import { MoveResult } from "#enums/move-result"; import { AbilityId } from "#enums/ability-id"; import { BattlerTagType } from "#enums/battler-tag-type"; import { MoveId } from "#enums/move-id"; import { SpeciesId } from "#enums/species-id"; import { Stat } from "#enums/stat"; import { StatusEffect } from "#enums/status-effect"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; describe("Move - Rest", () => { 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 .ability(AbilityId.BALL_FETCH) .battleStyle("single") .criticalHits(false) .enemySpecies(SpeciesId.EKANS) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset(MoveId.SPLASH); }); it("should fully heal the user, cure its prior status and put it to sleep", async () => { game.override.statusEffect(StatusEffect.POISON); await game.classicMode.startBattle([SpeciesId.SNORLAX]); const snorlax = game.field.getPlayerPokemon(); snorlax.hp = 1; expect(snorlax.status?.effect).toBe(StatusEffect.POISON); game.move.use(MoveId.REST); await game.toEndOfTurn(); expect(snorlax.hp).toBe(snorlax.getMaxHp()); expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP); }); it("should always last 3 turns", async () => { await game.classicMode.startBattle([SpeciesId.SNORLAX]); const snorlax = game.field.getPlayerPokemon(); snorlax.hp = 1; // Cf https://bulbapedia.bulbagarden.net/wiki/Rest_(move): // > The user is unable to use MoveId while asleep for 2 turns after the turn when Rest is used. game.move.use(MoveId.REST); await game.toNextTurn(); expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP); expect(snorlax.status?.sleepTurnsRemaining).toBe(3); game.move.use(MoveId.SWORDS_DANCE); await game.toNextTurn(); expect(snorlax.status?.sleepTurnsRemaining).toBe(2); game.move.use(MoveId.SWORDS_DANCE); await game.toNextTurn(); expect(snorlax.status?.sleepTurnsRemaining).toBe(1); game.move.use(MoveId.SWORDS_DANCE); await game.toNextTurn(); expect(snorlax.status?.effect).toBeUndefined(); expect(snorlax.getStatStage(Stat.ATK)).toBe(2); }); it("should preserve non-volatile status conditions", async () => { await game.classicMode.startBattle([SpeciesId.SNORLAX]); const snorlax = game.field.getPlayerPokemon(); snorlax.hp = 1; snorlax.addTag(BattlerTagType.CONFUSED, 999); game.move.use(MoveId.REST); await game.toEndOfTurn(); expect(snorlax.getTag(BattlerTagType.CONFUSED)).toBeDefined(); }); it.each<{ name: string; status?: StatusEffect; ability?: AbilityId; dmg?: number }>([ { name: "is at full HP", dmg: 0 }, { name: "is grounded on Electric Terrain", ability: AbilityId.ELECTRIC_SURGE }, { name: "is grounded on Misty Terrain", ability: AbilityId.MISTY_SURGE }, { name: "has Comatose", ability: AbilityId.COMATOSE }, ])("should fail if the user $name", async ({ status = StatusEffect.NONE, ability = AbilityId.NONE, dmg = 1 }) => { game.override.ability(ability).statusEffect(status); await game.classicMode.startBattle([SpeciesId.SNORLAX]); const snorlax = game.field.getPlayerPokemon(); snorlax.hp = snorlax.getMaxHp() - dmg; game.move.use(MoveId.REST); await game.toEndOfTurn(); expect(snorlax.getLastXMoves()[0].result).toBe(MoveResult.FAIL); }); it("should fail if called while already asleep", async () => { game.override.statusEffect(StatusEffect.SLEEP).moveset([MoveId.REST, MoveId.SLEEP_TALK]); await game.classicMode.startBattle([SpeciesId.SNORLAX]); const snorlax = game.field.getPlayerPokemon(); snorlax.hp = 1; // Need to use sleep talk here since you normally can't move while asleep game.move.select(MoveId.SLEEP_TALK); await game.toEndOfTurn(); expect(snorlax.isFullHp()).toBe(false); expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP); expect(snorlax.getLastXMoves(-1).map(tm => tm.result)).toEqual([MoveResult.FAIL, MoveResult.SUCCESS]); }); it("should succeed if called the same turn as the user wakes", async () => { game.override.statusEffect(StatusEffect.SLEEP); await game.classicMode.startBattle([SpeciesId.SNORLAX]); const snorlax = game.field.getPlayerPokemon(); snorlax.hp = 1; expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP); snorlax.status!.sleepTurnsRemaining = 1; game.move.use(MoveId.REST); await game.toNextTurn(); expect(snorlax.status!.effect).toBe(StatusEffect.SLEEP); expect(snorlax.isFullHp()).toBe(true); expect(snorlax.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); expect(snorlax.status!.sleepTurnsRemaining).toBeGreaterThan(1); }); });