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