import { SpeciesId } from "#enums/species-id"; import { MoveId } from "#enums/move-id"; import { AbilityId } from "#enums/ability-id"; import { BattlerIndex } from "#enums/battler-index"; import { WeatherType } from "#enums/weather-type"; import { MoveResult } from "#enums/move-result"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest"; import { MoveUseMode } from "#enums/move-use-mode"; describe("Moves - Quash", () => { 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") .enemyLevel(1) .enemySpecies(SpeciesId.SLOWPOKE) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset([MoveId.RAIN_DANCE, MoveId.SPLASH]) .ability(AbilityId.BALL_FETCH) .moveset([MoveId.QUASH, MoveId.SUNNY_DAY, MoveId.RAIN_DANCE, MoveId.SPLASH]); }); it("makes the target move last in a turn, ignoring priority", async () => { await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]); game.move.select(MoveId.QUASH, 0, BattlerIndex.PLAYER_2); game.move.select(MoveId.SUNNY_DAY, 1); await game.move.selectEnemyMove(MoveId.SPLASH); await game.move.selectEnemyMove(MoveId.RAIN_DANCE); await game.phaseInterceptor.to("TurnEndPhase", false); // will be sunny if player_2 moved last because of quash, rainy otherwise expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY); }); it("fails if the target has already moved", async () => { await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]); game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER); game.move.select(MoveId.QUASH, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER); await game.phaseInterceptor.to("MoveEndPhase"); await game.phaseInterceptor.to("MoveEndPhase"); expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL); }); // TODO: Enable once rampaging moves and move queue are fixed. // Currently does literally nothing because `MoveUseMode` is overridden from move queue // within `MovePhase`, but should be enabled once that jank is removed it.todo("should maintain PP ignore status of rampaging moves", async () => { game.override.moveset([]); await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]); const [accelgor, rattata] = game.scene.getPlayerField(); expect(accelgor).toBeDefined(); expect(rattata).toBeDefined(); game.move.changeMoveset(accelgor, [MoveId.SPLASH, MoveId.QUASH]); game.move.changeMoveset(rattata, MoveId.OUTRAGE); game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER); game.move.select(MoveId.OUTRAGE, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to("TurnEndPhase"); const outrageMove = rattata.getMoveset().find(m => m.moveId === MoveId.OUTRAGE); expect(outrageMove?.ppUsed).toBe(1); game.move.select(MoveId.QUASH, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to("TurnEndPhase"); expect(accelgor.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); expect(outrageMove?.ppUsed).toBe(1); expect(rattata.getLastXMoves()[0]).toMatchObject({ move: MoveId.OUTRAGE, result: MoveResult.SUCCESS, useMode: MoveUseMode.IGNORE_PP, }); }); it("makes multiple quashed targets move in speed order at the end of the turn", async () => { game.override.enemySpecies(SpeciesId.NINJASK).enemyLevel(100); await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]); // both users are quashed - rattata is slower so sun should be up at end of turn game.move.select(MoveId.RAIN_DANCE, 0); game.move.select(MoveId.SUNNY_DAY, 1); await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to("TurnEndPhase", false); expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY); }); it("respects trick room", async () => { game.override.enemyMoveset([MoveId.RAIN_DANCE, MoveId.SPLASH, MoveId.TRICK_ROOM]); await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]); game.move.select(MoveId.SPLASH, 0); game.move.select(MoveId.SPLASH, 1); await game.move.selectEnemyMove(MoveId.TRICK_ROOM); await game.move.selectEnemyMove(MoveId.SPLASH); await game.phaseInterceptor.to("TurnInitPhase"); // both users are quashed - accelgor should move last w/ TR so rain should be up at end of turn game.move.select(MoveId.RAIN_DANCE, 0); game.move.select(MoveId.SUNNY_DAY, 1); await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to("TurnEndPhase", false); expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN); }); });