import { AbilityId } from "#enums/ability-id"; import { MoveId } from "#enums/move-id"; import { SpeciesId } from "#enums/species-id"; import { MoveResult, PokemonMove } from "#app/field/pokemon"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import { StatusEffect } from "#app/enums/status-effect"; import { BattlerIndex } from "#app/battle"; import { RandomMoveAttr } from "#app/data/moves/move"; import { allMoves } from "#app/data/data-lists"; describe("Moves - Sketch", () => { 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 .ability(AbilityId.BALL_FETCH) .battleStyle("single") .disableCrits() .enemySpecies(SpeciesId.SHUCKLE) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset(MoveId.SPLASH); }); it("Sketch should not fail even if a previous Sketch failed to retrieve a valid move and ran out of PP", async () => { await game.classicMode.startBattle([SpeciesId.REGIELEKI]); const playerPokemon = game.scene.getPlayerPokemon()!; // can't use normal moveset override because we need to check moveset changes playerPokemon.moveset = [new PokemonMove(MoveId.SKETCH), new PokemonMove(MoveId.SKETCH)]; game.move.select(MoveId.SKETCH); await game.phaseInterceptor.to("TurnEndPhase"); expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.FAIL); const moveSlot0 = playerPokemon.getMoveset()[0]!; expect(moveSlot0.moveId).toBe(MoveId.SKETCH); expect(moveSlot0.getPpRatio()).toBe(0); await game.toNextTurn(); game.move.select(MoveId.SKETCH); await game.phaseInterceptor.to("TurnEndPhase"); expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); expect(playerPokemon.moveset[0]?.moveId).toBe(MoveId.SPLASH); expect(playerPokemon.moveset[1]?.moveId).toBe(MoveId.SKETCH); }); it("Sketch should retrieve the most recent valid move from its target history", async () => { game.override.enemyStatusEffect(StatusEffect.PARALYSIS); await game.classicMode.startBattle([SpeciesId.REGIELEKI]); const playerPokemon = game.scene.getPlayerPokemon()!; const enemyPokemon = game.scene.getEnemyPokemon()!; playerPokemon.moveset = [new PokemonMove(MoveId.SKETCH), new PokemonMove(MoveId.GROWL)]; game.move.select(MoveId.GROWL); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.move.forceStatusActivation(false); await game.phaseInterceptor.to("TurnEndPhase"); expect(enemyPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); await game.toNextTurn(); game.move.select(MoveId.SKETCH); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.move.forceStatusActivation(true); await game.phaseInterceptor.to("TurnEndPhase"); expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); expect(playerPokemon.moveset[0]?.moveId).toBe(MoveId.SPLASH); expect(playerPokemon.moveset[1]?.moveId).toBe(MoveId.GROWL); }); it("should sketch moves that call other moves", async () => { const randomMoveAttr = allMoves[MoveId.METRONOME].findAttr( attr => attr instanceof RandomMoveAttr, ) as RandomMoveAttr; vi.spyOn(randomMoveAttr, "getMoveOverride").mockReturnValue(MoveId.FALSE_SWIPE); game.override.enemyMoveset([MoveId.METRONOME]); await game.classicMode.startBattle([SpeciesId.REGIELEKI]); const playerPokemon = game.scene.getPlayerPokemon()!; playerPokemon.moveset = [new PokemonMove(MoveId.SKETCH)]; // Opponent uses Metronome -> False Swipe, then player uses Sketch, which should sketch Metronome game.move.select(MoveId.SKETCH); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to("TurnEndPhase"); expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); expect(playerPokemon.moveset[0]?.moveId).toBe(MoveId.METRONOME); expect(playerPokemon.hp).toBeLessThan(playerPokemon.getMaxHp()); // Make sure opponent actually used False Swipe }); });