import { MoveResult } from "#app/field/pokemon"; import { Abilities } from "#enums/abilities"; import { BattlerTagType } from "#enums/battler-tag-type"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; 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 - Rest", () => { 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([Moves.REST, Moves.SLEEP_TALK]) .ability(Abilities.BALL_FETCH) .battleStyle("single") .disableCrits() .enemySpecies(Species.EKANS) .enemyAbility(Abilities.BALL_FETCH) .enemyMoveset(Moves.SPLASH); }); it("should fully heal the user, cure its status and put it to sleep", async () => { await game.classicMode.startBattle([Species.SNORLAX]); const snorlax = game.scene.getPlayerPokemon()!; snorlax.hp = 1; snorlax.trySetStatus(StatusEffect.POISON); expect(snorlax.status?.effect).toBe(StatusEffect.POISON); game.move.select(Moves.REST); await game.phaseInterceptor.to("BerryPhase"); expect(snorlax.isFullHp()).toBe(true); expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP); }); it("should preserve non-volatile conditions", async () => { await game.classicMode.startBattle([Species.SNORLAX]); const snorlax = game.scene.getPlayerPokemon()!; snorlax.hp = 1; snorlax.addTag(BattlerTagType.CONFUSED, 999); game.move.select(Moves.REST); await game.phaseInterceptor.to("BerryPhase"); expect(snorlax.getTag(BattlerTagType.CONFUSED)).toBeDefined(); }); it.each<{ name: string; status?: StatusEffect; ability?: Abilities; dmg?: number }>([ { name: "is at full HP", dmg: 0 }, { name: "is affected by Electric Terrain", ability: Abilities.ELECTRIC_SURGE }, { name: "is affected by Misty Terrain", ability: Abilities.MISTY_SURGE }, { name: "has Comatose", ability: Abilities.COMATOSE }, ])("should fail if the user $name", async ({ status = StatusEffect.NONE, ability = Abilities.NONE, dmg = 1 }) => { game.override.ability(ability); await game.classicMode.startBattle([Species.SNORLAX]); const snorlax = game.scene.getPlayerPokemon()!; snorlax.trySetStatus(status); snorlax.hp = snorlax.getMaxHp() - dmg; game.move.select(Moves.REST); await game.phaseInterceptor.to("BerryPhase"); expect(snorlax.getLastXMoves()[0].result).toBe(MoveResult.FAIL); }); it("should fail if called while already asleep", async () => { await game.classicMode.startBattle([Species.SNORLAX]); const snorlax = game.scene.getPlayerPokemon()!; snorlax.hp = 1; snorlax.trySetStatus(StatusEffect.SLEEP); game.move.select(Moves.SLEEP_TALK); await game.phaseInterceptor.to("BerryPhase"); expect(snorlax.isFullHp()).toBe(false); expect(snorlax.status?.effect).toBeUndefined(); expect(snorlax.getLastXMoves().map(tm => tm.result)).toEqual([MoveResult.FAIL, MoveResult.SUCCESS]); }); it("should succeed if called the turn after waking up", async () => { await game.classicMode.startBattle([Species.SNORLAX]); const snorlax = game.scene.getPlayerPokemon()!; snorlax.hp = 1; expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP); snorlax.status!.sleepTurnsRemaining = 1; game.move.select(Moves.REST); await game.toNextTurn(); expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP); expect(snorlax.isFullHp()).toBe(true); expect(snorlax.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); expect(snorlax.status?.sleepTurnsRemaining).toBe(3); }); });