import { Stat } from "#enums/stat"; import { BattlerIndex } from "#enums/battler-index"; import { AbilityId } from "#enums/ability-id"; import { TurnEndPhase } from "#app/phases/turn-end-phase"; import { MoveId } from "#enums/move-id"; import { SpeciesId } from "#enums/species-id"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest"; describe("Moves - Follow Me", () => { 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") .starterSpecies(SpeciesId.AMOONGUSS) .ability(AbilityId.BALL_FETCH) .enemySpecies(SpeciesId.SNORLAX) .startingLevel(100) .enemyLevel(100) .moveset([MoveId.FOLLOW_ME, MoveId.RAGE_POWDER, MoveId.SPOTLIGHT, MoveId.QUICK_ATTACK]) .enemyMoveset([MoveId.TACKLE, MoveId.FOLLOW_ME, MoveId.SPLASH]); }); test("move should redirect enemy attacks to the user", async () => { await game.classicMode.startBattle([SpeciesId.AMOONGUSS, SpeciesId.CHARIZARD]); const playerPokemon = game.scene.getPlayerField(); game.move.select(MoveId.FOLLOW_ME); game.move.select(MoveId.QUICK_ATTACK, 1, BattlerIndex.ENEMY); // Force both enemies to target the player Pokemon that did not use Follow Me await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2); await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to(TurnEndPhase, false); expect(playerPokemon[0].hp).toBeLessThan(playerPokemon[0].getMaxHp()); expect(playerPokemon[1].hp).toBe(playerPokemon[1].getMaxHp()); }); test("move should redirect enemy attacks to the first ally that uses it", async () => { await game.classicMode.startBattle([SpeciesId.AMOONGUSS, SpeciesId.CHARIZARD]); const playerPokemon = game.scene.getPlayerField(); game.move.select(MoveId.FOLLOW_ME); game.move.select(MoveId.FOLLOW_ME, 1); // Each player is targeted by an enemy await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to(TurnEndPhase, false); playerPokemon.sort((a, b) => a.getEffectiveStat(Stat.SPD) - b.getEffectiveStat(Stat.SPD)); expect(playerPokemon[1].hp).toBeLessThan(playerPokemon[1].getMaxHp()); expect(playerPokemon[0].hp).toBe(playerPokemon[0].getMaxHp()); }); test("move effect should be bypassed by Stalwart", async () => { game.override.ability(AbilityId.STALWART).moveset([MoveId.QUICK_ATTACK]); await game.classicMode.startBattle([SpeciesId.AMOONGUSS, SpeciesId.CHARIZARD]); const enemyPokemon = game.scene.getEnemyField(); game.move.select(MoveId.QUICK_ATTACK, 0, BattlerIndex.ENEMY); game.move.select(MoveId.QUICK_ATTACK, 1, BattlerIndex.ENEMY_2); // Target doesn't need to be specified if the move is self-targeted await game.move.selectEnemyMove(MoveId.FOLLOW_ME); await game.move.selectEnemyMove(MoveId.SPLASH); await game.phaseInterceptor.to(TurnEndPhase, false); // If redirection was bypassed, both enemies should be damaged expect(enemyPokemon[0].hp).toBeLessThan(enemyPokemon[0].getMaxHp()); expect(enemyPokemon[1].hp).toBeLessThan(enemyPokemon[1].getMaxHp()); }); test("move effect should be bypassed by Snipe Shot", async () => { game.override.moveset([MoveId.SNIPE_SHOT]); await game.classicMode.startBattle([SpeciesId.AMOONGUSS, SpeciesId.CHARIZARD]); const enemyPokemon = game.scene.getEnemyField(); game.move.select(MoveId.SNIPE_SHOT, 0, BattlerIndex.ENEMY); game.move.select(MoveId.SNIPE_SHOT, 1, BattlerIndex.ENEMY_2); await game.move.selectEnemyMove(MoveId.FOLLOW_ME); await game.move.selectEnemyMove(MoveId.SPLASH); await game.phaseInterceptor.to(TurnEndPhase, false); // If redirection was bypassed, both enemies should be damaged expect(enemyPokemon[0].hp).toBeLessThan(enemyPokemon[0].getMaxHp()); expect(enemyPokemon[1].hp).toBeLessThan(enemyPokemon[1].getMaxHp()); }); });