pokerogue/test/battle/battle.test.ts
Bertie690 cf5378905e
[Test] Removed deprecated functions from phase interceptor (#6195)
* Removed deprecated functions from phase interceptor

* Added minor docs to the phase manager + renamed `shift` to `shiftPhase`

* Added `selectStarterPhase` to the end by set mode collection

* Fixed issues and syntax errors

* somehow fixed reload bug by making things actively worse

* Perhaps fixed things?

* maybe fixed?

* Fixed tests

* fixed another dumb error bc me big dumb bozo

* dddddd

* Update phase-interceptor.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Re-add `!` and add `TODO` comment instead

---------

Co-authored-by: Wlowscha <54003515+Wlowscha@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
2025-08-19 19:54:40 -05:00

193 lines
6.7 KiB
TypeScript

import { allSpecies } from "#data/data-lists";
import { AbilityId } from "#enums/ability-id";
import { BiomeId } from "#enums/biome-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import { UiMode } from "#enums/ui-mode";
import { CommandPhase } from "#phases/command-phase";
import { NextEncounterPhase } from "#phases/next-encounter-phase";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Phase - Battle Phase", () => {
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.scene.gameData.gender = undefined!; // just for these tests!
});
it("do attack wave 3 - single battle - regular - OHKO", async () => {
game.override.enemySpecies(SpeciesId.RATTATA).startingLevel(2000).battleStyle("single").startingWave(3);
await game.classicMode.startBattle([SpeciesId.MEWTWO]);
game.move.use(MoveId.TACKLE);
await game.toNextWave();
});
it("do attack wave 3 - single battle - regular - NO OHKO with opponent using non damage attack", async () => {
game.override
.enemySpecies(SpeciesId.RATTATA)
.startingLevel(5)
.startingWave(3)
.moveset([MoveId.TACKLE])
.enemyAbility(AbilityId.HYDRATION)
.enemyMoveset([MoveId.TAIL_WHIP, MoveId.TAIL_WHIP, MoveId.TAIL_WHIP, MoveId.TAIL_WHIP])
.battleStyle("single");
await game.classicMode.startBattle([SpeciesId.MEWTWO]);
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to("TurnInitPhase", false);
});
it("load 100% data file", async () => {
await game.importData("./test/test-utils/saves/everything.prsv");
const caughtCount = Object.keys(game.scene.gameData.dexData).filter(key => {
const species = game.scene.gameData.dexData[key];
return species.caughtAttr !== 0n;
}).length;
expect(caughtCount).toBe(Object.keys(allSpecies).length);
});
it("start battle with selected team", async () => {
await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.CHANSEY, SpeciesId.MEW]);
expect(game.scene.getPlayerParty().map(p => p.species.speciesId)).toEqual([
SpeciesId.CHARIZARD,
SpeciesId.CHANSEY,
SpeciesId.MEW,
]);
});
it("test remove random battle seed int", async () => {
for (let i = 0; i < 10; i++) {
const rand = game.scene.randBattleSeedInt(16);
expect(rand).toBe(15);
}
});
it.each([
{ name: "1v1", double: false, qty: 1 },
{ name: "2v1", double: false, qty: 2 },
{ name: "2v2", double: true, qty: 2 },
{ name: "4v2", double: true, qty: 4 },
])("should not crash when starting $name battle", async ({ double, qty }) => {
game.override
.battleStyle(double ? "double" : "single")
.enemySpecies(SpeciesId.MIGHTYENA)
