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Added a few basic tests for Fishious Rend and Bolt Beak
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test/moves/first-attack-double-power.test.ts
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96
test/moves/first-attack-double-power.test.ts
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import { BattlerIndex } from "#app/battle";
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import { allMoves } from "#app/data/moves/move";
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import { Abilities } from "#enums/abilities";
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import { BattleType } from "#enums/battle-type";
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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/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi, type MockInstance } from "vitest";
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describe.each<{ name: string; move: Moves }>([
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{ name: "Fishious Rend", move: Moves.FISHIOUS_REND },
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{ name: "Bolt Beak", move: Moves.BOLT_BEAK },
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])("Moves - $name", ({ move }) => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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let powerSpy: MockInstance;
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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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.moveset(move)
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.ability(Abilities.BALL_FETCH)
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.battleStyle("single")
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.battleType(BattleType.TRAINER)
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.disableCrits()
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.enemyLevel(100)
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH);
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powerSpy = vi.spyOn(allMoves[move], "calculateBattlePower");
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});
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it("should double power when the user moves after the target", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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// turn 1: enemy, then player (no boost)
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game.move.select(move);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toNextTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power);
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// turn 2: player, then enemy (boost)
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game.move.select(move);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toNextTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2);
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});
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it("should double power on the turn the target switches in", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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game.move.select(move);
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game.forceEnemyToSwitch();
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await game.toNextTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2);
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});
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// TODO: Verify behavior with Instruct/Dancer
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it.todo.each<{ type: string; allyMove: Moves }>([
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{ type: "a Dancer-induced", allyMove: Moves.FIERY_DANCE },
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{ type: "an Instructed", allyMove: Moves.INSTRUCT },
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])("should double power if $type move is used as the target's first action", async ({ allyMove }) => {
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game.override.battleStyle("double").moveset([move, allyMove]).ability(Abilities.DANCER);
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await game.classicMode.startBattle([Species.DRACOVISH, Species.ARCTOZOLT]);
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// Simulate enemy having used splash last turn to allow Instruct to copy it
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.pushMoveHistory({
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move: Moves.SPLASH,
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targets: [BattlerIndex.ENEMY],
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turn: game.scene.currentBattle.turn - 1,
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});
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game.move.select(move, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
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game.move.select(allyMove, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.toNextTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power);
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});
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});
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