diff --git a/test/moves/first-attack-double-power.test.ts b/test/moves/first-attack-double-power.test.ts index a1e9a7f26af..4478fcba6e9 100644 --- a/test/moves/first-attack-double-power.test.ts +++ b/test/moves/first-attack-double-power.test.ts @@ -1,16 +1,16 @@ import { BattlerIndex } from "#app/battle"; import { allMoves } from "#app/data/data-lists"; -import { Abilities } from "#enums/abilities"; +import { AbilityId } from "#enums/ability-id"; import { BattleType } from "#enums/battle-type"; -import { Moves } from "#enums/moves"; -import { Species } from "#enums/species"; +import { MoveId } from "#enums/move-id"; +import { SpeciesIs } from "#enums/species-id"; 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: "Bolt Beak", move: Moves.BOLT_BEAK }, - { name: "Fishious Rend", move: Moves.FISHIOUS_REND }, +describe.each<{ name: string; move: MoveId }>([ + { name: "Bolt Beak", move: MoveId.BOLT_BEAK }, + { name: "Fishious Rend", move: MoveId.FISHIOUS_REND }, ])("Moves - $name", ({ move }) => { let phaserGame: Phaser.Game; let game: GameManager; @@ -35,15 +35,15 @@ describe.each<{ name: string; move: Moves }>([ .battleType(BattleType.TRAINER) .disableCrits() .enemyLevel(100) - .enemySpecies(Species.DRACOVISH) - .enemyAbility(Abilities.BALL_FETCH) - .enemyMoveset(Moves.SPLASH); + .enemySpecies(SpeciesId.DRACOVISH) + .enemyAbility(AbilityId.BALL_FETCH) + .enemyMoveset(MoveId.SPLASH); powerSpy = vi.spyOn(allMoves[move], "calculateBattlePower"); }); it("should double power if the user moves before the target", async () => { - await game.classicMode.startBattle([Species.FEEBAS]); + await game.classicMode.startBattle([SpeciesId.FEEBAS]); // turn 1: enemy, then player (no boost) game.move.select(move); @@ -61,12 +61,12 @@ describe.each<{ name: string; move: Moves }>([ }); it("should only consider the selected target in Double Battles", async () => { - game.override.battleStyle("double").moveset([move, Moves.SPLASH]); - await game.classicMode.startBattle([Species.FEEBAS, Species.MILOTIC]); + game.override.battleStyle("double"); + await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC]); // Use move after everyone but P1 and enemy 1 have already moved - game.move.select(move, BattlerIndex.PLAYER, BattlerIndex.ENEMY); - game.move.select(Moves.SPLASH, BattlerIndex.PLAYER_2); + game.move.use(move, BattlerIndex.PLAYER, BattlerIndex.ENEMY); + game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER_2); await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toNextTurn(); @@ -74,7 +74,7 @@ describe.each<{ name: string; move: Moves }>([ }); it("should double power on the turn the target switches in", async () => { - await game.classicMode.startBattle([Species.FEEBAS]); + await game.classicMode.startBattle([SpeciesId.FEEBAS]); game.move.select(move); game.forceEnemyToSwitch(); @@ -84,17 +84,17 @@ describe.each<{ name: string; move: Moves }>([ }); // 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 }, + it.todo.each<{ type: string; allyMove: MoveId }>([ + { type: "a Dancer-induced", allyMove: MoveId.FIERY_DANCE }, + { type: "an Instructed", allyMove: MoveId.INSTRUCT }, ])("should double power if $type move is used as the target's first action that turn", async ({ allyMove }) => { - game.override.battleStyle("double").moveset([move, allyMove]).enemyAbility(Abilities.DANCER); - await game.classicMode.startBattle([Species.DRACOVISH, Species.ARCTOZOLT]); + game.override.battleStyle("double").moveset([move, allyMove]).enemyAbility(AbilityId.DANCER); + await game.classicMode.startBattle([SpeciesIs.DRACOVISH, SpeciesId.ARCTOZOLT]); // Simulate enemy having used splash last turn to allow Instruct to copy it const enemy = game.scene.getEnemyPokemon()!; enemy.pushMoveHistory({ - move: Moves.SPLASH, + move: MoveId.SPLASH, targets: [BattlerIndex.ENEMY], turn: game.scene.currentBattle.turn - 1, });