diff --git a/test/abilities/fur_coat.test.ts b/test/abilities/fur_coat.test.ts index e8d46ababe6..b418e0eb1a9 100644 --- a/test/abilities/fur_coat.test.ts +++ b/test/abilities/fur_coat.test.ts @@ -4,7 +4,6 @@ import { SpeciesId } from "#enums/species-id"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; -import { allAbilities } from "#app/data/data-lists"; describe("Abilities - Fur Coat", () => { let phaserGame: Phaser.Game; @@ -24,82 +23,68 @@ describe("Abilities - Fur Coat", () => { game = new GameManager(phaserGame); game.override .battleStyle("single") - .moveset([MoveId.TACKLE, MoveId.PSYSHOCK, MoveId.PSYSTRIKE, MoveId.SECRET_SWORD, MoveId.SCALD]) .ability(AbilityId.BALL_FETCH) - .enemySpecies(SpeciesId.MINCCINO) + .enemySpecies(SpeciesId.MILOTIC) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset([MoveId.SPLASH]) + .enemyLevel(20) .disableCrits(); }); it("should reduce damage from a physical move after gaining Fur Coat", async () => { await game.classicMode.startBattle([SpeciesId.PIKACHU]); - const enemy = game.scene.getEnemyPokemon()!; + const enemy = game.field.getEnemyPokemon(); // Use Tackle before Fur Coat - game.move.select(MoveId.TACKLE); - await game.phaseInterceptor.to("TurnEndPhase"); + game.move.use(MoveId.TACKLE); + await game.toEndOfTurn(); const damageBefore = enemy.getMaxHp() - enemy.hp; // Give Fur Coat - enemy.setTempAbility(allAbilities[AbilityId.FUR_COAT]); + game.field.mockAbility(enemy, AbilityId.FUR_COAT); enemy.hp = enemy.getMaxHp(); // Use Tackle after Fur Coat - game.move.select(MoveId.TACKLE); - await game.phaseInterceptor.to("TurnEndPhase"); + game.move.use(MoveId.TACKLE); + await game.toEndOfTurn(); const damageAfter = enemy.getMaxHp() - enemy.hp; expect(damageAfter).toBeLessThan(damageBefore); }); it("should not reduce damage from a special move", async () => { await game.classicMode.startBattle([SpeciesId.PIKACHU]); - const enemy = game.scene.getEnemyPokemon()!; + const enemy = game.field.getEnemyPokemon(); // Use Scald before Fur Coat - game.move.select(MoveId.SCALD); - await game.phaseInterceptor.to("TurnEndPhase"); + game.move.use(MoveId.SCALD); + await game.toEndOfTurn(); const damageBefore = enemy.getMaxHp() - enemy.hp; // Give Fur Coat - enemy.setTempAbility(allAbilities[AbilityId.FUR_COAT]); + game.field.mockAbility(enemy, AbilityId.FUR_COAT); enemy.hp = enemy.getMaxHp(); // Use Scald after Fur Coat - game.move.select(MoveId.SCALD); - await game.phaseInterceptor.to("TurnEndPhase"); + game.move.use(MoveId.SCALD); + await game.toEndOfTurn(); const damageAfter = enemy.getMaxHp() - enemy.hp; expect(damageAfter).toBeCloseTo(damageBefore, 1); }); - it("should reduce damage from Psyshock, Psystrike, and Secret Sword after gaining Fur Coat", async () => { + it.each([ + { moveName: "Psyshock", moveId: MoveId.PSYSHOCK }, + { moveName: "Psystrike", moveId: MoveId.PSYSTRIKE }, + { moveName: "Secret Sword", moveId: MoveId.SECRET_SWORD }, + ])("should reduce damage from $moveName after gaining Fur Coat", async ({ moveId }) => { await game.classicMode.startBattle([SpeciesId.PIKACHU]); - const enemy = game.scene.getEnemyPokemon()!; - // Test Psyshock - game.move.select(MoveId.PSYSHOCK); - await game.phaseInterceptor.to("TurnEndPhase"); - const psyshockBefore = enemy.getMaxHp() - enemy.hp; - enemy.setTempAbility(allAbilities[AbilityId.FUR_COAT]); + const enemy = game.field.getEnemyPokemon(); + + game.move.use(moveId); + await game.toEndOfTurn(); + + const attackDamageBefore = enemy.getMaxHp() - enemy.hp; + + game.field.mockAbility(enemy, AbilityId.FUR_COAT); enemy.hp = enemy.getMaxHp(); - game.move.select(MoveId.PSYSHOCK); - await game.phaseInterceptor.to("TurnEndPhase"); - const psyshockAfter = enemy.getMaxHp() - enemy.hp; - expect(psyshockAfter).toBeLessThan(psyshockBefore); - // Test Psystrike - enemy.hp = enemy.getMaxHp(); - game.move.select(MoveId.PSYSTRIKE); - await game.phaseInterceptor.to("TurnEndPhase"); - const psystrikeBefore = enemy.getMaxHp() - enemy.hp; - enemy.setTempAbility(allAbilities[AbilityId.FUR_COAT]); - enemy.hp = enemy.getMaxHp(); - game.move.select(MoveId.PSYSTRIKE); - await game.phaseInterceptor.to("TurnEndPhase"); - const psystrikeAfter = enemy.getMaxHp() - enemy.hp; - expect(psystrikeAfter).toBeLessThan(psystrikeBefore); - // Test Secret Sword - enemy.hp = enemy.getMaxHp(); - game.move.select(MoveId.SECRET_SWORD); - await game.phaseInterceptor.to("TurnEndPhase"); - const secretSwordBefore = enemy.getMaxHp() - enemy.hp; - enemy.setTempAbility(allAbilities[AbilityId.FUR_COAT]); - enemy.hp = enemy.getMaxHp(); - game.move.select(MoveId.SECRET_SWORD); - await game.phaseInterceptor.to("TurnEndPhase"); - const secretSwordAfter = enemy.getMaxHp() - enemy.hp; - expect(secretSwordAfter).toBeLessThan(secretSwordBefore); + + game.move.use(moveId); + await game.toEndOfTurn(); + + const attackDamageAfter = enemy.getMaxHp() - enemy.hp; + expect(attackDamageAfter).toBeLessThan(attackDamageBefore); }); });