diff --git a/test/moves/instruct.test.ts b/test/moves/instruct.test.ts index 6101c91bb60..719349760dc 100644 --- a/test/moves/instruct.test.ts +++ b/test/moves/instruct.test.ts @@ -326,23 +326,21 @@ describe("Moves - Instruct", () => { }); it("should not repeat move since forgotten by target", async () => { - game.override.enemyLevel(5).xpMultiplier(0).enemySpecies(Species.WURMPLE).enemyMoveset(Moves.INSTRUCT); + game.override.enemyMoveset(Moves.INSTRUCT); await game.classicMode.startBattle([Species.REGIELEKI]); const regieleki = game.scene.getPlayerPokemon()!; - // fill out moveset with random moves - game.move.changeMoveset(regieleki, [Moves.ELECTRO_DRIFT, Moves.SPLASH, Moves.ICE_BEAM, Moves.ANCIENT_POWER]); - - game.move.select(Moves.ELECTRO_DRIFT); - await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); - await game.phaseInterceptor.to("FaintPhase"); - await game.move.learnMove(Moves.ELECTROWEB); - await game.toNextWave(); + regieleki.pushMoveHistory({ + move: Moves.ELECTRO_DRIFT, + targets: [BattlerIndex.PLAYER], + result: MoveResult.SUCCESS, + virtual: false, + }); game.move.select(Moves.SPLASH); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); - await game.phaseInterceptor.to("TurnEndPhase", false); - expect(game.scene.getEnemyField()[0].getLastXMoves()[0].result).toBe(MoveResult.FAIL); + await game.toEndOfTurn(); + expect(game.field.getEnemyPokemon().getLastXMoves()[0].result).toBe(MoveResult.FAIL); }); it("should disregard priority of instructed move on use", async () => { diff --git a/test/phases/learn-move-phase.test.ts b/test/phases/learn-move-phase.test.ts index 019b833d386..b8b718a9669 100644 --- a/test/phases/learn-move-phase.test.ts +++ b/test/phases/learn-move-phase.test.ts @@ -56,9 +56,7 @@ describe("Learn Move Phase", () => { game.scene.ui.processInput(Button.ACTION); }); game.onNextPrompt("LearnMovePhase", UiMode.SUMMARY, () => { - for (let x = 0; x < moveSlotNum; x++) { - game.scene.ui.processInput(Button.DOWN); - } + game.scene.ui.setCursor(moveSlotNum); game.scene.ui.processInput(Button.ACTION); }); await game.phaseInterceptor.to(LearnMovePhase); @@ -88,9 +86,7 @@ describe("Learn Move Phase", () => { game.scene.ui.processInput(Button.ACTION); }); game.onNextPrompt("LearnMovePhase", UiMode.SUMMARY, () => { - for (let x = 0; x < 4; x++) { - game.scene.ui.processInput(Button.DOWN); // moves down 4 times to the 5th move slot - } + game.scene.ui.setCursor(4); game.scene.ui.processInput(Button.ACTION); }); game.onNextPrompt("LearnMovePhase", UiMode.CONFIRM, () => { @@ -102,64 +98,4 @@ describe("Learn Move Phase", () => { expect(bulbasaur.level).toBeGreaterThanOrEqual(levelReq); expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual(prevMoveset); }); - - it("macro should add moves in free slots normally", async () => { - await game.classicMode.startBattle([Species.BULBASAUR]); - const bulbasaur = game.scene.getPlayerPokemon()!; - - game.move.changeMoveset(bulbasaur, [Moves.SPLASH, Moves.ABSORB, Moves.ACID]); - game.move.select(Moves.SPLASH); - await game.move.learnMove(Moves.SACRED_FIRE, 0, 1); - expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([ - Moves.SPLASH, - Moves.ABSORB, - Moves.ACID, - Moves.SACRED_FIRE, - ]); - }); - - it("macro should replace moves", async () => { - await game.classicMode.startBattle([Species.BULBASAUR]); - const bulbasaur = game.scene.getPlayerPokemon()!; - - game.move.changeMoveset(bulbasaur, [Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP]); - game.move.select(Moves.SPLASH); - await game.move.learnMove(Moves.SACRED_FIRE, 0, 1); - expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([ - Moves.SPLASH, - Moves.SACRED_FIRE, - Moves.ACID, - Moves.VINE_WHIP, - ]); - }); - - it("macro should allow for cancelling move learning", async () => { - await game.classicMode.startBattle([Species.BULBASAUR]); - const bulbasaur = game.scene.getPlayerPokemon()!; - - game.move.changeMoveset(bulbasaur, [Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP]); - game.move.select(Moves.SPLASH); - await game.move.learnMove(Moves.SACRED_FIRE, 0, 4); - expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([ - Moves.SPLASH, - Moves.ABSORB, - Moves.ACID, - Moves.VINE_WHIP, - ]); - }); - - it("macro works on off-field party members", async () => { - await game.classicMode.startBattle([Species.BULBASAUR, Species.SQUIRTLE]); - const squirtle = game.scene.getPlayerParty()[1]!; - - game.move.changeMoveset(squirtle, [Moves.SPLASH, Moves.WATER_GUN, Moves.FREEZE_DRY, Moves.GROWL]); - game.move.select(Moves.TACKLE); - await game.move.learnMove(Moves.SHELL_SMASH, 1, 0); - expect(squirtle.getMoveset().map(m => m?.moveId)).toEqual([ - Moves.SHELL_SMASH, - Moves.WATER_GUN, - Moves.FREEZE_DRY, - Moves.GROWL, - ]); - }); }); diff --git a/test/testUtils/helpers/moveHelper.ts b/test/testUtils/helpers/moveHelper.ts index ab10486867d..b3cdffeb636 100644 --- a/test/testUtils/helpers/moveHelper.ts +++ b/test/testUtils/helpers/moveHelper.ts @@ -1,12 +1,10 @@ import type { BattlerIndex } from "#app/battle"; import { getMoveTargets } from "#app/data/moves/move"; -import { Button } from "#app/enums/buttons"; import type Pokemon from "#app/field/pokemon"; import { PokemonMove } from "#app/field/pokemon"; import Overrides from "#app/overrides"; import type { CommandPhase } from "#app/phases/command-phase"; import type { EnemyCommandPhase } from "#app/phases/enemy-command-phase"; -import { LearnMovePhase } from "#app/phases/learn-move-phase"; import { MoveEffectPhase } from "#app/phases/move-effect-phase"; import { Command } from "#app/ui/command-ui-handler"; import { Moves } from "#enums/moves"; @@ -233,39 +231,4 @@ export class MoveHelper extends GameManagerHelper { */ await this.game.phaseInterceptor.to("EnemyCommandPhase"); } - - /** - * Simulates learning a move for a player pokemon. - * @param move The {@linkcode Moves} being learnt - * @param partyIndex The party position of the {@linkcode PlayerPokemon} learning the move (defaults to 0) - * @param moveSlotIndex The INDEX (0-4) of the move slot to replace if existent move slots are full; - * defaults to 0 (first slot) and 4 aborts the procedure - * @returns a promise that resolves once the move has been successfully learnt - */ - public async learnMove(move: Moves | number, partyIndex = 0, moveSlotIndex = 0) { - return new Promise(async (resolve, reject) => { - this.game.scene.pushPhase(new LearnMovePhase(partyIndex, move)); - - // if slots are full, queue up inputs to replace existing moves - if (this.game.scene.getPlayerParty()[partyIndex].moveset.filter(m => m).length === 4) { - this.game.onNextPrompt("LearnMovePhase", UiMode.CONFIRM, () => { - this.game.scene.ui.processInput(Button.ACTION); // "Should a move be forgotten and replaced with XXX?" - }); - this.game.onNextPrompt("LearnMovePhase", UiMode.SUMMARY, () => { - for (let x = 0; x < (moveSlotIndex ?? 0); x++) { - this.game.scene.ui.processInput(Button.DOWN); // Scrolling in summary pane to move position - } - this.game.scene.ui.processInput(Button.ACTION); - if (moveSlotIndex === 4) { - this.game.onNextPrompt("LearnMovePhase", UiMode.CONFIRM, () => { - this.game.scene.ui.processInput(Button.ACTION); // "Give up on learning XXX?" - }); - } - }); - } - - await this.game.phaseInterceptor.to(LearnMovePhase).catch(e => reject(e)); - resolve(); - }); - } }