import { BattlerIndex } from "#app/battle"; import { allAbilities } from "#app/data/ability"; import { Abilities } from "#app/enums/abilities"; import { Stat } from "#app/enums/stat"; import { WeatherType } from "#app/enums/weather-type"; import { TurnEndPhase } from "#app/phases/turn-end-phase"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; describe("Abilities - Flower Gift", () => { let phaserGame: Phaser.Game; let game: GameManager; const OVERCAST_FORM = 0; const SUNSHINE_FORM = 1; /** * Tests reverting to normal form when Cloud Nine/Air Lock is active on the field * @param {GameManager} game The game manager instance * @param {Abilities} ability The ability that is active on the field */ const testRevertFormAgainstAbility = async (game: GameManager, ability: Abilities) => { game.override.starterForms({ [Species.CASTFORM]: SUNSHINE_FORM }).enemyAbility(ability); await game.classicMode.startBattle([Species.CASTFORM]); game.move.select(Moves.SPLASH); expect(game.scene.getPlayerPokemon()?.formIndex).toBe(OVERCAST_FORM); }; /** * Tests damage dealt by a move used against a target before and after Flower Gift is activated. * @param game The game manager instance * @param move The move that should be used * @param allyAttacker True if the ally is attacking the enemy, false if the enemy is attacking the ally * @param ability The ability that the ally pokemon should have * @param enemyAbility The ability that the enemy pokemon should have * * @returns Two numbers, the first being the damage done to the target without flower gift active, the second being the damage done with flower gift active */ const testDamageDealt = async ( game: GameManager, move: Moves, allyAttacker: boolean, allyAbility = Abilities.BALL_FETCH, enemyAbility = Abilities.BALL_FETCH, ): Promise<[number, number]> => { game.override.battleType("double"); game.override.moveset([Moves.SPLASH, Moves.SUNNY_DAY, move, Moves.HEAL_PULSE]); game.override.enemyMoveset([Moves.SPLASH, Moves.HEAL_PULSE]); const target_index = allyAttacker ? BattlerIndex.ENEMY : BattlerIndex.PLAYER_2; const attacker_index = allyAttacker ? BattlerIndex.PLAYER_2 : BattlerIndex.ENEMY; const ally_move = allyAttacker ? move : Moves.SPLASH; const enemy_move = allyAttacker ? Moves.SPLASH : move; const ally_target = allyAttacker ? BattlerIndex.ENEMY : null; await game.classicMode.startBattle([Species.CHERRIM, Species.MAGIKARP]); const target = allyAttacker ? game.scene.getEnemyField()[0] : game.scene.getPlayerField()[1]; const initialHp = target.getMaxHp(); // Override the ability for the target and attacker only vi.spyOn(game.scene.getPlayerField()[1], "getAbility").mockReturnValue(allAbilities[allyAbility]); vi.spyOn(game.scene.getEnemyField()[0], "getAbility").mockReturnValue(allAbilities[enemyAbility]); // turn 1 game.move.select(Moves.SUNNY_DAY, 0); game.move.select(ally_move, 1, ally_target); await game.forceEnemyMove(enemy_move, BattlerIndex.PLAYER_2); await game.forceEnemyMove(Moves.SPLASH); // Ensure sunny day is used last. await game.setTurnOrder([attacker_index, target_index, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER]); await game.phaseInterceptor.to(TurnEndPhase); const damageWithoutGift = initialHp - target.hp; target.hp = initialHp; // turn 2. Make target use recover to reset hp calculation. game.move.select(Moves.SPLASH, 0, target_index); game.move.select(ally_move, 1, ally_target); await game.forceEnemyMove(enemy_move, BattlerIndex.PLAYER_2); await game.forceEnemyMove(Moves.SPLASH); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, target_index, attacker_index]); await game.phaseInterceptor.to(TurnEndPhase); const damageWithGift = initialHp - target.hp; return [damageWithoutGift, damageWithGift]; }; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override .moveset([Moves.SPLASH, Moves.SUNSTEEL_STRIKE, Moves.SUNNY_DAY, Moves.MUD_SLAP]) .enemySpecies(Species.MAGIKARP) .enemyMoveset(Moves.SPLASH) .enemyAbility(Abilities.BALL_FETCH) .enemyLevel(100) .startingLevel(100); }); it("increases the ATK and SPDEF stat stages of the Pokémon with this Ability and its allies by 1.5× during Harsh Sunlight", async () => { game.override.battleType("double"); await game.classicMode.startBattle([Species.CHERRIM, Species.MAGIKARP]); const [cherrim, magikarp] = game.scene.getPlayerField(); const cherrimAtkStat = cherrim.getEffectiveStat(Stat.ATK); const cherrimSpDefStat = cherrim.getEffectiveStat(Stat.SPDEF); const magikarpAtkStat = magikarp.getEffectiveStat(Stat.ATK); const magikarpSpDefStat = magikarp.getEffectiveStat(Stat.SPDEF); game.move.select(Moves.SUNNY_DAY, 0); game.move.select(Moves.SPLASH, 1); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); await game.phaseInterceptor.to("TurnEndPhase"); expect(cherrim.formIndex).toBe(SUNSHINE_FORM); expect(cherrim.getEffectiveStat(Stat.ATK)).toBe(Math.floor(cherrimAtkStat * 1.5)); expect(cherrim.getEffectiveStat(Stat.SPDEF)).toBe(Math.floor(cherrimSpDefStat * 1.5)); expect(magikarp.getEffectiveStat(Stat.ATK)).toBe(Math.floor(magikarpAtkStat * 1.5)); expect(magikarp.getEffectiveStat(Stat.SPDEF)).toBe(Math.floor(magikarpSpDefStat * 1.5)); }); it("should not increase the damage of an ally using an ability ignoring move", async () => { const [damageWithGift, damageWithoutGift] = await testDamageDealt(game, Moves.SUNSTEEL_STRIKE, true); expect(damageWithGift).toBe(damageWithoutGift); }); it("should not increase the damage of a mold breaker ally", async () => { const [damageWithGift, damageWithoutGift] = await testDamageDealt(game, Moves.TACKLE, true, Abilities.MOLD_BREAKER); expect(damageWithGift).toBe(damageWithoutGift); }); it("should decrease the damage an ally takes from a special attack", async () => { const [damageWithoutGift, damageWithGift] = await testDamageDealt(game, Moves.MUD_SLAP, false); expect(damageWithGift).toBeLessThan(damageWithoutGift); }); it("should not decrease the damage an ally takes from a mold breaker enemy using a special attack", async () => { const [damageWithoutGift, damageWithGift] = await testDamageDealt( game, Moves.MUD_SLAP, false, Abilities.BALL_FETCH, Abilities.MOLD_BREAKER, ); expect(damageWithGift).toBe(damageWithoutGift); }); it("changes the Pokemon's form during Harsh Sunlight", async () => { game.override.weather(WeatherType.HARSH_SUN); await game.classicMode.startBattle([Species.CHERRIM]); const cherrim = game.scene.getPlayerPokemon()!; expect(cherrim.formIndex).toBe(SUNSHINE_FORM); game.move.select(Moves.SPLASH); }); it("reverts to Overcast Form if a Pokémon on the field has Air Lock", async () => { await testRevertFormAgainstAbility(game, Abilities.AIR_LOCK); }); it("reverts to Overcast Form if a Pokémon on the field has Cloud Nine", async () => { await testRevertFormAgainstAbility(game, Abilities.CLOUD_NINE); }); it("reverts to Overcast Form when the Pokémon loses Flower Gift, changes form under Harsh Sunlight/Sunny when it regains it", async () => { game.override.enemyMoveset([Moves.SKILL_SWAP]).weather(WeatherType.HARSH_SUN); game.override.moveset([Moves.SKILL_SWAP]); await game.classicMode.startBattle([Species.CHERRIM]); const cherrim = game.scene.getPlayerPokemon()!; game.move.select(Moves.SKILL_SWAP); await game.phaseInterceptor.to("TurnStartPhase"); expect(cherrim.formIndex).toBe(SUNSHINE_FORM); await game.phaseInterceptor.to("MoveEndPhase"); expect(cherrim.formIndex).toBe(OVERCAST_FORM); await game.phaseInterceptor.to("MoveEndPhase"); expect(cherrim.formIndex).toBe(SUNSHINE_FORM); }); it("reverts to Overcast Form when the Flower Gift is suppressed, changes form under Harsh Sunlight/Sunny when it regains it", async () => { game.override.enemyMoveset([Moves.GASTRO_ACID]).weather(WeatherType.HARSH_SUN); await game.classicMode.startBattle([Species.CHERRIM, Species.MAGIKARP]); const cherrim = game.scene.getPlayerPokemon()!; expect(cherrim.formIndex).toBe(SUNSHINE_FORM); game.move.select(Moves.SPLASH); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to("TurnEndPhase"); expect(cherrim.summonData.abilitySuppressed).toBe(true); expect(cherrim.formIndex).toBe(OVERCAST_FORM); await game.toNextTurn(); game.doSwitchPokemon(1); await game.toNextTurn(); game.doSwitchPokemon(1); await game.phaseInterceptor.to("MovePhase"); expect(cherrim.summonData.abilitySuppressed).toBe(false); expect(cherrim.formIndex).toBe(SUNSHINE_FORM); }); it("should be in Overcast Form after the user is switched out", async () => { game.override.weather(WeatherType.SUNNY); await game.classicMode.startBattle([Species.CASTFORM, Species.MAGIKARP]); const cherrim = game.scene.getPlayerPokemon()!; expect(cherrim.formIndex).toBe(SUNSHINE_FORM); game.doSwitchPokemon(1); await game.toNextTurn(); expect(cherrim.formIndex).toBe(OVERCAST_FORM); }); });