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Update Friend Guard test with damage mocks
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@ -6,6 +6,7 @@ import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { BattlerIndex } from "#app/battle";
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import { BattlerIndex } from "#app/battle";
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import { allAbilities } from "#app/data/ability";
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import { allAbilities } from "#app/data/ability";
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import { allMoves, MoveCategory } from "#app/data/move";
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describe("Moves - Friend Guard", () => {
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describe("Moves - Friend Guard", () => {
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let phaserGame: Phaser.Game;
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let phaserGame: Phaser.Game;
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@ -35,16 +36,20 @@ describe("Moves - Friend Guard", () => {
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it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => {
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it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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const [ player1, player2 ] = game.scene.getPlayerField();
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const [ player1, player2 ] = game.scene.getPlayerField();
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const maxHP = player1.hp;
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const spy = vi.spyOn(player1, "getAttackDamage");
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const enemy1 = game.scene.getEnemyField()[0];
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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await game.toNextTurn();
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const hp1 = player1.hp;
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// Reset HP to maxHP
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// Get the last return value from `getAttackDamage`
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player1.hp = maxHP;
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const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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// Making sure the test is controlled; turn 1 damage is equal to base damage (after rounding)
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expect(turn1Damage).toBe(Math.floor(player1.getBaseDamage(enemy1, allMoves[Moves.TACKLE], MoveCategory.PHYSICAL)));
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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@ -53,23 +58,26 @@ describe("Moves - Friend Guard", () => {
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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await game.toNextTurn();
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const hp2 = player1.hp;
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expect(hp2).toBeGreaterThan(hp1);
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// Get the last return value from `getAttackDamage`
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const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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// With the ally's Friend Guard, damage should have been reduced from base damage by 25%
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expect(turn2Damage).toBe(Math.floor(player1.getBaseDamage(enemy1, allMoves[Moves.TACKLE], MoveCategory.PHYSICAL) * 0.75));
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});
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});
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it("should NOT reduce damage to pokemon with friend guard", async () => {
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it("should NOT reduce damage to pokemon with friend guard", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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const player2 = game.scene.getPlayerField()[1];
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const player2 = game.scene.getPlayerField()[1];
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const maxHP = player2.hp;
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const spy = vi.spyOn(player2, "getAttackDamage");
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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await game.toNextTurn();
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const hp1 = player2.hp;
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// Reset HP to maxHP
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const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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player2.hp = maxHP;
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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@ -78,23 +86,25 @@ describe("Moves - Friend Guard", () => {
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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await game.toNextTurn();
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const hp2 = player2.hp;
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expect(hp2).toBe(hp1);
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const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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expect(turn2Damage).toBe(turn1Damage);
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});
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});
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it("should NOT reduce damage from fixed damage attacks (i.e. dragon rage, sonic boom, etc)", async () => {
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it("should NOT reduce damage from fixed damage attacks", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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const [ player1, player2 ] = game.scene.getPlayerField();
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const [ player1, player2 ] = game.scene.getPlayerField();
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const maxHP = player1.hp;
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const spy = vi.spyOn(player1, "getAttackDamage");
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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await game.toNextTurn();
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const hp1 = player1.hp;
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// Reset HP to maxHP
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const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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player1.hp = maxHP;
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expect(turn1Damage).toBe(40);
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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@ -103,7 +113,8 @@ describe("Moves - Friend Guard", () => {
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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await game.toNextTurn();
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const hp2 = player1.hp;
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expect(hp2).toBe(hp1);
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const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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expect(turn2Damage).toBe(40);
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});
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});
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});
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});
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