Added a few basic tests for Fishious Rend and Bolt Beak

This commit is contained in:
Bertie690 2025-05-20 23:15:03 -04:00
parent 6ba75e1415
commit 69fbe2026e

View File

@ -0,0 +1,96 @@
import { BattlerIndex } from "#app/battle";
import { allMoves } from "#app/data/moves/move";
import { Abilities } from "#enums/abilities";
import { BattleType } from "#enums/battle-type";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi, type MockInstance } from "vitest";
describe.each<{ name: string; move: Moves }>([
{ name: "Fishious Rend", move: Moves.FISHIOUS_REND },
{ name: "Bolt Beak", move: Moves.BOLT_BEAK },
])("Moves - $name", ({ move }) => {
let phaserGame: Phaser.Game;
let game: GameManager;
let powerSpy: MockInstance;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset(move)
.ability(Abilities.BALL_FETCH)
.battleStyle("single")
.battleType(BattleType.TRAINER)
.disableCrits()
.enemyLevel(100)
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
powerSpy = vi.spyOn(allMoves[move], "calculateBattlePower");
});
it("should double power when the user moves after the target", async () => {
await game.classicMode.startBattle([Species.FEEBAS]);
// turn 1: enemy, then player (no boost)
game.move.select(move);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.toNextTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power);
// turn 2: player, then enemy (boost)
game.move.select(move);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.toNextTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2);
});
it("should double power on the turn the target switches in", async () => {
await game.classicMode.startBattle([Species.FEEBAS]);
game.move.select(move);
game.forceEnemyToSwitch();
await game.toNextTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2);
});
// TODO: Verify behavior with Instruct/Dancer
it.todo.each<{ type: string; allyMove: Moves }>([
{ type: "a Dancer-induced", allyMove: Moves.FIERY_DANCE },
{ type: "an Instructed", allyMove: Moves.INSTRUCT },
])("should double power if $type move is used as the target's first action", async ({ allyMove }) => {
game.override.battleStyle("double").moveset([move, allyMove]).ability(Abilities.DANCER);
await game.classicMode.startBattle([Species.DRACOVISH, Species.ARCTOZOLT]);
// Simulate enemy having used splash last turn to allow Instruct to copy it
const enemy = game.scene.getEnemyPokemon()!;
enemy.pushMoveHistory({
move: Moves.SPLASH,
targets: [BattlerIndex.ENEMY],
turn: game.scene.currentBattle.turn - 1,
});
game.move.select(move, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.select(allyMove, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
await game.toNextTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power);
});
});