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* Protect rng now resets on new waves and fixed to look at all turns in the same wave. * Added per-wave move history object to fix issues @Jimmybald1 I added a commented out `console.log` in the protect code (L5797) for you to use for testing * Added many tests * Wave move history has to be looped in reverse * Update src/data/moves/move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update src/data/moves/move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * comments * Fixed forceEnemyMove references after merge * Removed console log Co-authored-by: Amani H. <109637146+xsn34kzx@users.noreply.github.com> * Fixed test message Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Apply Biome * Fix merge issues * Fix Crafty Shield test * Remove protect chance reset on wave change * Fix merge issue --------- Co-authored-by: Jimmybald1 <147992650+IBBCalc@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Amani H. <109637146+xsn34kzx@users.noreply.github.com> Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com>
77 lines
2.3 KiB
TypeScript
77 lines
2.3 KiB
TypeScript
import { AbilityId } from "#enums/ability-id";
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import { BattlerIndex } from "#enums/battler-index";
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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 { 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 - Baneful Bunker", () => {
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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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.moveset([MoveId.SLASH, MoveId.FLASH_CANNON])
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.enemySpecies(SpeciesId.TOXAPEX)
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.enemyAbility(AbilityId.INSOMNIA)
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.enemyMoveset(MoveId.BANEFUL_BUNKER)
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.startingLevel(100)
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.enemyLevel(100);
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});
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function expectProtected() {
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expect(game.scene.getEnemyPokemon()?.hp).toBe(game.scene.getEnemyPokemon()?.getMaxHp());
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expect(game.scene.getPlayerPokemon()?.status?.effect).toBe(StatusEffect.POISON);
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}
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it("should protect the user and poison attackers that make contact", async () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
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game.move.select(MoveId.SLASH);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("BerryPhase", false);
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expectProtected();
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});
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it("should ignore accuracy checks", async () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
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game.move.select(MoveId.SLASH);
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await game.phaseInterceptor.to("MoveEndPhase"); // baneful bunker
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await game.move.forceMiss();
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await game.phaseInterceptor.to("BerryPhase", false);
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expectProtected();
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});
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it("should block non-contact moves without poisoning attackers", async () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
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const charizard = game.field.getPlayerPokemon();
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const toxapex = game.field.getEnemyPokemon();
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game.move.select(MoveId.FLASH_CANNON);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(toxapex.hp).toBe(toxapex.getMaxHp());
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expect(charizard.status?.effect).toBeUndefined();
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});
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});
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