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 { StatusEffect } from "#enums/status-effect"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import { allMoves } from "#app/data/data-lists"; import { BattlerTagType } from "#enums/battler-tag-type"; import { allAbilities } from "#app/data/data-lists"; describe("Abilities - Flower Veil", () => { 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]) .enemySpecies(SpeciesId.BULBASAUR) .ability(AbilityId.FLOWER_VEIL) .battleStyle("single") .criticalHits(false) .enemySpecies(SpeciesId.MAGIKARP) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset(MoveId.SPLASH); }); /*********************************************** * Tests for proper handling of status effects * ***********************************************/ it("should not prevent any source of self-inflicted status conditions", async () => { game.override .enemyMoveset([MoveId.TACKLE, MoveId.SPLASH]) .moveset([MoveId.REST, MoveId.SPLASH]) .startingHeldItems([{ name: "FLAME_ORB" }]); await game.classicMode.startBattle([SpeciesId.BULBASAUR]); const user = game.scene.getPlayerPokemon()!; game.move.select(MoveId.REST); await game.move.selectEnemyMove(MoveId.TACKLE); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.toNextTurn(); expect(user.status?.effect).toBe(StatusEffect.SLEEP); // remove sleep status so we can get burn from the orb user.resetStatus(); game.move.select(MoveId.SPLASH); await game.move.selectEnemyMove(MoveId.SPLASH); await game.toNextTurn(); expect(user.status?.effect).toBe(StatusEffect.BURN); }); it("should prevent drowsiness from yawn for a grass user and its grass allies", async () => { game.override.enemyMoveset([MoveId.YAWN]).moveset([MoveId.SPLASH]).battleStyle("double"); await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.BULBASAUR]); // Clear the ability of the ally to isolate the test const ally = game.scene.getPlayerField()[1]!; vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[AbilityId.BALL_FETCH]); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH); await game.move.selectEnemyMove(MoveId.YAWN, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.YAWN, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to("BerryPhase"); const user = game.scene.getPlayerPokemon()!; expect(user.getTag(BattlerTagType.DROWSY)).toBeFalsy(); expect(ally.getTag(BattlerTagType.DROWSY)).toBeFalsy(); }); it("should prevent status conditions from moves like Thunder Wave for a grass user and its grass allies", async () => { game.override.enemyMoveset([MoveId.THUNDER_WAVE]).moveset([MoveId.SPLASH]).battleStyle("double"); vi.spyOn(allMoves[MoveId.THUNDER_WAVE], "accuracy", "get").mockReturnValue(100); await game.classicMode.startBattle([SpeciesId.BULBASAUR]); game.move.select(MoveId.SPLASH); await game.move.selectEnemyMove(MoveId.THUNDER_WAVE); await game.toNextTurn(); expect(game.scene.getPlayerPokemon()!.status).toBeUndefined(); }); it("should not prevent status conditions for a non-grass user and its non-grass allies", async () => { game.override.enemyMoveset([MoveId.THUNDER_WAVE]).moveset([MoveId.SPLASH]).battleStyle("double"); await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]); const [user, ally] = game.scene.getPlayerField(); vi.spyOn(allMoves[MoveId.THUNDER_WAVE], "accuracy", "get").mockReturnValue(100); // Clear the ally ability to isolate the test vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[AbilityId.BALL_FETCH]); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH); await game.move.selectEnemyMove(MoveId.THUNDER_WAVE, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.THUNDER_WAVE, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to("BerryPhase"); expect(user.status?.effect).toBe(StatusEffect.PARALYSIS); expect(ally.status?.effect).toBe(StatusEffect.PARALYSIS); }); /******************************************* * Tests for proper handling of stat drops * *******************************************/ it("should prevent the status drops from enemies for the a grass user and its grass allies", async () => { game.override.enemyMoveset([MoveId.GROWL]).moveset([MoveId.SPLASH]).battleStyle("double"); await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.BULBASAUR]); const [user, ally] = game.scene.getPlayerField(); // Clear the ally ability to isolate the test vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[AbilityId.BALL_FETCH]); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH); await game.phaseInterceptor.to("BerryPhase"); expect(user.getStatStage(Stat.ATK)).toBe(0); expect(ally.getStatStage(Stat.ATK)).toBe(0); }); it("should not prevent status drops for a non-grass user and its non-grass allies", async () => { game.override.enemyMoveset([MoveId.GROWL]).moveset([MoveId.SPLASH]).battleStyle("double"); await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]); const [user, ally] = game.scene.getPlayerField(); // Clear the ally ability to isolate the test vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[AbilityId.BALL_FETCH]); game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH); await game.phaseInterceptor.to("BerryPhase"); expect(user.getStatStage(Stat.ATK)).toBe(-2); expect(ally.getStatStage(Stat.ATK)).toBe(-2); }); it("should not prevent self-inflicted stat drops from moves like Close Combat for a user or its allies", async () => { game.override.moveset([MoveId.CLOSE_COMBAT]).battleStyle("double"); await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.BULBASAUR]); const [user, ally] = game.scene.getPlayerField(); // Clear the ally ability to isolate the test vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[AbilityId.BALL_FETCH]); game.move.select(MoveId.CLOSE_COMBAT, 0, BattlerIndex.ENEMY); game.move.select(MoveId.CLOSE_COMBAT, 1, BattlerIndex.ENEMY_2); await game.phaseInterceptor.to("BerryPhase"); expect(user.getStatStage(Stat.DEF)).toBe(-1); expect(user.getStatStage(Stat.SPDEF)).toBe(-1); expect(ally.getStatStage(Stat.DEF)).toBe(-1); expect(ally.getStatStage(Stat.SPDEF)).toBe(-1); }); it("should prevent the drops while retaining the boosts from spicy extract", async () => { game.override.enemyMoveset([MoveId.SPICY_EXTRACT]).moveset([MoveId.SPLASH]); await game.classicMode.startBattle([SpeciesId.BULBASAUR]); const user = game.scene.getPlayerPokemon()!; game.move.select(MoveId.SPLASH); await game.phaseInterceptor.to("BerryPhase"); expect(user.getStatStage(Stat.ATK)).toBe(2); expect(user.getStatStage(Stat.DEF)).toBe(0); }); });