import { AbilityId } from "#enums/ability-id"; import { MoveId } from "#enums/move-id"; import { Nature } from "#enums/nature"; import { SpeciesId } from "#enums/species-id"; import { Stat } from "#enums/stat"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { BattlerIndex } from "#enums/battler-index"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; describe("Abilities - Protosynthesis", () => { 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, MoveId.TACKLE]) .ability(AbilityId.PROTOSYNTHESIS) .battleStyle("single") .criticalHits(false) .enemySpecies(SpeciesId.MAGIKARP) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset(MoveId.SPLASH); }); it("should not consider temporary items when determining which stat to boost", async () => { // Mew has uniform base stats game.override .startingModifier([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.DEF }]) .enemyMoveset(MoveId.SUNNY_DAY) .startingLevel(100) .enemyLevel(100); await game.classicMode.startBattle([SpeciesId.MEW]); const mew = game.scene.getPlayerPokemon()!; // Nature of starting mon is randomized. We need to fix it to a neutral nature for the automated test. mew.setNature(Nature.HARDY); const enemy = game.scene.getEnemyPokemon()!; const def_before_boost = mew.getEffectiveStat( Stat.DEF, undefined, undefined, false, undefined, undefined, false, false, true, ); const atk_before_boost = mew.getEffectiveStat( Stat.ATK, undefined, undefined, false, undefined, undefined, false, false, true, ); const initialHp = enemy.hp; game.move.select(MoveId.TACKLE); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toNextTurn(); const unboosted_dmg = initialHp - enemy.hp; enemy.hp = initialHp; const def_after_boost = mew.getEffectiveStat( Stat.DEF, undefined, undefined, false, undefined, undefined, false, false, true, ); const atk_after_boost = mew.getEffectiveStat( Stat.ATK, undefined, undefined, false, undefined, undefined, false, false, true, ); game.move.select(MoveId.TACKLE); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toNextTurn(); const boosted_dmg = initialHp - enemy.hp; expect(boosted_dmg).toBeGreaterThan(unboosted_dmg); expect(def_after_boost).toEqual(def_before_boost); expect(atk_after_boost).toBeGreaterThan(atk_before_boost); }); });