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