pokerogue/test/items/lock-capsule.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

55 lines
1.7 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { RarityTier } from "#enums/reward-tier";
import { TrainerItemId } from "#enums/trainer-item-id";
import { UiMode } from "#enums/ui-mode";
import { SelectRewardPhase } from "#phases/select-reward-phase";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Items - Lock Capsule", () => {
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.override
.battleStyle("single")
.startingLevel(200)
.moveset([MoveId.SURF])
.enemyAbility(AbilityId.BALL_FETCH)
.startingTrainerItems([{ entry: TrainerItemId.LOCK_CAPSULE }]);
});
it("doesn't set the cost of common tier items to 0", async () => {
await game.classicMode.startBattle();
game.scene.phaseManager.overridePhase(
new SelectRewardPhase(0, undefined, {
guaranteedRarityTiers: [RarityTier.COMMON, RarityTier.COMMON, RarityTier.COMMON],
fillRemaining: false,
}),
);
game.onNextPrompt("SelectRewardPhase", UiMode.REWARD_SELECT, () => {
const selectRewardPhase = game.scene.phaseManager.getCurrentPhase() as SelectRewardPhase;
const rerollCost = selectRewardPhase.getRerollCost(true);
expect(rerollCost).toBe(150);
});
game.doSelectModifier();
await game.phaseInterceptor.to("SelectRewardPhase");
});
});