import { BattlerIndex } from "#app/battle"; import { allMoves } from "#app/data/data-lists"; import { Abilities } from "#enums/abilities"; import { BattleType } from "#enums/battle-type"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi, type MockInstance } from "vitest"; describe.each<{ name: string; move: Moves }>([ { name: "Bolt Beak", move: Moves.BOLT_BEAK }, { name: "Fishious Rend", move: Moves.FISHIOUS_REND }, ])("Moves - $name", ({ move }) => { let phaserGame: Phaser.Game; let game: GameManager; let powerSpy: MockInstance; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override .moveset(move) .ability(Abilities.BALL_FETCH) .battleStyle("single") .battleType(BattleType.TRAINER) .disableCrits() .enemyLevel(100) .enemySpecies(Species.DRACOVISH) .enemyAbility(Abilities.BALL_FETCH) .enemyMoveset(Moves.SPLASH); powerSpy = vi.spyOn(allMoves[move], "calculateBattlePower"); }); it("should double power if the user moves before the target", async () => { await game.classicMode.startBattle([Species.FEEBAS]); // turn 1: enemy, then player (no boost) game.move.select(move); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.toNextTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power); // turn 2: player, then enemy (boost) game.move.select(move); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toNextTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2); }); it("should only consider the selected target in Double Battles", async () => { game.override.battleStyle("double").moveset([move, Moves.SPLASH]); await game.classicMode.startBattle([Species.FEEBAS, Species.MILOTIC]); // Use move after everyone but P1 and enemy 1 have already moved game.move.select(move, BattlerIndex.PLAYER, BattlerIndex.ENEMY); game.move.select(Moves.SPLASH, BattlerIndex.PLAYER_2); await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toNextTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2); }); it("should double power on the turn the target switches in", async () => { await game.classicMode.startBattle([Species.FEEBAS]); game.move.select(move); game.forceEnemyToSwitch(); await game.toNextTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2); }); // TODO: Verify behavior with Instruct/Dancer it.todo.each<{ type: string; allyMove: Moves }>([ { type: "a Dancer-induced", allyMove: Moves.FIERY_DANCE }, { type: "an Instructed", allyMove: Moves.INSTRUCT }, ])("should double power if $type move is used as the target's first action that turn", async ({ allyMove }) => { game.override.battleStyle("double").moveset([move, allyMove]).enemyAbility(Abilities.DANCER); await game.classicMode.startBattle([Species.DRACOVISH, Species.ARCTOZOLT]); // Simulate enemy having used splash last turn to allow Instruct to copy it const enemy = game.scene.getEnemyPokemon()!; enemy.pushMoveHistory({ move: Moves.SPLASH, targets: [BattlerIndex.ENEMY], turn: game.scene.currentBattle.turn - 1, }); game.move.select(move, BattlerIndex.PLAYER, BattlerIndex.ENEMY); game.move.select(allyMove, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY); await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); await game.toNextTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power); }); });