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Fixed tests
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@ -9571,7 +9571,7 @@ export function initMoves() {
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new AttackMove(MoveId.CLOSE_COMBAT, PokemonType.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, 0, 4)
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.attr(StatStageChangeAttr, [ Stat.DEF, Stat.SPDEF ], -1, true),
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new AttackMove(MoveId.PAYBACK, PokemonType.DARK, MoveCategory.PHYSICAL, 50, 100, 10, -1, 0, 4)
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// Payback boosts power on enemy item use
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// Payback boosts power on item use
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.attr(MovePowerMultiplierAttr, (_user, target) => target.turnData.acted || globalScene.currentBattle.turnCommands[target.getBattlerIndex()]?.command === Command.BALL ? 2 : 1),
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new AttackMove(MoveId.ASSURANCE, PokemonType.DARK, MoveCategory.PHYSICAL, 60, 100, 10, -1, 0, 4)
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.attr(MovePowerMultiplierAttr, (user, target, move) => target.turnData.damageTaken > 0 ? 2 : 1),
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@ -25,6 +25,7 @@ import i18next from "i18next";
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import { globalScene } from "#app/global-scene";
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import { Gender } from "#app/data/gender";
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// TODO: Refactor and split up to allow for overriding capture chance
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export class AttemptCapturePhase extends PokemonPhase {
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public readonly phaseName = "AttemptCapturePhase";
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private pokeballType: PokeballType;
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@ -27,7 +27,7 @@ describe("Moves - Fishious Rend & Bolt Beak", () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.ability(AbilityId.BALL_FETCH)
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.ability(AbilityId.STURDY)
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.battleStyle("single")
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.battleType(BattleType.TRAINER)
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.criticalHits(false)
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@ -77,7 +77,7 @@ describe("Moves - Fishious Rend & Bolt Beak", () => {
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it("should double power on the turn the target switches in", async () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS]);
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game.move.select(MoveId.BOLT_BEAK);
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game.move.use(MoveId.BOLT_BEAK);
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game.forceEnemyToSwitch();
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await game.toEndOfTurn();
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@ -87,7 +87,7 @@ describe("Moves - Fishious Rend & Bolt Beak", () => {
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it("should double power on forced switch-induced sendouts", async () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS]);
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game.move.select(MoveId.BOLT_BEAK);
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game.move.use(MoveId.BOLT_BEAK);
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await game.move.forceEnemyMove(MoveId.U_TURN);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toEndOfTurn();
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@ -1,7 +1,8 @@
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import { allMoves, allSpecies } from "#app/data/data-lists";
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import { allMoves } from "#app/data/data-lists";
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import { AbilityId } from "#enums/ability-id";
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import { BattlerIndex } from "#enums/battler-index";
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import { MoveId } from "#enums/move-id";
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import { PokeballType } from "#enums/pokeball";
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import { SpeciesId } from "#enums/species-id";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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@ -31,7 +32,8 @@ describe("Move - Payback", () => {
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.enemyLevel(100)
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.enemySpecies(SpeciesId.DRACOVISH)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH);
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.enemyMoveset(MoveId.SPLASH)
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.startingModifier([{ name: "POKEBALL", count: 5 }]);
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powerSpy = vi.spyOn(allMoves[MoveId.PAYBACK], "calculateBattlePower");
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});
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@ -54,12 +56,11 @@ describe("Move - Payback", () => {
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expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.PAYBACK].power);
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});
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it("should trigger for enemies on player failed ball catch", async () => {
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// Make dracovish uncatchable so we don't flake out
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vi.spyOn(allSpecies[SpeciesId.DRACOVISH], "catchRate", "get").mockReturnValue(0);
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// TODO: Enable test once ability to force catch failure is added
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it.todo("should trigger for enemies on player failed ball catch", async () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS]);
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game.doThrowPokeball(0);
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game.doThrowPokeball(PokeballType.POKEBALL);
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await game.move.forceEnemyMove(MoveId.PAYBACK);
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await game.toEndOfTurn();
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@ -57,6 +57,7 @@ import TextInterceptor from "#test/testUtils/TextInterceptor";
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import { AES, enc } from "crypto-js";
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import fs from "node:fs";
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import { expect, vi } from "vitest";
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import type { PokeballType } from "#enums/pokeball";
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/**
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* Class to manage the game state and transitions between phases.
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@ -511,9 +512,9 @@ export default class GameManager {
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/**
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* Select the BALL option from the command menu, then press Action; in the BALL
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* menu, select a pokéball type and press Action again to throw it.
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* @param ballIndex - The index of the pokeball to throw
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* @param ballIndex - The {@linkcode PokeballType} to throw
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*/
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public doThrowPokeball(ballIndex: number) {
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public doThrowPokeball(ballIndex: PokeballType) {
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this.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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(this.scene.ui.getHandler() as CommandUiHandler).setCursor(1);
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(this.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION);
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