adding unit tests

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PrabbyDD 2024-10-17 07:24:39 -07:00
parent f83c11a0a6
commit 4126896c12

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import { Stat } from "#enums/stat";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Speed Boost", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleType("single")
.enemySpecies(Species.DRAGAPULT)
.ability(Abilities.SPEED_BOOST)
.enemyMoveset(Moves.SPLASH)
.moveset([ Moves.SPLASH, Moves.U_TURN ]);
});
it("should increase speed by 1 stage at end of turn",
async () => {
await game.classicMode.startBattle();
const playerPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.SPLASH);
await game.toNextTurn();
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
});
it("should not trigger this turn if pokemon was switched into combat via attack, but the turn after",
async () => {
await game.classicMode.startBattle([
Species.SHUCKLE,
Species.NINJASK
]);
game.move.select(Moves.U_TURN);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
const playerPokemon = game.scene.getPlayerPokemon()!;
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
game.move.select(Moves.SPLASH);
await game.toNextTurn();
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
});
it("checking back to back swtiches",
async () => {
await game.classicMode.startBattle([
Species.SHUCKLE,
Species.NINJASK
]);
game.move.select(Moves.U_TURN);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
let playerPokemon = game.scene.getPlayerPokemon()!;
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
game.move.select(Moves.U_TURN);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
playerPokemon = game.scene.getPlayerPokemon()!;
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
game.move.select(Moves.SPLASH);
await game.toNextTurn();
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
});
it("should not trigger this turn if pokemon was switched into combat via normal switch, but the turn after",
async () => {
await game.classicMode.startBattle([
Species.SHUCKLE,
Species.NINJASK
]);
game.doSwitchPokemon(1);
await game.toNextTurn();
const playerPokemon = game.scene.getPlayerPokemon()!;
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
game.move.select(Moves.SPLASH);
await game.toNextTurn();
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
});
});