From e35ee4cf182fad3a69d92b0ea1c742a99b5143d3 Mon Sep 17 00:00:00 2001 From: Dean Date: Tue, 10 Jun 2025 21:47:58 -0700 Subject: [PATCH] Fix test --- .../ability_activation_order.test.ts | 56 +++++++++---------- 1 file changed, 28 insertions(+), 28 deletions(-) diff --git a/test/abilities/ability_activation_order.test.ts b/test/abilities/ability_activation_order.test.ts index 22704d65b88..1158d339a5c 100644 --- a/test/abilities/ability_activation_order.test.ts +++ b/test/abilities/ability_activation_order.test.ts @@ -1,6 +1,6 @@ -import { Abilities } from "#enums/abilities"; -import { Moves } from "#enums/moves"; -import { Species } from "#enums/species"; +import { AbilityId } from "#enums/ability-id"; +import { MoveId } from "#enums/move-id"; +import { SpeciesId } from "#enums/species-id"; import { Stat } from "#enums/stat"; import { WeatherType } from "#enums/weather-type"; import GameManager from "#test/testUtils/gameManager"; @@ -24,18 +24,18 @@ describe("Ability Activation Order", () => { beforeEach(() => { game = new GameManager(phaserGame); game.override - .moveset([Moves.SPLASH]) - .ability(Abilities.BALL_FETCH) + .moveset([MoveId.SPLASH]) + .ability(AbilityId.BALL_FETCH) .battleStyle("single") .disableCrits() - .enemySpecies(Species.MAGIKARP) - .enemyAbility(Abilities.BALL_FETCH) - .enemyMoveset(Moves.SPLASH); + .enemySpecies(SpeciesId.MAGIKARP) + .enemyAbility(AbilityId.BALL_FETCH) + .enemyMoveset(MoveId.SPLASH); }); it("should activate the ability of the faster Pokemon first", async () => { - game.override.enemyLevel(100).ability(Abilities.DRIZZLE).enemyAbility(Abilities.DROUGHT); - await game.classicMode.startBattle([Species.SLOWPOKE]); + game.override.enemyLevel(100).ability(AbilityId.DRIZZLE).enemyAbility(AbilityId.DROUGHT); + await game.classicMode.startBattle([SpeciesId.SLOWPOKE]); // Enemy's ability should activate first, so sun ends up replaced with rain expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN); @@ -45,12 +45,12 @@ describe("Ability Activation Order", () => { game.override .startingLevel(25) .enemyLevel(50) - .enemySpecies(Species.MAGIKARP) - .enemyAbility(Abilities.DROUGHT) - .ability(Abilities.DRIZZLE) + .enemySpecies(SpeciesId.MAGIKARP) + .enemyAbility(AbilityId.DROUGHT) + .ability(AbilityId.DRIZZLE) .startingHeldItems([{ name: "BASE_STAT_BOOSTER", type: Stat.SPD, count: 100 }]); - await game.classicMode.startBattle([Species.MAGIKARP]); + await game.classicMode.startBattle([SpeciesId.MAGIKARP]); expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY); }); @@ -58,24 +58,24 @@ describe("Ability Activation Order", () => { game.override .startingLevel(35) .enemyLevel(50) - .enemySpecies(Species.DITTO) - .enemyAbility(Abilities.DROUGHT) - .ability(Abilities.DRIZZLE) + .enemySpecies(SpeciesId.DITTO) + .enemyAbility(AbilityId.DROUGHT) + .ability(AbilityId.DRIZZLE) .startingHeldItems([{ name: "SPECIES_STAT_BOOSTER", type: "QUICK_POWDER" }]); - await game.classicMode.startBattle([Species.DITTO]); + await game.classicMode.startBattle([SpeciesId.DITTO]); expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY); }); - it("should activate priority abilities first", async () => { + it("should activate priority AbilityId first", async () => { game.override .startingLevel(1) .enemyLevel(100) - .enemySpecies(Species.ACCELGOR) - .enemyAbility(Abilities.DROUGHT) - .ability(Abilities.NEUTRALIZING_GAS); + .enemySpecies(SpeciesId.ACCELGOR) + .enemyAbility(AbilityId.DROUGHT) + .ability(AbilityId.NEUTRALIZING_GAS); - await game.classicMode.startBattle([Species.SLOWPOKE]); + await game.classicMode.startBattle([SpeciesId.SLOWPOKE]); expect(game.scene.arena.weather).toBeUndefined(); }); @@ -83,12 +83,12 @@ describe("Ability Activation Order", () => { game.override .startingLevel(35) .enemyLevel(50) - .enemySpecies(Species.MAGIKARP) - .enemyAbility(Abilities.SLOW_START) - .enemyPassiveAbility(Abilities.DROUGHT) - .ability(Abilities.DRIZZLE); + .enemySpecies(SpeciesId.MAGIKARP) + .enemyAbility(AbilityId.SLOW_START) + .enemyPassiveAbility(AbilityId.DROUGHT) + .ability(AbilityId.DRIZZLE); - await game.classicMode.startBattle([Species.MAGIKARP]); + await game.classicMode.startBattle([SpeciesId.MAGIKARP]); // Slow start activates and makes enemy slower, so drought activates after drizzle expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY); });