import { allMoves } from "#app/data/data-lists"; import { StatusEffect } from "#app/enums/status-effect"; import { CommandPhase } from "#app/phases/command-phase"; 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("Moves - Sparkly Swirl", () => { 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 .enemySpecies(SpeciesId.SHUCKLE) .enemyLevel(100) .enemyMoveset(MoveId.SPLASH) .enemyAbility(AbilityId.BALL_FETCH) .moveset([MoveId.SPARKLY_SWIRL, MoveId.SPLASH]) .ability(AbilityId.BALL_FETCH); vi.spyOn(allMoves[MoveId.SPARKLY_SWIRL], "accuracy", "get").mockReturnValue(100); }); it("should cure status effect of the user, its ally, and all party pokemon", async () => { game.override.battleStyle("double").statusEffect(StatusEffect.BURN); await game.classicMode.startBattle([SpeciesId.RATTATA, SpeciesId.RATTATA, SpeciesId.RATTATA]); const [leftPlayer, rightPlayer, partyPokemon] = game.scene.getPlayerParty(); const leftOpp = game.scene.getEnemyPokemon()!; vi.spyOn(leftPlayer, "resetStatus"); vi.spyOn(rightPlayer, "resetStatus"); vi.spyOn(partyPokemon, "resetStatus"); game.move.select(MoveId.SPARKLY_SWIRL, 0, leftOpp.getBattlerIndex()); await game.phaseInterceptor.to(CommandPhase); game.move.select(MoveId.SPLASH, 1); await game.toNextTurn(); expect(leftPlayer.resetStatus).toHaveBeenCalledOnce(); expect(rightPlayer.resetStatus).toHaveBeenCalledOnce(); expect(partyPokemon.resetStatus).toHaveBeenCalledOnce(); expect(leftPlayer.status?.effect).toBeUndefined(); expect(rightPlayer.status?.effect).toBeUndefined(); expect(partyPokemon.status?.effect).toBeUndefined(); }); it("should not cure status effect of the target/target's allies", async () => { game.override.battleStyle("double").enemyStatusEffect(StatusEffect.BURN); await game.classicMode.startBattle([SpeciesId.RATTATA, SpeciesId.RATTATA]); const [leftOpp, rightOpp] = game.scene.getEnemyField(); vi.spyOn(leftOpp, "resetStatus"); vi.spyOn(rightOpp, "resetStatus"); game.move.select(MoveId.SPARKLY_SWIRL, 0, leftOpp.getBattlerIndex()); await game.phaseInterceptor.to(CommandPhase); game.move.select(MoveId.SPLASH, 1); await game.toNextTurn(); expect(leftOpp.resetStatus).toHaveBeenCalledTimes(0); expect(rightOpp.resetStatus).toHaveBeenCalledTimes(0); expect(leftOpp.status?.effect).toBeTruthy(); expect(rightOpp.status?.effect).toBeTruthy(); expect(leftOpp.status?.effect).toBe(StatusEffect.BURN); expect(rightOpp.status?.effect).toBe(StatusEffect.BURN); }); });