pokerogue/test/items/double-battle-chance-booster.test.ts
Wlowscha 466c4aede2
Replace remaining Modifiers with Rewards (#6091)
* Changing remaining Modifiers to Consumables, and renaming ModifierType to Reward

* Renamed modifier files and moved them into items folder

* Using rewards in most places

* Removed consumables in favor of using rewards directly

* Renamed RewardTier to RarityTier

* Reward ids, function to match rewards

* Getting reward tiers from player pool still

* Messing around with parameters of Reward.apply()

* Always requiring player pokemon in rewards

* Fixing some functions in select-reward-phase and battle-scene

* Fixed various post-merge issues

* Fixed most localization strings (accidentally broken by replacing modifierType with reward)

* Fixed tests for select reward phase

* Using Pokemon.hasSpecies()

* Zero weight for trainer items rewards which are already max stack

* Cleaning up SelectRewardPhase, held item rewards behave the same as any PokemonReward

* Cleaned up some functions

* Introduced RewardCategoryId, distributed RewardIds

* Utility `is` functions for rewards

* Minor fixes

* Moved `HeldItemEffect` to its own file

* rmade some todo comments

* Adding a big comment

* Added tsdocs and removed `RewardClass`

* undid breaking changes

* added TODO

* Moved matchingRewards function to reward-utils.ts

* Added RewardGenerator classes for mints and tera shards

* Introducing default rarity tiers for trainer items and rewards

* RewardFunc now can return RewardGenerator

* Moved pool reward functions to their own file, plus other utility files

* Fixed WeightedModifier to work with the new RewardFunc

* Fixed wrong type import

* Shifting trainer item and reward ids to avoid overlaps

* Added some types

* Updated comment in reward.ts

* Added strong typing ot item maps

* added type safety to held item name map

---------

Co-authored-by: Bertie690 <taylormw163@gmail.com>
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
2025-07-27 17:09:21 -07:00

97 lines
3.0 KiB
TypeScript

import { Button } from "#enums/buttons";
import { MoveId } from "#enums/move-id";
import { ShopCursorTarget } from "#enums/shop-cursor-target";
import { SpeciesId } from "#enums/species-id";
import { TrainerItemId } from "#enums/trainer-item-id";
import { UiMode } from "#enums/ui-mode";
import { GameManager } from "#test/test-utils/game-manager";
import type { RewardSelectUiHandler } from "#ui/reward-select-ui-handler";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Items - Double Battle Chance Boosters", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
});
it("should guarantee double battle with 2 unique tiers", async () => {
game.override
.startingTrainerItems([{ entry: TrainerItemId.LURE }, { entry: TrainerItemId.SUPER_LURE }])
.startingWave(2);
await game.classicMode.startBattle();
expect(game.scene.getEnemyField().length).toBe(2);
});
it("should guarantee double boss battle with 3 unique tiers", async () => {
game.override
.startingTrainerItems([
{ entry: TrainerItemId.LURE },
{ entry: TrainerItemId.SUPER_LURE },
{ entry: TrainerItemId.MAX_LURE },
])
.startingWave(10);
await game.classicMode.startBattle();
const enemyField = game.scene.getEnemyField();
expect(enemyField.length).toBe(2);
expect(enemyField[0].isBoss()).toBe(true);
expect(enemyField[1].isBoss()).toBe(true);
});
it("should renew how many battles are left of existing booster when picking up new booster of same tier", async () => {
game.override
.startingTrainerItems([{ entry: TrainerItemId.LURE }])
.itemRewards([{ name: "LURE" }])
.moveset(MoveId.SPLASH)
.startingLevel(200);
await game.classicMode.startBattle([SpeciesId.PIKACHU]);
game.move.select(MoveId.SPLASH);
await game.doKillOpponents();
await game.phaseInterceptor.to("BattleEndPhase");
const stack = game.scene.trainerItems.getStack(TrainerItemId.LURE);
expect(stack).toBe(9);
// Forced LURE to spawn in the first slot with override
game.onNextPrompt(
"SelectRewardPhase",
UiMode.REWARD_SELECT,
() => {
const handler = game.scene.ui.getHandler() as RewardSelectUiHandler;
// Traverse to first modifier slot
handler.setCursor(0);
handler.setRowCursor(ShopCursorTarget.REWARDS);
handler.processInput(Button.ACTION);
},
() => game.isCurrentPhase("CommandPhase") || game.isCurrentPhase("NewBattlePhase"),
true,
);
await game.phaseInterceptor.to("TurnInitPhase");
// Making sure only one booster is in the modifier list even after picking up another
const newStack = game.scene.trainerItems.getStack(TrainerItemId.LURE);
expect(newStack).toBe(10);
});
});