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Add test for dynamic updates
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@ -1,3 +1,4 @@
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import { PreventBerryUseAbAttr, TerrainEventTypeChangeAbAttr } from "#app/data/ability";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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@ -5,7 +6,7 @@ import { Stat } from "#enums/stat";
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import { WeatherType } from "#enums/weather-type";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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describe("Ability Activation Order", () => {
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let phaserGame: Phaser.Game;
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@ -78,4 +79,18 @@ describe("Ability Activation Order", () => {
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await game.classicMode.startBattle([Species.SLOWPOKE]);
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expect(game.scene.arena.weather).toBeUndefined();
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});
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it("should update dynamically based on speed order", async () => {
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game.override
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.startingLevel(35)
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.enemyLevel(50)
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.SLOW_START)
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.enemyPassiveAbility(Abilities.DROUGHT)
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.ability(Abilities.DRIZZLE);
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await game.classicMode.startBattle([Species.MAGIKARP]);
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// Slow start activates and makes enemy slower, so drought activates after drizzle
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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});
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