import { BattlerIndex } from "#enums/battler-index"; import { MoveResult } from "#enums/move-result"; import { toDmgValue } from "#app/utils/common"; import { AbilityId } from "#enums/ability-id"; 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 - Revival Blessing", () => { 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, MoveId.REVIVAL_BLESSING, MoveId.MEMENTO]) .ability(AbilityId.BALL_FETCH) .battleStyle("single") .criticalHits(false) .enemySpecies(SpeciesId.MAGIKARP) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset(MoveId.SPLASH); }); it("should revive a selected fainted Pokemon when used by the player", async () => { await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MAGIKARP]); game.move.select(MoveId.MEMENTO); game.doSelectPartyPokemon(1, "SwitchPhase"); await game.toNextTurn(); const player = game.scene.getPlayerPokemon()!; expect(player.species.speciesId).toBe(SpeciesId.MAGIKARP); game.move.select(MoveId.REVIVAL_BLESSING); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); game.doSelectPartyPokemon(1, "RevivalBlessingPhase"); await game.phaseInterceptor.to("MoveEndPhase", false); const revivedPokemon = game.scene.getPlayerParty()[1]; expect(revivedPokemon.status?.effect).toBeFalsy(); expect(revivedPokemon.hp).toBe(Math.floor(revivedPokemon.getMaxHp() / 2)); }); it("should revive a random fainted enemy when used by an enemy Trainer", async () => { game.override.enemyMoveset(MoveId.REVIVAL_BLESSING).startingWave(8); await game.classicMode.startBattle([SpeciesId.MAGIKARP]); game.move.select(MoveId.SPLASH); await game.doKillOpponents(); await game.toNextTurn(); game.move.select(MoveId.SPLASH); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to("MoveEndPhase", false); const revivedPokemon = game.scene.getEnemyParty()[1]; expect(revivedPokemon.status?.effect).toBeFalsy(); expect(revivedPokemon.hp).toBe(Math.floor(revivedPokemon.getMaxHp() / 2)); }); it("should fail when there are no fainted Pokemon to target", async () => { await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MAGIKARP]); game.move.select(MoveId.REVIVAL_BLESSING); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.phaseInterceptor.to("MoveEndPhase", false); const player = game.scene.getPlayerPokemon()!; expect(player.getLastXMoves()[0].result).toBe(MoveResult.FAIL); }); it("should revive a player pokemon and immediately send it back out if used in the same turn it fainted in doubles", async () => { game.override .battleStyle("double") .enemyMoveset([MoveId.SPLASH, MoveId.FISSURE]) .enemyAbility(AbilityId.NO_GUARD) .enemyLevel(100); await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC, SpeciesId.GYARADOS]); const feebas = game.scene.getPlayerField()[0]; game.move.select(MoveId.SPLASH); game.move.select(MoveId.REVIVAL_BLESSING, 1); await game.move.selectEnemyMove(MoveId.FISSURE, BattlerIndex.PLAYER); await game.move.selectEnemyMove(MoveId.SPLASH); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]); await game.phaseInterceptor.to("MoveEndPhase"); await game.phaseInterceptor.to("MoveEndPhase"); expect(feebas.isFainted()).toBe(true); game.doSelectPartyPokemon(0, "RevivalBlessingPhase"); await game.toNextTurn(); expect(feebas.isFainted()).toBe(false); expect(feebas.hp).toBe(toDmgValue(0.5 * feebas.getMaxHp())); expect(game.scene.getPlayerField()[0]).toBe(feebas); }); it("should not summon multiple pokemon to the same slot when reviving the enemy ally in doubles", async () => { game.override .battleStyle("double") .enemyMoveset([MoveId.REVIVAL_BLESSING]) .moveset([MoveId.SPLASH]) .startingWave(25); // 2nd rival battle - must have 3+ pokemon await game.classicMode.startBattle([SpeciesId.ARCEUS, SpeciesId.GIRATINA]); const enemyFainting = game.scene.getEnemyField()[0]; game.move.select(MoveId.SPLASH, 0); game.move.select(MoveId.SPLASH, 1); await game.killPokemon(enemyFainting); await game.phaseInterceptor.to("BerryPhase"); await game.toNextTurn(); // If there are incorrectly two switch phases into this slot, the fainted pokemon will end up in slot 3 // Make sure it's still in slot 1 expect(game.scene.getEnemyParty()[0]).toBe(enemyFainting); }); });