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Cleaned up safeguard test to not use outdated code; fixed rest of errors
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@ -64,12 +64,12 @@ describe("Moves - Baton Pass", () => {
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// round 1 - ai buffs
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// round 1 - ai buffs
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.NASTY_PLOT);
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await game.move.forceEnemyMove(Moves.NASTY_PLOT);
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await game.toNextTurn();
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await game.toNextTurn();
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// round 2 - baton pass
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// round 2 - baton pass
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.BATON_PASS);
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await game.move.forceEnemyMove(Moves.BATON_PASS);
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await game.phaseInterceptor.to("PostSummonPhase", false);
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await game.phaseInterceptor.to("PostSummonPhase", false);
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// check buffs are still there
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// check buffs are still there
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@ -138,17 +138,17 @@ describe("Moves - Glaive Rush", () => {
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player.hp = 1000;
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player.hp = 1000;
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game.move.select(Moves.PROTECT);
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game.move.select(Moves.PROTECT);
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await game.forceEnemyMove(Moves.GLAIVE_RUSH);
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await game.move.forceEnemyMove(Moves.GLAIVE_RUSH);
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await game.phaseInterceptor.to("TurnEndPhase");
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await game.phaseInterceptor.to("TurnEndPhase");
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game.move.select(Moves.SHADOW_SNEAK);
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game.move.select(Moves.SHADOW_SNEAK);
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await game.forceEnemyMove(Moves.GLAIVE_RUSH);
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await game.move.forceEnemyMove(Moves.GLAIVE_RUSH);
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await game.phaseInterceptor.to("TurnEndPhase");
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await game.phaseInterceptor.to("TurnEndPhase");
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const damagedHP1 = 1000 - enemy.hp;
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const damagedHP1 = 1000 - enemy.hp;
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enemy.hp = 1000;
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enemy.hp = 1000;
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game.move.select(Moves.SHADOW_SNEAK);
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game.move.select(Moves.SHADOW_SNEAK);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.move.forceEnemyMove(Moves.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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await game.phaseInterceptor.to("TurnEndPhase");
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const damagedHP2 = 1000 - enemy.hp;
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const damagedHP2 = 1000 - enemy.hp;
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@ -1,6 +1,5 @@
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import { BattlerIndex } from "#app/battle";
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import { BattlerIndex } from "#app/battle";
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import { PostDefendContactApplyStatusEffectAbAttr } from "#app/data/abilities/ability";
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import { PostDefendContactApplyStatusEffectAbAttr } from "#app/data/abilities/ability";
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import { allAbilities } from "#app/data/data-lists";
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import { Abilities } from "#app/enums/abilities";
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import { Abilities } from "#app/enums/abilities";
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import { StatusEffect } from "#app/enums/status-effect";
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import { StatusEffect } from "#app/enums/status-effect";
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import GameManager from "#test/testUtils/gameManager";
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import GameManager from "#test/testUtils/gameManager";
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@ -113,14 +112,14 @@ describe("Moves - Safeguard", () => {
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expect(enemyPokemon.status?.effect).toBe(StatusEffect.SLEEP);
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expect(enemyPokemon.status?.effect).toBe(StatusEffect.SLEEP);
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});
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});
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it("doesn't protect from self-inflicted via Rest or Flame Orb", async () => {
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it("doesn't protect from self-inflicted status from Rest or Flame Orb", async () => {
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game.override.enemyHeldItems([{ name: "FLAME_ORB" }]).enemyMoveset([Moves.SAFEGUARD, Moves.REST]);
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game.override.enemyHeldItems([{ name: "FLAME_ORB" }]);
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await game.classicMode.startBattle();
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await game.classicMode.startBattle();
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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enemyPokemon.hp = 1;
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enemyPokemon.hp = 1;
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SAFEGUARD);
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await game.move.forceEnemyMove(Moves.SAFEGUARD);
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await game.toNextTurn();
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await game.toNextTurn();
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expect(enemyPokemon.status?.effect).toBe(StatusEffect.BURN);
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expect(enemyPokemon.status?.effect).toBe(StatusEffect.BURN);
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@ -128,28 +127,24 @@ describe("Moves - Safeguard", () => {
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enemyPokemon.resetStatus();
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enemyPokemon.resetStatus();
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.REST);
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await game.move.forceEnemyMove(Moves.REST);
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await game.toNextTurn();
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await game.toNextTurn();
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expect(enemyPokemon.status?.effect).toBe(StatusEffect.SLEEP);
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expect(enemyPokemon.status?.effect).toBe(StatusEffect.SLEEP);
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});
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});
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it("protects from ability-inflicted status", async () => {
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it("protects from ability-inflicted status", async () => {
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game.override.ability(Abilities.STATIC).enemyMoveset([Moves.SAFEGUARD, Moves.TACKLE]);
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game.override.ability(Abilities.STATIC);
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vi.spyOn(
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vi.spyOn(PostDefendContactApplyStatusEffectAbAttr.prototype, "chance", "get").mockReturnValue(100);
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allAbilities[Abilities.STATIC].getAttrs(PostDefendContactApplyStatusEffectAbAttr)[0],
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"chance",
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"get",
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).mockReturnValue(100);
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await game.classicMode.startBattle();
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await game.classicMode.startBattle();
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SAFEGUARD);
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await game.move.forceEnemyMove(Moves.SAFEGUARD);
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await game.toNextTurn();
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await game.toNextTurn();
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.TACKLE);
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await game.move.forceEnemyMove(Moves.TACKLE);
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await game.toNextTurn();
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await game.toNextTurn();
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expect(enemyPokemon.status).toBeUndefined();
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expect(enemyPokemon.status).toBeUndefined();
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