import { BattlerIndex } from "#enums/battler-index"; import { AbilityId } from "#enums/ability-id"; import { MoveResult } from "#enums/move-result"; import { MovePhase } from "#app/phases/move-phase"; import { MoveUseMode } from "#enums/move-use-mode"; 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 } from "vitest"; describe("Moves - After You", () => { 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 .battleStyle("double") .enemyLevel(5) .enemySpecies(SpeciesId.PIKACHU) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset(MoveId.SPLASH) .ability(AbilityId.BALL_FETCH) .moveset([MoveId.AFTER_YOU, MoveId.SPLASH]); }); it("makes the target move immediately after the user", async () => { await game.classicMode.startBattle([SpeciesId.REGIELEKI, SpeciesId.SHUCKLE]); game.move.select(MoveId.AFTER_YOU, 0, BattlerIndex.PLAYER_2); game.move.select(MoveId.SPLASH, 1); await game.phaseInterceptor.to("MoveEffectPhase"); await game.phaseInterceptor.to(MovePhase, false); const phase = game.scene.phaseManager.getCurrentPhase() as MovePhase; expect(phase.pokemon).toBe(game.scene.getPlayerField()[1]); await game.phaseInterceptor.to("MoveEndPhase"); }); it("fails if target already moved", async () => { game.override.enemySpecies(SpeciesId.SHUCKLE); await game.classicMode.startBattle([SpeciesId.REGIELEKI, SpeciesId.PIKACHU]); game.move.select(MoveId.SPLASH); game.move.select(MoveId.AFTER_YOU, 1, BattlerIndex.PLAYER); await game.phaseInterceptor.to("MoveEndPhase"); await game.phaseInterceptor.to("MoveEndPhase"); await game.phaseInterceptor.to(MovePhase); expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL); }); // TODO: Enable once rampaging moves and move queue are fixed. // Currently does literally nothing because `MoveUseMode` is overridden from move queue // within `MovePhase`, but should be enabled once that jank is removed it.todo("should maintain PP ignore status of rampaging moves", async () => { game.override.moveset([]); await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]); const [accelgor, rattata] = game.scene.getPlayerField(); expect(accelgor).toBeDefined(); expect(rattata).toBeDefined(); game.move.changeMoveset(accelgor, [MoveId.SPLASH, MoveId.AFTER_YOU]); game.move.changeMoveset(rattata, MoveId.OUTRAGE); game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER); game.move.select(MoveId.OUTRAGE, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to("TurnEndPhase"); const outrageMove = rattata.getMoveset().find(m => m.moveId === MoveId.OUTRAGE); expect(outrageMove?.ppUsed).toBe(1); game.move.select(MoveId.AFTER_YOU, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2); await game.phaseInterceptor.to("TurnEndPhase"); expect(accelgor.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); expect(outrageMove?.ppUsed).toBe(1); expect(rattata.getLastXMoves()[0]).toMatchObject({ move: MoveId.OUTRAGE, result: MoveResult.SUCCESS, useMode: MoveUseMode.IGNORE_PP, }); }); });