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adding unit tests
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103
src/test/abilities/speed_boost.test.ts
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103
src/test/abilities/speed_boost.test.ts
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import { Stat } from "#enums/stat";
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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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import GameManager from "#test/utils/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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describe("Abilities - Speed Boost", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.battleType("single")
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.enemySpecies(Species.DRAGAPULT)
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.ability(Abilities.SPEED_BOOST)
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.enemyMoveset(Moves.SPLASH)
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.moveset([ Moves.SPLASH, Moves.U_TURN ]);
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});
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it("should increase speed by 1 stage at end of turn",
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async () => {
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await game.classicMode.startBattle();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
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});
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it("should not trigger this turn if pokemon was switched into combat via attack, but the turn after",
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async () => {
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await game.classicMode.startBattle([
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Species.SHUCKLE,
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Species.NINJASK
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]);
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game.move.select(Moves.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
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});
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it("checking back to back swtiches",
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async () => {
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await game.classicMode.startBattle([
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Species.SHUCKLE,
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Species.NINJASK
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]);
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game.move.select(Moves.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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let playerPokemon = game.scene.getPlayerPokemon()!;
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
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game.move.select(Moves.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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playerPokemon = game.scene.getPlayerPokemon()!;
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
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});
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it("should not trigger this turn if pokemon was switched into combat via normal switch, but the turn after",
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async () => {
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await game.classicMode.startBattle([
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Species.SHUCKLE,
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Species.NINJASK
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]);
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game.doSwitchPokemon(1);
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await game.toNextTurn();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
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});
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});
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