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synced 2025-07-05 07:52:17 +02:00
Updated tests to use new functions introduced. Less intuitive, but faster.
This commit is contained in:
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@ -1,4 +1,4 @@
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import { MovePhase, TurnEndPhase } from "#app/phases";
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import { EnemyCommandPhase, TurnStartPhase, TurnEndPhase } from "#app/phases";
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import GameManager from "#test/utils/gameManager";
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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 { getMovePosition } from "#test/utils/gameManagerUtils";
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import { Abilities } from "#enums/abilities";
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import { Abilities } from "#enums/abilities";
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@ -43,63 +43,55 @@ describe("Abilities - Mycelium Might", () => {
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it("If a Pokemon with Mycelium Might uses a status move, it will always move last but the status move will ignore protective abilities", async() => {
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it("If a Pokemon with Mycelium Might uses a status move, it will always move last but the status move will ignore protective abilities", async() => {
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await game.startBattle([ Species.REGIELEKI ]);
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await game.startBattle([ Species.REGIELEKI ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const enemyIndex = enemyPokemon?.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
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game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The opponent Pokemon (without Mycelium Might) goes first despite having lower speed than the player Pokemon.
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// The opponent Pokemon (without Mycelium Might) goes first despite having lower speed than the player Pokemon.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The player Pokemon (with Mycelium Might) goes last despite having higher speed than the opponent.
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// The player Pokemon (with Mycelium Might) goes last despite having higher speed than the opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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// This means that the commandOrder is equivalent to the speed Order reversed
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expect(speedOrder.reverse().every((val, index) => val === commandOrder[index])).toBe(true);
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to(TurnEndPhase);
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// Despite the opponent's ability (Clear Body), its attack stat is still reduced.
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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}, 20000);
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}, 20000);
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it("Pokemon with Mycelium Might will go first if a status move that is in a higher priority bracket than the opponent's move is used", async() => {
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it("Pokemon with Mycelium Might will go first if a status move that is in a higher priority bracket than the opponent's move is used", async() => {
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game.override.enemyMoveset([Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE]);
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game.override.enemyMoveset([Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE]);
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await game.startBattle([ Species.REGIELEKI ]);
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await game.startBattle([ Species.REGIELEKI ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const enemyIndex = enemyPokemon?.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
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game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The player Pokemon (with M.M.) goes first because its move is still within a higher priority bracket than its opponent.
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// The player Pokemon (with M.M.) goes first because its move is still within a higher priority bracket than its opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The enemy Pokemon goes second because its move is in a lower priority bracket.
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// The enemy Pokemon goes second because its move is in a lower priority bracket.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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// This means that the commandOrder should be identical to the speedOrder
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expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to(TurnEndPhase);
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// Despite the opponent's ability (Clear Body), its attack stat is still reduced.
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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}, 20000);
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}, 20000);
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it("Order is established normally if the Pokemon uses a non-status move", async() => {
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it("Order is established normally if the Pokemon uses a non-status move", async() => {
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await game.startBattle([ Species.REGIELEKI ]);
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await game.startBattle([ Species.REGIELEKI ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK));
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game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The player Pokemon (with M.M.) goes first because it has a higher speed and did not use a status move.
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// The player Pokemon (with M.M.) goes first because it has a higher speed and did not use a status move.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The enemy Pokemon (without M.M.) goes second because its speed is lower.
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// The enemy Pokemon (without M.M.) goes second because its speed is lower.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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// This means that the commandOrder should be identical to the speedOrder
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expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
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}, 20000);
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}, 20000);
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});
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});
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@ -1,4 +1,4 @@
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import { MovePhase } from "#app/phases";
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import { EnemyCommandPhase, TurnStartPhase } from "#app/phases";
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import GameManager from "#test/utils/gameManager";
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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 { getMovePosition } from "#test/utils/gameManagerUtils";
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import { Abilities } from "#enums/abilities";
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import { Abilities } from "#enums/abilities";
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@ -41,55 +41,47 @@ describe("Abilities - Stall", () => {
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it("Pokemon with Stall should move last in its priority bracket regardless of speed", async() => {
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it("Pokemon with Stall should move last in its priority bracket regardless of speed", async() => {
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await game.startBattle([ Species.SHUCKLE ]);
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await game.startBattle([ Species.SHUCKLE ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK));
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game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The player Pokemon (without Stall) goes first despite having lower speed than the opponent.
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// The player Pokemon (without Stall) goes first despite having lower speed than the opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon.
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// The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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// This means that the commandOrder is equivalent to the speed Order reversed
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expect(speedOrder.reverse().every((val, index) => val === commandOrder[index])).toBe(true);
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}, 20000);
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}, 20000);
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it("Pokemon with Stall will go first if a move that is in a higher priority bracket than the opponent's move is used", async() => {
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it("Pokemon with Stall will go first if a move that is in a higher priority bracket than the opponent's move is used", async() => {
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await game.startBattle([ Species.SHUCKLE ]);
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await game.startBattle([ Species.SHUCKLE ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
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game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent.
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// The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The player Pokemon goes second because its move is in a lower priority bracket.
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// The player Pokemon goes second because its move is in a lower priority bracket.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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// This means that the commandOrder should be identical to the speedOrder
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expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
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}, 20000);
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}, 20000);
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it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async() => {
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it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async() => {
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game.override.ability(Abilities.STALL);
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game.override.ability(Abilities.STALL);
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await game.startBattle([ Species.SHUCKLE ]);
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await game.startBattle([ Species.SHUCKLE ]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
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game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.run(EnemyCommandPhase);
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// The opponent Pokemon (with Stall) goes first because it has a higher speed.
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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await game.phaseInterceptor.run(MovePhase);
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// The opponent Pokemon (with Stall) goes first because it has a higher speed.
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await game.phaseInterceptor.to(MovePhase, false);
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// The player Pokemon (with Stall) goes second because its speed is lower.
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// The player Pokemon (with Stall) goes second because its speed is lower.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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// This means that the commandOrder should be identical to the speedOrder
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expect(speedOrder.every((val, index) => val === commandOrder[index])).toBe(true);
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}, 20000);
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}, 20000);
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});
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});
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