import { BattlerIndex } from "#enums/battler-index"; import { AbilityId } from "#enums/ability-id"; import { MoveId } from "#enums/move-id"; import { SpeciesId } from "#enums/species-id"; import { Stat } from "#enums/stat"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; describe("Abilities - Beast Boost", () => { 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("single") .enemySpecies(SpeciesId.BULBASAUR) .enemyAbility(AbilityId.BEAST_BOOST) .ability(AbilityId.BEAST_BOOST) .startingLevel(2000) .moveset([MoveId.FLAMETHROWER]) .enemyMoveset(MoveId.SPLASH); }); it("should prefer highest stat to boost its corresponding stat stage by 1 when winning a battle", async () => { await game.classicMode.startBattle([SpeciesId.SLOWBRO]); const playerPokemon = game.scene.getPlayerPokemon()!; // Set the pokemon's highest stat to DEF, so it should be picked by Beast Boost vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 100, 1000, 200, 100, 100]); console.log(playerPokemon.stats); expect(playerPokemon.getStatStage(Stat.DEF)).toBe(0); game.move.select(MoveId.FLAMETHROWER); await game.phaseInterceptor.to("VictoryPhase"); expect(playerPokemon.getStatStage(Stat.DEF)).toBe(1); }); it("should use in-battle overriden stats when determining the stat stage to raise by 1", async () => { game.override.enemyMoveset([MoveId.GUARD_SPLIT]); await game.classicMode.startBattle([SpeciesId.SLOWBRO]); const playerPokemon = game.scene.getPlayerPokemon()!; // If the opponent uses Guard Split, the pokemon's second highest stat (SPATK) should be chosen vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 100, 201, 200, 100, 100]); expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0); game.move.select(MoveId.FLAMETHROWER); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to("VictoryPhase"); expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1); }); it("should have order preference in case of stat ties", async () => { // Order preference follows the order of EFFECTIVE_STAT await game.classicMode.startBattle([SpeciesId.SLOWBRO]); const playerPokemon = game.scene.getPlayerPokemon()!; // Set up tie between SPATK, SPDEF, and SPD, where SPATK should win vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 1, 1, 100, 100, 100]); expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0); game.move.select(MoveId.FLAMETHROWER); await game.phaseInterceptor.to("VictoryPhase"); expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1); }); });