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Fixed tests
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@ -124,6 +124,10 @@ import { MultiHitType } from "#enums/MultiHitType";
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import { invalidAssistMoves, invalidCopycatMoves, invalidMetronomeMoves, invalidMirrorMoveMoves, invalidSleepTalkMoves } from "./invalid-moves";
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import { SelectBiomePhase } from "#app/phases/select-biome-phase";
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/**
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* A function used to conditionally determine execution of a given {@linkcode MoveAttr}.
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* Conventionally returns `true` for success and `false` for failure.
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*/
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type MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => boolean;
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type UserMoveConditionFunc = (user: Pokemon, move: Move) => boolean;
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@ -1355,15 +1359,16 @@ export class BeakBlastHeaderAttr extends AddBattlerTagHeaderAttr {
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*/
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export class PreMoveMessageAttr extends MoveAttr {
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/** The message to display or a function returning one */
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private message: string | undefined | ((user: Pokemon, target: Pokemon, move: Move) => string | undefined);
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private message: string | ((user: Pokemon, target: Pokemon, move: Move) => string | undefined);
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/**
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* Create a new {@linkcode PreMoveMessageAttr} to display a message before move execution.
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* @param message - The message to display before move use, either as a string or a function producing one.
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* A value of `undefined` or an empty string (`''`) will cause no message to be displayed
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* @remarks
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* If {@linkcode message} evaluates to an empty string (`''`), no message will be displayed
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* (though the move will still suceed).
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*/
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constructor(message: string | undefined | ((user: Pokemon, target: Pokemon, move: Move) => string | undefined)) {
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constructor(message: string | ((user: Pokemon, target: Pokemon, move: Move) => string)) {
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super();
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this.message = message;
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}
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@ -1372,10 +1377,10 @@ export class PreMoveMessageAttr extends MoveAttr {
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const message = typeof this.message === "function"
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? this.message(user, target, move)
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: this.message;
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if (message) {
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globalScene.queueMessage(message, 500);
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}
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// always return `true` to ensure moves succeed even without a message
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return true;
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}
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}
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@ -11134,7 +11139,7 @@ export function initMoves() {
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// Don't display text if current move phase is follow up (ie move called indirectly)
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// TODO: Change in move-use-type PR to use the move phase's current use type
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(globalScene.getCurrentPhase() as MovePhase)["followUp"]
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? undefined
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? ""
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: i18next.t("moveTriggers:chillyReception", { pokemonName: getPokemonNameWithAffix(user) }))
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.attr(ChillyReceptionAttr, true),
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new SelfStatusMove(Moves.TIDY_UP, PokemonType.NORMAL, -1, 10, -1, 0, 9)
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@ -655,6 +655,9 @@ export class MovePhase extends BattlePhase {
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}),
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500,
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);
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// Moves with pre-use messages (Magnitude, Chilly Reception, Fickle Beam, etc.) always display their messages even on failure
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// TODO: This assumes single target for message funcs - is this sustainable?
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applyMoveAttrs(PreMoveMessageAttr, this.pokemon, this.pokemon.getOpponents(false)[0], this.move.getMove());
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}
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@ -77,19 +77,26 @@ describe("Moves - Chilly Reception", () => {
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game.move.select(Moves.CHILLY_RECEPTION);
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game.doSelectPartyPokemon(1);
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// TODO: Uncomment lines once wimp out PR fixes force switches to not reset summon data immediately
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// await game.phaseInterceptor.to("SwitchSummonPhase", false);
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// expect(slowking.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
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expect(game.scene.getPlayerPokemon()).toBe(meowth);
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expect(slowking.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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expect(slowking.isOnField()).toBe(false);
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});
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it("should fail if neither weather change nor switch out succeeds", async () => {
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// Source: https://replay.pokemonshowdown.com/gen9ou-2367532550
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it("should fail (while still displaying message) if neither weather change nor switch out succeeds", async () => {
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await game.classicMode.startBattle([Species.SLOWKING]);
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expect(game.scene.arena.weather?.weatherType).not.toBe(WeatherType.SNOW);
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const slowking = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.SNOWSCAPE);
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await game.toNextTurn();
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@ -101,12 +108,14 @@ describe("Moves - Chilly Reception", () => {
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
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expect(game.scene.getPlayerPokemon()?.species.speciesId).toBe(Species.SLOWKING);
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expect(game.scene.getPlayerPokemon()?.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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expect(game.scene.getPlayerPokemon()).toBe(slowking);
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expect(slowking.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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expect(game.textInterceptor.logs).toContain(
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i18next.t("moveTriggers:chillyReception", { pokemonName: getPokemonNameWithAffix(slowking) }),
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);
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});
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// TODO: Fix this - it's really easy (just check the current MovePhase's `virtual` flag)
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it.todo("should not display message if called indirectly", async () => {
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it("should not display message if called indirectly", async () => {
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vi.spyOn(RandomMoveAttr.prototype, "getMoveOverride").mockReturnValue(Moves.CHILLY_RECEPTION);
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await game.classicMode.startBattle([Species.SLOWKING, Species.MEOWTH]);
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