Fix test imprts

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Bertie690 2025-06-13 18:02:03 -04:00 committed by GitHub
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@ -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,
});