fixed stupid whirlwind tests

This commit is contained in:
Bertie690 2025-08-03 19:13:48 -04:00
parent 6a284b7ab3
commit ca7947c770

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@ -1,4 +1,3 @@
import { globalScene } from "#app/global-scene";
import { Status } from "#data/status-effect";
import { AbilityId } from "#enums/ability-id";
import { BattleType } from "#enums/battle-type";
@ -179,18 +178,13 @@ describe("Moves - Whirlwind", () => {
const eligibleEnemy = enemyParty.filter(p => p.hp > 0 && p.isAllowedInBattle());
expect(eligibleEnemy.length).toBe(1);
// Spy on the queueMessage function
const queueSpy = vi.spyOn(globalScene.phaseManager, "queueMessage");
// Player uses Whirlwind; opponent uses Splash
game.move.select(MoveId.WHIRLWIND);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
// Verify that the failure message is displayed for Whirlwind
expect(queueSpy).toHaveBeenCalledWith(expect.stringContaining("But it failed"));
// Verify the opponent's Splash message
expect(queueSpy).toHaveBeenCalledWith(expect.stringContaining("But nothing happened!"));
const player = game.field.getPlayerPokemon();
expect(player).toHaveUsedMove({ move: MoveId.WHIRLWIND, result: MoveResult.FAIL });
});
it("should not pull in the other trainer's pokemon in a partner trainer battle", async () => {