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update test to remove usage of deprecated startBattle
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@ -28,17 +28,16 @@ describe("Boss Pokemon / Shields", () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override.battleType("single");
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game.override.disableTrainerWaves();
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game.override.disableCrits();
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game.override.enemySpecies(Species.RATTATA);
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemyHeldItems([]);
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game.override.startingLevel(1000);
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game.override.moveset([Moves.FALSE_SWIPE, Moves.SUPER_FANG, Moves.SPLASH]);
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game.override.ability(Abilities.NO_GUARD);
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game.override
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.battleType("single")
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.disableTrainerWaves()
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.disableCrits()
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.enemySpecies(Species.RATTATA)
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.enemyMoveset(SPLASH_ONLY)
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.enemyHeldItems([])
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.startingLevel(1000)
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.moveset([Moves.FALSE_SWIPE, Moves.SUPER_FANG, Moves.SPLASH])
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.ability(Abilities.NO_GUARD);
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});
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it("Pokemon should get shields based on their Species and level and the current wave", async () => {
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@ -67,9 +66,11 @@ describe("Boss Pokemon / Shields", () => {
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}, TIMEOUT);
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it("should reduce the number of shields if we are in a double battle", async () => {
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game.override.startingWave(150); // Floor 150 > 2 shields / 3 health segments
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game.override.battleType("double");
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await game.startBattle([ Species.MEWTWO ]);
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game.override
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.battleType("double")
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.startingWave(150); // Floor 150 > 2 shields / 3 health segments
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await game.classicMode.startBattle([ Species.MEWTWO ]);
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const boss1: EnemyPokemon = game.scene.getEnemyParty()[0]!;
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const boss2: EnemyPokemon = game.scene.getEnemyParty()[1]!;
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@ -82,7 +83,7 @@ describe("Boss Pokemon / Shields", () => {
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it("shields should stop overflow damage and give stat boosts when broken", async () => {
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game.override.startingWave(150); // Floor 150 > 2 shields / 3 health segments
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await game.startBattle([ Species.MEWTWO ]);
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await game.classicMode.startBattle([ Species.MEWTWO ]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const segmentHp = enemyPokemon.getMaxHp() / enemyPokemon.bossSegments;
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@ -110,10 +111,11 @@ describe("Boss Pokemon / Shields", () => {
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}, TIMEOUT);
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it("breaking multiple shields at once requires extra damage", async () => {
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game.override.battleType("double");
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game.override.enemyHealthSegments(5);
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game.override
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.battleType("double")
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.enemyHealthSegments(5);
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await game.startBattle([ Species.MEWTWO ]);
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await game.classicMode.startBattle([ Species.MEWTWO ]);
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// In this test we want to break through 3 shields at once
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const brokenShields = 3;
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@ -147,10 +149,11 @@ describe("Boss Pokemon / Shields", () => {
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it("the number of stats boosts is consistent when several shields are broken at once", async () => {
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const shieldsToBreak = 4;
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game.override.battleType("double");
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game.override.enemyHealthSegments(shieldsToBreak + 1);
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game.override
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.battleType("double")
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.enemyHealthSegments(shieldsToBreak + 1);
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await game.startBattle([ Species.MEWTWO ]);
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await game.classicMode.startBattle([ Species.MEWTWO ]);
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const boss1: EnemyPokemon = game.scene.getEnemyParty()[0]!;
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const boss1SegmentHp = boss1.getMaxHp() / boss1.bossSegments;
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@ -196,13 +199,6 @@ describe("Boss Pokemon / Shields", () => {
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}, TIMEOUT);
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function statsSum(total: number, value: number, index: number) {
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if (index <= BattleStat.SPD) {
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return total + value;
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}
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return total;
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}
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/**
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* Gets the sum of the ATK, DEF, SP ATK, SP DEF and SPD boosts for the given Pokemon
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* @param enemyPokemon the pokemon to get stats from
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@ -212,5 +208,13 @@ describe("Boss Pokemon / Shields", () => {
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const enemyBattleStats = enemyPokemon.summonData.battleStats;
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return enemyBattleStats?.reduce(statsSum, 0);
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}
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function statsSum(total: number, value: number, index: number) {
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if (index <= BattleStat.SPD) {
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return total + value;
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}
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return total;
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}
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});
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