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https://github.com/pagefaultgames/pokerogue.git
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Merge c51c5a2b34
into 5bfcb1d379
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commit
ba6ab4c781
@ -1,10 +1,15 @@
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import { getPokemonNameWithAffix } from "#app/messages";
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import { allAbilities } from "#data/data-lists";
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import { AbilityId } from "#enums/ability-id";
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import { Button } from "#enums/buttons";
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import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import { UiMode } from "#enums/ui-mode";
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import { GameManager } from "#test/test-utils/game-manager";
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import type { CommandUiHandler } from "#ui/command-ui-handler";
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import i18next from "i18next";
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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 } from "vitest";
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describe("Abilities - Arena Trap", () => {
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let phaserGame: Phaser.Game;
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@ -23,68 +28,87 @@ describe("Abilities - Arena Trap", () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.moveset(MoveId.SPLASH)
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.ability(AbilityId.ARENA_TRAP)
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.enemyAbility(AbilityId.ARENA_TRAP)
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.enemySpecies(SpeciesId.RALTS)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.TELEPORT);
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.enemyMoveset(MoveId.SPLASH);
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});
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// TODO: Enable test when Issue #935 is addressed
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it.todo("should not allow grounded Pokémon to flee", async () => {
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// NB: Since switching moves bypass trapping, the only way fleeing can occur in PKR is from the player
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// TODO: Implement once forced flee helper exists
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it.todo("should interrupt player flee attempt and display message, unless user has Run Away", async () => {
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game.override.battleStyle("single");
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await game.classicMode.startBattle([SpeciesId.DUGTRIO, SpeciesId.GOTHITELLE]);
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await game.classicMode.startBattle();
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const enemy = game.field.getEnemyPokemon();
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const enemy = game.scene.getEnemyPokemon();
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// flee stuff goes here
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game.move.select(MoveId.SPLASH);
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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// no switch out command should be queued due to arena trap
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expect(game.scene.currentBattle.turnCommands[0]).toBeNull();
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// back out and cancel the flee to avoid timeout
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(game.scene.ui.getHandler() as CommandUiHandler).processInput(Button.CANCEL);
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game.move.use(MoveId.SPLASH);
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});
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await game.toNextTurn();
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expect(game.textInterceptor.logs).toContain(
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i18next.t("abilityTriggers:arenaTrap", {
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pokemonNameWithAffix: getPokemonNameWithAffix(enemy),
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abilityName: allAbilities[AbilityId.ARENA_TRAP].name,
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}),
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);
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});
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expect(enemy).toBe(game.scene.getEnemyPokemon());
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it("should interrupt player switch attempt and display message", async () => {
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game.override.battleStyle("single");
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await game.classicMode.startBattle([SpeciesId.DUGTRIO, SpeciesId.GOTHITELLE]);
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const enemy = game.field.getEnemyPokemon();
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game.doSwitchPokemon(1);
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game.onNextPrompt("CommandPhase", UiMode.PARTY, () => {
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// no switch out command should be queued due to arena trap
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expect(game.scene.currentBattle.turnCommands[0]).toBeNull();
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// back out and cancel the switch to avoid timeout
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(game.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION);
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(game.scene.ui.getHandler() as CommandUiHandler).processInput(Button.CANCEL);
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game.move.use(MoveId.SPLASH);
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});
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await game.toNextTurn();
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expect(game.textInterceptor.logs).toContain(
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i18next.t("abilityTriggers:arenaTrap", {
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pokemonNameWithAffix: getPokemonNameWithAffix(enemy),
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abilityName: allAbilities[AbilityId.ARENA_TRAP].name,
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}),
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);
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});
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it("should guarantee double battle with any one LURE", async () => {
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game.override.startingModifier([{ name: "LURE" }]).startingWave(2);
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await game.classicMode.startBattle([SpeciesId.DUGTRIO]);
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await game.classicMode.startBattle();
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expect(game.scene.getEnemyField().length).toBe(2);
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expect(game.scene.getEnemyField()).toHaveLength(2);
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});
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/**
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* This checks if the Player Pokemon is able to switch out/run away after the Enemy Pokemon with {@linkcode AbilityId.ARENA_TRAP}
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* is forcefully moved out of the field from moves such as Roar {@linkcode MoveId.ROAR}
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*
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* Note: It should be able to switch out/run away
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*/
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it("should lift if pokemon with this ability leaves the field", async () => {
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game.override
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.battleStyle("double")
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.enemyMoveset(MoveId.SPLASH)
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.moveset([MoveId.ROAR, MoveId.SPLASH])
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.ability(AbilityId.BALL_FETCH);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.SUDOWOODO, SpeciesId.LUNATONE]);
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game.override.battleStyle("single");
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const [enemy1, enemy2] = game.scene.getEnemyField();
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const [player1, player2] = game.scene.getPlayerField();
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const player = game.field.getPlayerPokemon();
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const enemy = game.field.getEnemyPokemon();
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vi.spyOn(enemy1, "getAbility").mockReturnValue(allAbilities[AbilityId.ARENA_TRAP]);
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expect(player.isTrapped()).toBe(true);
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expect(enemy.isOnField()).toBe(true);
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game.move.select(MoveId.ROAR);
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game.move.select(MoveId.SPLASH, 1);
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game.move.use(MoveId.ROAR);
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await game.toEndOfTurn();
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// This runs the fist command phase where the moves are selected
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await game.toNextTurn();
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// During the next command phase the player pokemons should not be trapped anymore
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game.move.select(MoveId.SPLASH);
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game.move.select(MoveId.SPLASH, 1);
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await game.toNextTurn();
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expect(player1.isTrapped()).toBe(false);
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expect(player2.isTrapped()).toBe(false);
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expect(enemy1.isOnField()).toBe(false);
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expect(enemy2.isOnField()).toBe(true);
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expect(player.isTrapped()).toBe(false);
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expect(enemy.isOnField()).toBe(false);
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});
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});
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