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("Moves - Nightmare", () => { 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.RATTATA) .enemyMoveset(MoveId.SPLASH) .enemyAbility(AbilityId.BALL_FETCH) .enemyStatusEffect(StatusEffect.SLEEP) .startingLevel(5) .moveset([MoveId.NIGHTMARE, MoveId.SPLASH]); }); it("lowers enemy hp by 1/4 each turn while asleep", async () => { await game.classicMode.startBattle([SpeciesId.HYPNO]); const enemyPokemon = game.scene.getEnemyPokemon()!; const enemyMaxHP = enemyPokemon.hp; game.move.select(MoveId.NIGHTMARE); await game.toNextTurn(); expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4)); // take a second turn to make sure damage occurs again game.move.select(MoveId.SPLASH); await game.toNextTurn(); expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4) - Math.floor(enemyMaxHP / 4)); }); });