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Add basic tests
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src/test/abilities/neutralizing_gas.test.ts
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86
src/test/abilities/neutralizing_gas.test.ts
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { Stat } from "#enums/stat";
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import GameManager from "#test/utils/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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describe("Abilities - Neutralizing Gas", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.moveset([ Moves.SPLASH ])
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.ability(Abilities.NEUTRALIZING_GAS)
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH);
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});
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it("should prevent other abilities from activating", async () => {
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game.override.enemyAbility(Abilities.INTIMIDATE);
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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// Intimidate is suppressed, so the attack stat should not be lowered
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expect(game.scene.getPlayerPokemon()?.getStatStage(Stat.ATK)).toBe(0);
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});
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it("should allow the user's passive to activate", async () => {
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game.override.passiveAbility(Abilities.INTREPID_SWORD);
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.scene.getPlayerPokemon()?.getStatStage(Stat.ATK)).toBe(1);
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});
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// Note - this passes right now because ability order doesn't consider speed at all
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it("should activate before other abilities", async () => {
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game.override.enemySpecies(Species.ACCELGOR)
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.enemyLevel(100)
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.enemyAbility(Abilities.INTIMIDATE);
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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// Intimidate is suppressed even when the user's speed is lower
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expect(game.scene.getPlayerPokemon()?.getStatStage(Stat.ATK)).toBe(0);
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});
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it.todo("should activate other abilities when removed", async () => {
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game.override.enemyAbility(Abilities.INTIMIDATE)
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.enemyMoveset(Moves.ENTRAINMENT);
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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const playerPokemon = game.scene.getPlayerPokemon();
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expect(playerPokemon?.getStatStage(Stat.ATK)).toBe(0);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("BerryPhase");
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// Enemy removes user's ability, so intimidate is activated
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expect(playerPokemon?.getStatStage(Stat.ATK)).toBe(-1);
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});
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});
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