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fix: shell side arm test flakyness
some rng could affect the tests thus it wasn't guaranteed to be consistent in its result. Fixed that by taking control of `getBaseDamage()` with a spy
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@ -1,5 +1,5 @@
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import { BattlerIndex } from "#app/battle";
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import { allMoves, ShellSideArmCategoryAttr } from "#app/data/move";
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import { allMoves, MoveCategory, ShellSideArmCategoryAttr } from "#app/data/move";
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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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@ -36,6 +36,15 @@ describe("Moves - Shell Side Arm", () => {
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await game.classicMode.startBattle([Species.MANAPHY]);
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const enemySnorlax = game.scene.getEnemyPokemon()!;
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vi.spyOn(enemySnorlax, "getBaseDamage").mockImplementation((_user, _move, category) => {
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if (category === MoveCategory.PHYSICAL) {
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return 100;
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} else {
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return 10;
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}
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});
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const shellSideArm = allMoves[Moves.SHELL_SIDE_ARM];
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const shellSideArmAttr = shellSideArm.getAttrs(ShellSideArmCategoryAttr)[0];
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vi.spyOn(shellSideArmAttr, "apply");
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@ -52,6 +61,15 @@ describe("Moves - Shell Side Arm", () => {
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await game.classicMode.startBattle([Species.MANAPHY]);
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const enemySlowbro = game.scene.getEnemyPokemon()!;
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vi.spyOn(enemySlowbro, "getBaseDamage").mockImplementation((_user, _move, category) => {
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if (category === MoveCategory.SPECIAL) {
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return 100;
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} else {
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return 10;
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}
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});
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const shellSideArm = allMoves[Moves.SHELL_SIDE_ARM];
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const shellSideArmAttr = shellSideArm.getAttrs(ShellSideArmCategoryAttr)[0];
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vi.spyOn(shellSideArmAttr, "apply");
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