import { MoveId } from "#enums/move-id"; import { SpeciesId } from "#enums/species-id"; import { AbilityId } from "#enums/ability-id"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import { BattlerIndex } from "#enums/battler-index"; import { allAbilities } from "#app/data/data-lists"; import { allMoves } from "#app/data/data-lists"; import { MoveCategory } from "#enums/MoveCategory"; describe("Moves - Friend Guard", () => { let phaserGame: Phaser.Game; let game: GameManager; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override .battleStyle("double") .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset([MoveId.TACKLE, MoveId.SPLASH, MoveId.DRAGON_RAGE]) .enemySpecies(SpeciesId.SHUCKLE) .moveset([MoveId.SPLASH]) .startingLevel(100); }); it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => { await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]); const [player1, player2] = game.scene.getPlayerField(); const spy = vi.spyOn(player1, "getAttackDamage"); const enemy1 = game.scene.getEnemyField()[0]; game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH, 1); await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.SPLASH); await game.toNextTurn(); // Get the last return value from `getAttackDamage` const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; // Making sure the test is controlled; turn 1 damage is equal to base damage (after rounding) expect(turn1Damage).toBe( Math.floor( player1.getBaseDamage({ source: enemy1, move: allMoves[MoveId.TACKLE], moveCategory: MoveCategory.PHYSICAL }), ), ); vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH, 1); await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.SPLASH); await game.toNextTurn(); // Get the last return value from `getAttackDamage` const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; // With the ally's Friend Guard, damage should have been reduced from base damage by 25% expect(turn2Damage).toBe( Math.floor( player1.getBaseDamage({ source: enemy1, move: allMoves[MoveId.TACKLE], moveCategory: MoveCategory.PHYSICAL }) * 0.75, ), ); }); it("should NOT reduce damage to pokemon with friend guard", async () => { await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]); const player2 = game.scene.getPlayerField()[1]; const spy = vi.spyOn(player2, "getAttackDamage"); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH, 1); await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2); await game.move.selectEnemyMove(MoveId.SPLASH); await game.toNextTurn(); const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH, 1); await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2); await game.move.selectEnemyMove(MoveId.SPLASH); await game.toNextTurn(); const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; expect(turn2Damage).toBe(turn1Damage); }); it("should NOT reduce damage from fixed damage attacks", async () => { await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]); const [player1, player2] = game.scene.getPlayerField(); const spy = vi.spyOn(player1, "getAttackDamage"); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH, 1); await game.move.selectEnemyMove(MoveId.DRAGON_RAGE, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.SPLASH); await game.toNextTurn(); const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; expect(turn1Damage).toBe(40); vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH, 1); await game.move.selectEnemyMove(MoveId.DRAGON_RAGE, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.SPLASH); await game.toNextTurn(); const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; expect(turn2Damage).toBe(40); }); });