diff --git a/test/moves/first-attack-double-power.test.ts b/test/moves/first-attack-double-power.test.ts index d297f60d052..4f93058955b 100644 --- a/test/moves/first-attack-double-power.test.ts +++ b/test/moves/first-attack-double-power.test.ts @@ -9,8 +9,8 @@ import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi, type MockInstance } from "vitest"; describe.each<{ name: string; move: Moves }>([ - { name: "Fishious Rend", move: Moves.FISHIOUS_REND }, { name: "Bolt Beak", move: Moves.BOLT_BEAK }, + { name: "Fishious Rend", move: Moves.FISHIOUS_REND }, ])("Moves - $name", ({ move }) => { let phaserGame: Phaser.Game; let game: GameManager; @@ -35,14 +35,14 @@ describe.each<{ name: string; move: Moves }>([ .battleType(BattleType.TRAINER) .disableCrits() .enemyLevel(100) - .enemySpecies(Species.MAGIKARP) + .enemySpecies(Species.DRACOVISH) .enemyAbility(Abilities.BALL_FETCH) .enemyMoveset(Moves.SPLASH); powerSpy = vi.spyOn(allMoves[move], "calculateBattlePower"); }); - it("should double power when the user moves after the target", async () => { + it("should double power if the user moves before the target", async () => { await game.classicMode.startBattle([Species.FEEBAS]); // turn 1: enemy, then player (no boost) @@ -54,7 +54,20 @@ describe.each<{ name: string; move: Moves }>([ // turn 2: player, then enemy (boost) game.move.select(move); - await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); + await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); + await game.toNextTurn(); + + expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2); + }); + + it("should only consider the selected target in Double Battles", async () => { + game.override.battleStyle("double").moveset([move, Moves.SPLASH]); + await game.classicMode.startBattle([Species.FEEBAS, Species.MILOTIC]); + + // Use move after everyone but P1 and enemy 1 have already moved + game.move.select(move, BattlerIndex.PLAYER, BattlerIndex.ENEMY); + game.move.select(Moves.SPLASH, BattlerIndex.PLAYER_2); + await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toNextTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2); @@ -74,8 +87,8 @@ describe.each<{ name: string; move: Moves }>([ it.todo.each<{ type: string; allyMove: Moves }>([ { type: "a Dancer-induced", allyMove: Moves.FIERY_DANCE }, { type: "an Instructed", allyMove: Moves.INSTRUCT }, - ])("should double power if $type move is used as the target's first action", async ({ allyMove }) => { - game.override.battleStyle("double").moveset([move, allyMove]).ability(Abilities.DANCER); + ])("should double power if $type move is used as the target's first action that turn", async ({ allyMove }) => { + game.override.battleStyle("double").moveset([move, allyMove]).enemyAbility(Abilities.DANCER); await game.classicMode.startBattle([Species.DRACOVISH, Species.ARCTOZOLT]); // Simulate enemy having used splash last turn to allow Instruct to copy it