import { BattlerIndex } from "#enums/battler-index"; import { ArenaTagSide } from "#enums/arena-tag-side"; import { allAbilities } from "#app/data/data-lists"; import { ArenaTagType } from "#app/enums/arena-tag-type"; import { BattlerTagType } from "#app/enums/battler-tag-type"; import { Stat } from "#app/enums/stat"; import { StatusEffect } from "#app/enums/status-effect"; import { WeatherType } from "#app/enums/weather-type"; import { AbilityId } from "#enums/ability-id"; 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, it, vi } from "vitest"; describe("Abilities - Good As Gold", () => { 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 .moveset([MoveId.SPLASH]) .ability(AbilityId.GOOD_AS_GOLD) .battleStyle("single") .disableCrits() .enemySpecies(SpeciesId.MAGIKARP) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset(MoveId.SPLASH); }); it("should block normal status moves", async () => { game.override.enemyMoveset([MoveId.GROWL]); await game.classicMode.startBattle([SpeciesId.MAGIKARP]); const player = game.scene.getPlayerPokemon()!; game.move.select(MoveId.SPLASH, 0); await game.phaseInterceptor.to("BerryPhase"); expect(player.waveData.abilitiesApplied).toContain(AbilityId.GOOD_AS_GOLD); expect(player.getStatStage(Stat.ATK)).toBe(0); }); it("should block memento and prevent the user from fainting", async () => { game.override.enemyMoveset([MoveId.MEMENTO]); await game.classicMode.startBattle([SpeciesId.MAGIKARP]); game.move.select(MoveId.MEMENTO); await game.phaseInterceptor.to("BerryPhase"); expect(game.scene.getPlayerPokemon()!.isFainted()).toBe(false); expect(game.scene.getEnemyPokemon()?.getStatStage(Stat.ATK)).toBe(0); }); it("should not block any status moves that target the field, one side, or all pokemon", async () => { game.override .battleStyle("double") .enemyMoveset([MoveId.STEALTH_ROCK, MoveId.HAZE]) .moveset([MoveId.SWORDS_DANCE, MoveId.SAFEGUARD]); await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.FEEBAS]); const [good_as_gold, ball_fetch] = game.scene.getPlayerField(); // Force second pokemon to have ball fetch to isolate to a single mon. vi.spyOn(ball_fetch, "getAbility").mockReturnValue(allAbilities[AbilityId.BALL_FETCH]); game.move.select(MoveId.SWORDS_DANCE, 0); game.move.select(MoveId.SAFEGUARD, 1); await game.move.selectEnemyMove(MoveId.STEALTH_ROCK); await game.move.selectEnemyMove(MoveId.HAZE); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); await game.phaseInterceptor.to("BerryPhase"); expect(good_as_gold.getAbility().id).toBe(AbilityId.GOOD_AS_GOLD); expect(good_as_gold.getStatStage(Stat.ATK)).toBe(0); expect(game.scene.arena.getTagOnSide(ArenaTagType.STEALTH_ROCK, ArenaTagSide.PLAYER)).toBeDefined(); expect(game.scene.arena.getTagOnSide(ArenaTagType.SAFEGUARD, ArenaTagSide.PLAYER)).toBeDefined(); }); it("should not block field targeted effects in singles", async () => { game.override.battleStyle("single").enemyMoveset([MoveId.SPIKES]); await game.classicMode.startBattle([SpeciesId.MAGIKARP]); game.move.select(MoveId.SPLASH, 0); await game.phaseInterceptor.to("BerryPhase"); expect(game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.PLAYER)).toBeDefined(); }); it("should block the ally's helping hand", async () => { game.override.battleStyle("double").moveset([MoveId.HELPING_HAND, MoveId.TACKLE]); await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.FEEBAS]); game.move.select(MoveId.HELPING_HAND, 0); game.move.select(MoveId.TACKLE, 1); await game.phaseInterceptor.to("MoveEndPhase", true); expect(game.scene.getPlayerField()[1].getTag(BattlerTagType.HELPING_HAND)).toBeUndefined(); }); // TODO: re-enable when heal bell is fixed it.todo("should block the ally's heal bell, but only if the good as gold user is on the field", async () => { game.override.battleStyle("double").statusEffect(StatusEffect.BURN); await game.classicMode.startBattle([SpeciesId.MILOTIC, SpeciesId.FEEBAS, SpeciesId.ABRA]); const [milotic, feebas, abra] = game.scene.getPlayerParty(); game.field.mockAbility(milotic, AbilityId.GOOD_AS_GOLD); game.field.mockAbility(feebas, AbilityId.BALL_FETCH); game.field.mockAbility(abra, AbilityId.BALL_FETCH); // turn 1 game.move.use(MoveId.SPLASH, 0); game.move.use(MoveId.HEAL_BELL, 1); await game.toNextTurn(); expect(milotic.status?.effect).toBe(StatusEffect.BURN); game.doSwitchPokemon(2); game.move.use(MoveId.HEAL_BELL, 1); await game.toNextTurn(); expect(milotic.status?.effect).toBeUndefined(); }); it("should not block field targeted effects like rain dance", async () => { game.override.battleStyle("single").enemyMoveset([MoveId.RAIN_DANCE]); await game.classicMode.startBattle([SpeciesId.MAGIKARP]); game.move.use(MoveId.SPLASH, 0); await game.phaseInterceptor.to("BerryPhase"); expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN); }); });