import { BattlerIndex } from "#enums/battler-index"; import { allMoves } from "#app/data/data-lists"; import { AbilityId } from "#enums/ability-id"; import { BattleType } from "#enums/battle-type"; 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, vi, type MockInstance } from "vitest"; import { MoveUseMode } from "#enums/move-use-mode"; describe("Moves - Fishious Rend & Bolt Beak", () => { let phaserGame: Phaser.Game; let game: GameManager; let powerSpy: MockInstance; 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") .battleType(BattleType.TRAINER) .criticalHits(false) .enemyLevel(100) .enemySpecies(SpeciesId.DRACOVISH) .enemyAbility(AbilityId.BALL_FETCH) .enemyMoveset(MoveId.SPLASH); powerSpy = vi.spyOn(allMoves[MoveId.BOLT_BEAK], "calculateBattlePower"); }); it.each<{ name: string; move: MoveId }>([ { name: "Bolt Beak", move: MoveId.BOLT_BEAK }, { name: "Fishious Rend", move: MoveId.FISHIOUS_REND }, ])("$name should double power if the user moves before the target", async ({ move }) => { powerSpy = vi.spyOn(allMoves[move], "calculateBattlePower"); await game.classicMode.startBattle([SpeciesId.FEEBAS]); // turn 1: enemy, then player (no boost) game.move.use(move); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.toNextTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power); // turn 2: player, then enemy (boost) game.move.use(move); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toEndOfTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2); }); it("should only consider the selected target in Double Battles", async () => { game.override.battleStyle("double"); await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC]); // Use move after everyone but P1 and enemy 1 have already moved game.move.use(MoveId.BOLT_BEAK, BattlerIndex.PLAYER, BattlerIndex.ENEMY); game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER_2); await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toEndOfTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.BOLT_BEAK].power * 2); }); it("should double power on the turn the target switches in", async () => { await game.classicMode.startBattle([SpeciesId.FEEBAS]); game.move.select(MoveId.BOLT_BEAK); game.forceEnemyToSwitch(); await game.toEndOfTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.BOLT_BEAK].power * 2); }); it("should double power on forced switch-induced sendouts", async () => { await game.classicMode.startBattle([SpeciesId.FEEBAS]); game.move.select(MoveId.BOLT_BEAK); await game.move.forceEnemyMove(MoveId.U_TURN); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.toEndOfTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.BOLT_BEAK].power * 2); }); it.each<{ type: string; allyMove: MoveId }>([ { type: "a Dancer-induced", allyMove: MoveId.FIERY_DANCE }, { type: "an Instructed", allyMove: MoveId.INSTRUCT }, ])("should double power if $type move is used as the target's first action that turn", async ({ allyMove }) => { game.override.battleStyle("double").enemyAbility(AbilityId.DANCER); powerSpy = vi.spyOn(allMoves[MoveId.FISHIOUS_REND], "calculateBattlePower"); await game.classicMode.startBattle([SpeciesId.DRACOVISH, SpeciesId.ARCTOZOLT]); // Simulate enemy having used splash last turn to allow Instruct to copy it const enemy = game.field.getEnemyPokemon(); enemy.pushMoveHistory({ move: MoveId.SPLASH, targets: [BattlerIndex.ENEMY], turn: game.scene.currentBattle.turn - 1, useMode: MoveUseMode.NORMAL, }); game.move.use(MoveId.FISHIOUS_REND, BattlerIndex.PLAYER, BattlerIndex.ENEMY); game.move.use(allyMove, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY); await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); await game.toEndOfTurn(); expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.FISHIOUS_REND].power); }); });