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Rework tests
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@ -1,11 +1,11 @@
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import GameManager from "#test/utils/gameManager";
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import { getMovePosition } from "#test/utils/gameManagerUtils";
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import * as overrides from "#app/overrides";
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import { Moves } from "#enums/moves";
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import { Abilities } from "#enums/abilities";
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import { Species } from "#enums/species";
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import { TurnEndPhase } from "#app/phases.js";
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import { SPLASH_ONLY } from "../utils/testUtils";
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const TIMEOUT = 20 * 1000;
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@ -25,26 +25,23 @@ describe("Abilities - Aftermath", () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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const moveToUse = Moves.SPLASH;
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vi.spyOn(overrides, "SINGLE_BATTLE_OVERRIDE", "get").mockReturnValue(true);
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vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.BATTLE_BOND);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([moveToUse]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE]);
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game.override.battleType("single");
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game.override.ability(Abilities.NONE);
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game.override.enemyAbility(Abilities.AFTERMATH);
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemySpecies(Species.BIDOOF);
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});
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it("deals 25% of attacker's HP as damage to attacker when defeated by contact move", async () => {
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const moveToUse = Moves.TACKLE;
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const enemyAbility = Abilities.AFTERMATH;
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vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.NONE);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([moveToUse]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.BIDOOF);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(enemyAbility);
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game.override.moveset(Array(4).fill(moveToUse));
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await game.startBattle();
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game.scene.getEnemyParty()[0].hp = 1;
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1;
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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@ -52,22 +49,19 @@ describe("Abilities - Aftermath", () => {
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expect(game.phaseInterceptor.log).toContain("FaintPhase");
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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expect(game.scene.getParty()[0].hp).toBeCloseTo(Math.floor(game.scene.getParty()[0].getMaxHp() * 0.75));
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expect(player.hp).toBeCloseTo(Math.floor(player.getMaxHp() * 0.75));
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}, TIMEOUT);
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it("does not activate on non-contact moves", async () => {
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const moveToUse = Moves.WATER_GUN;
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const enemyAbility = Abilities.AFTERMATH;
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vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.NONE);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([moveToUse]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.BIDOOF);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(enemyAbility);
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game.override.moveset(Array(4).fill(moveToUse));
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await game.startBattle();
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game.scene.getEnemyParty()[0].hp = 1;
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1;
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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@ -75,6 +69,6 @@ describe("Abilities - Aftermath", () => {
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expect(game.phaseInterceptor.log).toContain("FaintPhase");
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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expect(game.scene.getParty()[0].getHpRatio()).toBeCloseTo(1);
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expect(player.getHpRatio()).toBeCloseTo(1);
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}, TIMEOUT);
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});
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@ -1,12 +1,12 @@
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import { Abilities } from "#app/enums/abilities.js";
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import { Moves } from "#app/enums/moves";
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import { Species } from "#app/enums/species";
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import * as overrides from "#app/overrides";
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import { TurnEndPhase, TurnStartPhase } from "#app/phases";
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import { TurnEndPhase } from "#app/phases";
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import GameManager from "#app/test/utils/gameManager";
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import { getMovePosition } from "#app/test/utils/gameManagerUtils";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { SPLASH_ONLY } from "../utils/testUtils";
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const TIMEOUT = 20 * 1000;
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@ -26,19 +26,19 @@ describe("Abilities - Damp", () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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vi.spyOn(overrides, "SINGLE_BATTLE_OVERRIDE", "get").mockReturnValue(true);
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vi.spyOn(overrides, "NEVER_CRIT_OVERRIDE", "get").mockReturnValue(true);
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game.override.battleType("single");
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game.override.disableCrits();
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game.override.enemySpecies(Species.BIDOOF);
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});
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it("prevents explosive attacks used by others", async() => {
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const moveToUse = Moves.EXPLOSION;
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const enemyAbility = Abilities.DAMP;
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vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.NONE);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([moveToUse]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.BIDOOF);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(enemyAbility);
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game.override.ability(Abilities.NONE);
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game.override.moveset(Array(4).fill(moveToUse));
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemyAbility(enemyAbility);
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await game.startBattle();
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@ -54,11 +54,11 @@ describe("Abilities - Damp", () => {
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const moveToUse = Moves.EXPLOSION;
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const playerAbility = Abilities.DAMP;
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vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(playerAbility);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([moveToUse]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.BIDOOF);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.NONE);
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game.override.ability(playerAbility);
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game.override.moveset(Array(4).fill(moveToUse));
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemySpecies(Species.BIDOOF);
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game.override.enemyAbility(Abilities.NONE);
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await game.startBattle();
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@ -76,11 +76,11 @@ describe("Abilities - Damp", () => {
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const playerAbility = Abilities.DAMP;
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const enemyAbility = Abilities.AFTERMATH;
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vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(playerAbility);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([moveToUse]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.BIDOOF);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(enemyAbility);
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game.override.ability(playerAbility);
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game.override.moveset(Array(4).fill(moveToUse));
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game.override.enemyAbility(enemyAbility);
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemySpecies(Species.BIDOOF);
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await game.startBattle();
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@ -101,17 +101,16 @@ describe("Abilities - Damp", () => {
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const moveToUse = Moves.SPLASH;
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const playerAbility = Abilities.DAMP;
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vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(playerAbility);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([moveToUse]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.EXPLOSION, Moves.SELF_DESTRUCT, Moves.MIND_BLOWN, Moves.MISTY_EXPLOSION]);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.BIDOOF);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.NONE);
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game.override.ability(playerAbility);
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game.override.moveset(Array(4).fill(moveToUse));
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game.override.enemyAbility(Abilities.NONE);
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game.override.enemyMoveset([Moves.EXPLOSION, Moves.SELF_DESTRUCT, Moves.MIND_BLOWN, Moves.MISTY_EXPLOSION]);
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await game.startBattle();
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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await game.phaseInterceptor.to(TurnStartPhase);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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}, TIMEOUT);
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