe(1);
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});
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});
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it("should not cause a crash if the user is KO'd by Pledge moves", async () => {
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it("should not cause a crash if the user is KO'd by Pledge moves", async () => {
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