Update test

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NightKev 2025-02-08 10:29:33 -08:00 committed by GitHub
parent f8ad522bab
commit 22dbd9c81a
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@ -24,7 +24,7 @@ describe("Abilities - Protosynthesis", () => {
beforeEach(() => { beforeEach(() => {
game = new GameManager(phaserGame); game = new GameManager(phaserGame);
game.override game.override
.moveset([ Moves.SPLASH ]) .moveset([ Moves.SPLASH, Moves.TACKLE ])
.ability(Abilities.PROTOSYNTHESIS) .ability(Abilities.PROTOSYNTHESIS)
.battleType("single") .battleType("single")
.disableCrits() .disableCrits()
@ -36,25 +36,23 @@ describe("Abilities - Protosynthesis", () => {
it("should not consider temporary items when determining which stat to boost", async() => { it("should not consider temporary items when determining which stat to boost", async() => {
// Mew has uniform base stats // Mew has uniform base stats
game.override.startingModifier([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.DEF }]) game.override.startingModifier([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.DEF }])
.ability(Abilities.PROTOSYNTHESIS)
.enemyMoveset(Moves.SUNNY_DAY) .enemyMoveset(Moves.SUNNY_DAY)
.startingLevel(100) .startingLevel(100)
.enemyLevel(100) .enemyLevel(100);
.moveset([ Moves.TACKLE, Moves.SPLASH ]);
await game.classicMode.startBattle([ Species.MEW ]); await game.classicMode.startBattle([ Species.MEW ]);
const mew = game.scene.getPlayerPokemon()!; const mew = game.scene.getPlayerPokemon()!;
// Nature of starting mon is randomized. We need to fix it to a neutral nature for the automated test. // Nature of starting mon is randomized. We need to fix it to a neutral nature for the automated test.
mew.setNature(Nature.HARDY); mew.setNature(Nature.HARDY);
const enemy = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
const def_before_boost = mew?.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true); const def_before_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true);
const atk_before_boost = mew?.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true); const atk_before_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true);
const initialHp = enemy.hp; const initialHp = enemy.hp;
game.move.select(Moves.TACKLE); game.move.select(Moves.TACKLE);
await game.toNextTurn(); await game.toNextTurn();
const unboosted_dmg = initialHp - enemy.hp; const unboosted_dmg = initialHp - enemy.hp;
enemy.hp = initialHp; enemy.hp = initialHp;
const def_after_boost = mew?.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true); const def_after_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true);
const atk_after_boost = mew?.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true); const atk_after_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true);
game.move.select(Moves.TACKLE); game.move.select(Moves.TACKLE);
await game.toNextTurn(); await game.toNextTurn();
const boosted_dmg = initialHp - enemy.hp; const boosted_dmg = initialHp - enemy.hp;