import { AbilityId } from "#enums/ability-id"; import { MoveId } from "#enums/move-id"; import { SpeciesId } from "#enums/species-id"; 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("Abilities - Vital Spirit", () => { 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.BALL_FETCH) .battleStyle("single") .criticalHits(false) .enemySpecies(SpeciesId.MAGIKARP) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset(MoveId.SPLASH); }); it("should remove sleep when gained", async () => { game.override .ability(AbilityId.INSOMNIA) .enemyAbility(AbilityId.BALL_FETCH) .moveset(MoveId.SKILL_SWAP) .enemyMoveset(MoveId.SPLASH); await game.classicMode.startBattle([SpeciesId.FEEBAS]); const enemy = game.scene.getEnemyPokemon(); enemy?.trySetStatus(StatusEffect.SLEEP); expect(enemy?.status?.effect).toBe(StatusEffect.SLEEP); game.move.select(MoveId.SKILL_SWAP); await game.phaseInterceptor.to("BerryPhase"); expect(enemy?.status).toBeNull(); }); });