import { allMoves } from "#app/data/moves/move"; import { Abilities } from "#enums/abilities"; 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 } from "vitest"; describe("Moves - Rollout", () => { 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.disableCrits(); game.override.battleStyle("single"); game.override.starterSpecies(Species.RATTATA); game.override.ability(Abilities.BALL_FETCH); game.override.enemySpecies(Species.BIDOOF); game.override.enemyAbility(Abilities.BALL_FETCH); game.override.startingLevel(100); game.override.enemyLevel(100); game.override.enemyMoveset(Moves.SPLASH); }); it("should double dmg on sequential uses but reset after 5", async () => { game.override.moveset(Moves.ROLLOUT); vi.spyOn(allMoves[Moves.ROLLOUT], "accuracy", "get").mockReturnValue(100); // always hit await game.startBattle(); const playerPkm = game.scene.getPlayerParty()[0]; vi.spyOn(playerPkm, "stats", "get").mockReturnValue([500000, 1, 1, 1, 1, 1]); // HP, ATK, DEF, SPATK, SPDEF, SPD const enemyPkm = game.scene.getEnemyParty()[0]; vi.spyOn(enemyPkm, "stats", "get").mockReturnValue([500000, 1, 1, 1, 1, 1]); // HP, ATK, DEF, SPATK, SPDEF, SPD let previousHp = enemyPkm.hp; const dmgHistory: number[] = []; for (let i = 0; i < 6; i++) { game.move.select(Moves.ROLLOUT); await game.toNextTurn(); dmgHistory.push(previousHp - enemyPkm.hp); previousHp = enemyPkm.hp; } const [turn1Dmg, turn2Dmg, turn3Dmg, turn4Dmg, turn5Dmg, turn6Dmg] = dmgHistory; // 2 sig figs precision is more than enough expect(turn2Dmg).toBeCloseTo(turn1Dmg * 2); expect(turn3Dmg).toBeCloseTo(turn2Dmg * 2); expect(turn4Dmg).toBeCloseTo(turn3Dmg * 2); expect(turn5Dmg).toBeCloseTo(turn4Dmg * 2); // reset on turn 6 expect(turn6Dmg).toBeCloseTo(turn1Dmg); }); });