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Update tests
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@ -1,11 +1,9 @@
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import GameManager from "#test/utils/gameManager";
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import { getMovePosition } from "#test/utils/gameManagerUtils";
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import { Moves } from "#enums/moves";
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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 { TurnEndPhase } from "#app/phases.js";
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import { SPLASH_ONLY } from "../utils/testUtils";
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import GameManager from "#test/utils/gameManager";
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import { SPLASH_ONLY } from "#test/utils/testUtils";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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const TIMEOUT = 20 * 1000;
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@ -25,27 +23,26 @@ describe("Abilities - Aftermath", () => {
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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.ability(Abilities.NONE);
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game.override.enemyAbility(Abilities.AFTERMATH);
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemySpecies(Species.BIDOOF);
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game.override
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.battleType("single")
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.ability(Abilities.BALL_FETCH)
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.moveset([Moves.TACKLE, Moves.WATER_GUN])
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.enemyAbility(Abilities.AFTERMATH)
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.enemyMoveset(SPLASH_ONLY)
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.enemySpecies(Species.BIDOOF);
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});
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it("deals 25% of attacker's HP as damage to attacker when defeated by contact move", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset(Array(4).fill(moveToUse));
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await game.startBattle();
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await game.classicMode.startBattle();
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1;
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.move.select(Moves.TACKLE);
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.phaseInterceptor.log).toContain("FaintPhase");
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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@ -53,22 +50,19 @@ describe("Abilities - Aftermath", () => {
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}, TIMEOUT);
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it("does not activate on non-contact moves", async () => {
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const moveToUse = Moves.WATER_GUN;
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game.override.moveset(Array(4).fill(moveToUse));
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await game.startBattle();
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await game.classicMode.startBattle();
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1;
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.move.select(Moves.WATER_GUN);
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.phaseInterceptor.log).toContain("FaintPhase");
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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expect(player.getHpRatio()).toBeCloseTo(1);
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expect(player.isFullHp()).toBe(true);
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}, TIMEOUT);
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});
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@ -1,12 +1,10 @@
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import { Abilities } from "#app/enums/abilities.js";
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import { Abilities } from "#app/enums/abilities";
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import { Moves } from "#app/enums/moves";
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import { Species } from "#app/enums/species";
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import { TurnEndPhase } from "#app/phases";
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import GameManager from "#app/test/utils/gameManager";
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import { getMovePosition } from "#app/test/utils/gameManagerUtils";
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import { SPLASH_ONLY } from "#test/utils/testUtils";
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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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import { SPLASH_ONLY } from "../utils/testUtils";
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const TIMEOUT = 20 * 1000;
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@ -26,45 +24,37 @@ describe("Abilities - Damp", () => {
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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.disableCrits();
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game.override.enemySpecies(Species.BIDOOF);
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game.override
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.BIDOOF)
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.enemyMoveset(SPLASH_ONLY)
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.enemyAbility(Abilities.BALL_FETCH)
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.ability(Abilities.DAMP)
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.moveset([Moves.EXPLOSION, Moves.TACKLE, Moves.SPLASH]);
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});
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it("prevents explosive attacks used by others", async() => {
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const moveToUse = Moves.EXPLOSION;
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const enemyAbility = Abilities.DAMP;
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game.override
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.ability(Abilities.BALL_FETCH)
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.enemyAbility(Abilities.DAMP);
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game.override.ability(Abilities.NONE);
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game.override.moveset(Array(4).fill(moveToUse));
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemyAbility(enemyAbility);
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await game.classicMode.startBattle();
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await game.startBattle();
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game.move.select(Moves.EXPLOSION);
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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expect(game.phaseInterceptor.log).not.toContain("FaintPhase");
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}, TIMEOUT);
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it("prevents explosive attacks used by the battler with Damp", async() => {
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const moveToUse = Moves.EXPLOSION;
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const playerAbility = Abilities.DAMP;
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await game.classicMode.startBattle();
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game.override.ability(playerAbility);
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game.override.moveset(Array(4).fill(moveToUse));
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemySpecies(Species.BIDOOF);
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game.override.enemyAbility(Abilities.NONE);
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game.move.select(Moves.EXPLOSION);
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await game.startBattle();
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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expect(game.phaseInterceptor.log).not.toContain("FaintPhase");
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@ -72,45 +62,30 @@ describe("Abilities - Damp", () => {
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// Invalid if aftermath.test.ts has a failure.
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it("silently prevents Aftermath from triggering", async() => {
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const moveToUse = Moves.TACKLE;
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const playerAbility = Abilities.DAMP;
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const enemyAbility = Abilities.AFTERMATH;
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game.override.enemyAbility(Abilities.AFTERMATH);
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game.override.ability(playerAbility);
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game.override.moveset(Array(4).fill(moveToUse));
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game.override.enemyAbility(enemyAbility);
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemySpecies(Species.BIDOOF);
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await game.startBattle();
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await game.classicMode.startBattle();
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game.scene.getEnemyParty()[0].hp = 1;
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.move.select(Moves.TACKLE);
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.phaseInterceptor.log).toContain("FaintPhase");
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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expect(game.scene.getParty()[0].getHpRatio()).toBe(1);
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expect(game.scene.getParty()[0].isFullHp()).toBe(true);
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}, TIMEOUT);
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// Ensures fix of #1476.
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it("does not show ability popup during AI calculations", async() => {
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const moveToUse = Moves.SPLASH;
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const playerAbility = Abilities.DAMP;
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game.override.ability(playerAbility);
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game.override.moveset(Array(4).fill(moveToUse));
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game.override.enemyAbility(Abilities.NONE);
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game.override.enemyMoveset([Moves.EXPLOSION, Moves.SELF_DESTRUCT, Moves.MIND_BLOWN, Moves.MISTY_EXPLOSION]);
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await game.startBattle();
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await game.classicMode.startBattle();
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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}, TIMEOUT);
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