import { TurnStartPhase } from "#app/phases/turn-start-phase"; import { MoveId } from "#enums/move-id"; import { SpeciesId } from "#enums/species-id"; import { StatusEffect } from "#enums/status-effect"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; describe("Moves - Fusion Flare", () => { let phaserGame: Phaser.Game; let game: GameManager; const fusionFlare = MoveId.FUSION_FLARE; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override .moveset([fusionFlare]) .startingLevel(1) .enemySpecies(SpeciesId.RATTATA) .enemyMoveset(MoveId.REST) .battleStyle("single") .startingWave(97) .criticalHits(false); }); it("should thaw freeze status condition", async () => { await game.classicMode.startBattle([SpeciesId.RESHIRAM]); const partyMember = game.scene.getPlayerPokemon()!; game.move.select(fusionFlare); await game.phaseInterceptor.to(TurnStartPhase, false); // Inflict freeze quietly and check if it was properly inflicted partyMember.trySetStatus(StatusEffect.FREEZE, false); expect(partyMember.status!.effect).toBe(StatusEffect.FREEZE); await game.toNextTurn(); // Check if FUSION_FLARE thawed freeze expect(partyMember.status?.effect).toBeUndefined(); }); });