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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>
55 lines
1.7 KiB
TypeScript
55 lines
1.7 KiB
TypeScript
import { AbilityId } from "#enums/ability-id";
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import { MoveId } from "#enums/move-id";
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import { RarityTier } from "#enums/reward-tier";
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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 { SelectRewardPhase } from "#phases/select-reward-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("Items - Lock Capsule", () => {
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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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.startingLevel(200)
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.moveset([MoveId.SURF])
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.enemyAbility(AbilityId.BALL_FETCH)
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.startingTrainerItems([{ entry: TrainerItemId.LOCK_CAPSULE }]);
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});
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it("doesn't set the cost of common tier items to 0", async () => {
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await game.classicMode.startBattle();
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game.scene.phaseManager.overridePhase(
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new SelectRewardPhase(0, undefined, {
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guaranteedRarityTiers: [RarityTier.COMMON, RarityTier.COMMON, RarityTier.COMMON],
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fillRemaining: false,
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}),
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);
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game.onNextPrompt("SelectRewardPhase", UiMode.REWARD_SELECT, () => {
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const selectRewardPhase = game.scene.phaseManager.getCurrentPhase() as SelectRewardPhase;
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const rerollCost = selectRewardPhase.getRerollCost(true);
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expect(rerollCost).toBe(150);
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});
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game.doSelectModifier();
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await game.phaseInterceptor.to("SelectRewardPhase");
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});
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});
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