mirror of
https://github.com/pagefaultgames/pokerogue.git
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* Reworked status code, fixed bugs and added Rest tests * Fixed rest bug * Fixed bugs, split up status code, re-added required Rest parameter * Cleaned up comments and such * Added edge case to rest about locales * Maybe did stuff * Split up `trySetStatus` fully; fixed rest turn order display to match mainline * Reverted healing changes to move to other PR * Fixed message code a bit * Condensed all status immunity tests under 1 roof * Fixed the tests * Added pollen puff tests back again * Fixed swallow test * Reverted swallow test fixing in other prs * Fixed pollen puff * Fixed cirrc dep isuse * fixed stockpile to no longer fail on stack full * Fixed rest thing...? * readded swallow conds * Fixed tests * wip * Fixed tests * Added pokemon heal phase to the turn queue * ddddd * Fixed the tests * Fixed corrosion test * Ran linting * Fixed infiltrator bug * Fix pokemon.ts * Update move.ts * Update corrosion.test.ts * Update pokemon.ts documentation * Remove missed line in TSDocs * Update pokemon.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update modifier.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update modifier.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update obtain-status-effect-phase.ts * Fix merge issues and apply Biome * Revert pokemon-heal-phase.ts * ddddd * Fixed test file syntax err * Update toxic spikes status set text to be quiet * ran biome * ran boime * Prevent rest failure message from displaying outside of move phase --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
85 lines
2.4 KiB
TypeScript
85 lines
2.4 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 { StatusEffect } from "#enums/status-effect";
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import { MoveEffectPhase } from "#phases/move-effect-phase";
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import { GameManager } from "#test/test-utils/game-manager";
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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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describe("Moves - Beat Up", () => {
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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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.enemySpecies(SpeciesId.SNORLAX)
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.enemyLevel(100)
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.enemyMoveset([MoveId.SPLASH])
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.enemyAbility(AbilityId.INSOMNIA)
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.startingLevel(100)
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.moveset([MoveId.BEAT_UP]);
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});
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it("should hit once for each healthy player Pokemon", async () => {
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await game.classicMode.startBattle([
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SpeciesId.MAGIKARP,
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SpeciesId.BULBASAUR,
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SpeciesId.CHARMANDER,
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SpeciesId.SQUIRTLE,
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SpeciesId.PIKACHU,
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SpeciesId.EEVEE,
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]);
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const playerPokemon = game.field.getPlayerPokemon();
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const enemyPokemon = game.field.getEnemyPokemon();
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let enemyStartingHp = enemyPokemon.hp;
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game.move.select(MoveId.BEAT_UP);
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(playerPokemon.turnData.hitCount).toBe(6);
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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while (playerPokemon.turnData.hitsLeft > 0) {
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enemyStartingHp = enemyPokemon.hp;
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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}
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});
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it("should not count player Pokemon with status effects towards hit count", async () => {
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await game.classicMode.startBattle([
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SpeciesId.MAGIKARP,
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SpeciesId.BULBASAUR,
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SpeciesId.CHARMANDER,
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SpeciesId.SQUIRTLE,
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SpeciesId.PIKACHU,
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SpeciesId.EEVEE,
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]);
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const playerPokemon = game.field.getPlayerPokemon();
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game.scene.getPlayerParty()[1].doSetStatus(StatusEffect.BURN);
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game.move.select(MoveId.BEAT_UP);
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(playerPokemon.turnData.hitCount).toBe(5);
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});
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});
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