.enemyAbility(AbilityId.HYDRATION)
.ability(AbilityId.HYDRATION);
await game.classicMode.startBattle(
[SpeciesId.BLASTOISE, SpeciesId.CHARIZARD, SpeciesId.DARKRAI, SpeciesId.GABITE].slice(0, qty),
);
expect(game.scene.ui?.getMode()).toBe(UiMode.COMMAND);
expect(game.scene.phaseManager.getCurrentPhase()).toBeInstanceOf(CommandPhase);
});
it("kill opponent pokemon", async () => {
const moveToUse = MoveId.SPLASH;
game.override
.battleStyle("single")
.starterSpecies(SpeciesId.MEWTWO)
.enemySpecies(SpeciesId.RATTATA)
.enemyAbility(AbilityId.HYDRATION)
.ability(AbilityId.ZEN_MODE)
.startingLevel(2000)
.startingWave(3)
.moveset([moveToUse])
.enemyMoveset([MoveId.TACKLE, MoveId.TACKLE, MoveId.TACKLE, MoveId.TACKLE]);
await game.classicMode.startBattle([SpeciesId.DARMANITAN, SpeciesId.CHARIZARD]);
game.move.select(moveToUse);
await game.phaseInterceptor.to("DamageAnimPhase", false);
await game.killPokemon(game.scene.currentBattle.enemyParty[0]);
expect(game.scene.currentBattle.enemyParty[0].isFainted()).toBe(true);
await game.phaseInterceptor.to("VictoryPhase");
});
it("to next turn", async () => {
const moveToUse = MoveId.SPLASH;
game.override
.battleStyle("single")
.enemySpecies(SpeciesId.RATTATA)
.enemyAbility(AbilityId.HYDRATION)
.ability(AbilityId.ZEN_MODE)
.startingLevel(2000)
.startingWave(3)
.moveset([moveToUse])
.enemyMoveset([MoveId.TACKLE, MoveId.TACKLE, MoveId.TACKLE, MoveId.TACKLE]);
await game.classicMode.startBattle([SpeciesId.MEWTWO]);
const turn = game.scene.currentBattle.turn;
game.move.select(moveToUse);
await game.toNextTurn();
expect(game.scene.currentBattle.turn).toBeGreaterThan(turn);
});
it("does not set new weather if staying in same biome", async () => {
const moveToUse = MoveId.SPLASH;
game.override
.battleStyle("single")
.starterSpecies(SpeciesId.MEWTWO)
.enemySpecies(SpeciesId.RATTATA)
.enemyAbility(AbilityId.HYDRATION)
.ability(AbilityId.ZEN_MODE)
.startingLevel(2000)
.startingWave(3)
.startingBiome(BiomeId.LAKE)
.moveset([moveToUse])
.enemyMoveset([MoveId.TACKLE, MoveId.TACKLE, MoveId.TACKLE, MoveId.TACKLE]);
await game.classicMode.startBattle();
const waveIndex = game.scene.currentBattle.waveIndex;
game.move.select(moveToUse);
vi.spyOn(game.scene.arena, "trySetWeather");
await game.doKillOpponents();
await game.toNextWave();
expect(game.scene.arena.trySetWeather).not.toHaveBeenCalled();
expect(game.scene.currentBattle.waveIndex).toBeGreaterThan(waveIndex);
});
it("does not force switch if active pokemon faints at same time as enemy mon and is revived in post-battle", async () => {
const moveToUse = MoveId.TAKE_DOWN;
game.override
.battleStyle("single")
.starterSpecies(SpeciesId.SAWK)
.enemySpecies(SpeciesId.RATTATA)
.startingWave(1)
.startingLevel(100)
.moveset([moveToUse])
.enemyMoveset(MoveId.SPLASH)
.startingHeldItems([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.ACC }]);
await game.classicMode.startBattle();
game.field.getPlayerPokemon().hp = 1;
game.move.select(moveToUse);
await game.phaseInterceptor.to("BattleEndPhase");
game.doRevivePokemon(0); // pretend max revive was picked
game.doSelectModifier();
game.onNextPrompt(
"SwitchPhase",
UiMode.PARTY,
() => {
expect.fail("Switch was forced");
},
() => game.isCurrentPhase(NextEncounterPhase),
);
await game.phaseInterceptor.to("SwitchPhase");
});
});