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* Run `npm audit fix` * Update Biome to 2.0.0 * Migrate `biome.jsonc` to 2.0 * Apply Biome and fix some suppression comments * Fix some suppression comments and update config * More config updates Added at "error": `noUnusedLabels`, `noThisInStatic` Changed `useDefaultParameterLast` from "off" to "warn" Changed `noDocumentCookie` (from recommended) from "warn" to "off" Changed `noExcessiveCognitiveComplexity` from "warn" to "info" * Add a bunch of rules * Apply Biome safe fixes * Apply Biome unsafe fixes * Remove irrelevant `useSelfClosingElements` rule * Upgrade already followed rules to "error" * Remove unnecessary type cast * Disable fixer for `useDefaultParameterLast` * Disable `useJsonImportAttribute` rule and revert changes * Fix `mockImage.ts` * ...there's a `@ts-nocheck` in this file * Use whole-file lint suppression comment in `version_converter.ts` * Add a couple comments to `biome.jsonc` * Remove ESLint packages and GitHub workflow
96 lines
3.8 KiB
TypeScript
96 lines
3.8 KiB
TypeScript
import { AbilityId } from "#enums/ability-id";
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import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { TurnStartPhase } from "#app/phases/turn-start-phase";
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describe("Abilities - Stall", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.battleStyle("single")
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.criticalHits(false)
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.enemySpecies(SpeciesId.REGIELEKI)
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.enemyAbility(AbilityId.STALL)
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.enemyMoveset(MoveId.QUICK_ATTACK)
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.moveset([MoveId.QUICK_ATTACK, MoveId.TACKLE]);
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});
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/**
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* References:
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* https://bulbapedia.bulbagarden.net/wiki/Stall_(Ability)
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* https://bulbapedia.bulbagarden.net/wiki/Priority
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*/
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it("Pokemon with Stall should move last in its priority bracket regardless of speed", async () => {
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await game.classicMode.startBattle([SpeciesId.SHUCKLE]);
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const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.move.select(MoveId.QUICK_ATTACK);
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await game.phaseInterceptor.to(TurnStartPhase, false);
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const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The player Pokemon (without Stall) goes first despite having lower speed than the opponent.
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// The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon.
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expect(speedOrder).toEqual([enemyIndex, playerIndex]);
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expect(commandOrder).toEqual([playerIndex, enemyIndex]);
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});
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it("Pokemon with Stall will go first if a move that is in a higher priority bracket than the opponent's move is used", async () => {
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await game.classicMode.startBattle([SpeciesId.SHUCKLE]);
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const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.move.select(MoveId.TACKLE);
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await game.phaseInterceptor.to(TurnStartPhase, false);
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const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent.
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// The player Pokemon goes second because its move is in a lower priority bracket.
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expect(speedOrder).toEqual([enemyIndex, playerIndex]);
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expect(commandOrder).toEqual([enemyIndex, playerIndex]);
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});
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it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async () => {
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game.override.ability(AbilityId.STALL);
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await game.classicMode.startBattle([SpeciesId.SHUCKLE]);
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const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.move.select(MoveId.TACKLE);
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await game.phaseInterceptor.to(TurnStartPhase, false);
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const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The opponent Pokemon (with Stall) goes first because it has a higher speed.
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// The player Pokemon (with Stall) goes second because its speed is lower.
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expect(speedOrder).toEqual([enemyIndex, playerIndex]);
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expect(commandOrder).toEqual([enemyIndex, playerIndex]);
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});
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});
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