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Add automated test for type hint bugfix
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@ -40,7 +40,7 @@ describe("UI - Type Hints", () => {
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.moveset([Moves.DRAGON_CLAW]);
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game.settings.typeHints(true); //activate type hints
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await game.startBattle([Species.RAYQUAZA]);
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await game.classicMode.startBattle([Species.RAYQUAZA]);
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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const { ui } = game.scene;
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@ -65,7 +65,7 @@ describe("UI - Type Hints", () => {
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it("check status move color", async () => {
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game.override.enemySpecies(Species.FLORGES).moveset([Moves.GROWL]);
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await game.startBattle([Species.RAYQUAZA]);
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await game.classicMode.startBattle([Species.RAYQUAZA]);
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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const { ui } = game.scene;
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@ -86,4 +86,41 @@ describe("UI - Type Hints", () => {
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});
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await game.phaseInterceptor.to(CommandPhase);
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});
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it("should show the proper hint for a move in doubles after one of the enemy pokemon flees", async () => {
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game.override
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.enemySpecies(Species.ABRA)
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.moveset([Moves.SPLASH, Moves.SHADOW_BALL, Moves.SOAK])
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.enemyMoveset([Moves.SPLASH, Moves.TELEPORT])
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.battleType("double");
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await game.classicMode.startBattle([Species.MAGIKARP, Species.MAGIKARP]);
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game.move.select(Moves.SPLASH);
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// Use soak to change type of remaining abra to water
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game.move.select(Moves.SOAK, 1);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.TELEPORT);
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await game.toNextTurn();
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game.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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const { ui } = game.scene;
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const handler = ui.getHandler<FightUiHandler>();
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handler.processInput(Button.ACTION); // select "Fight"
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game.phaseInterceptor.unlock();
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});
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game.onNextPrompt("CommandPhase", Mode.FIGHT, () => {
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const { ui } = game.scene;
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const movesContainer = ui.getByName<Phaser.GameObjects.Container>(FightUiHandler.MOVES_CONTAINER_NAME);
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const shadowBallText = movesContainer
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.getAll<Phaser.GameObjects.Text>()
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.find(text => text.text === i18next.t("move:shadowBall.name"))! as unknown as MockText;
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expect.soft(shadowBallText).toBeDefined();
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expect.soft(shadowBallText.color).toBe(undefined);
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ui.getHandler().processInput(Button.ACTION);
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});
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await game.phaseInterceptor.to(CommandPhase);
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});
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});
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