pokerogue/test/moves/protect.test.ts
Jimmybald1 3b36ab17e4
[Bug] Protect now tracks success chance properly (#5869)
* 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>
2025-08-05 07:35:14 +02:00

236 lines
8.3 KiB
TypeScript

import { allMoves } from "#data/data-lists";
import { AbilityId } from "#enums/ability-id";
import { BattlerIndex } from "#enums/battler-index";
import { MoveId } from "#enums/move-id";
import { MoveResult } from "#enums/move-result";
import { MoveUseMode } from "#enums/move-use-mode";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Moves - Protect", () => {
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")
.moveset([MoveId.PROTECT, MoveId.SPIKY_SHIELD, MoveId.ENDURE, MoveId.SPLASH])
.enemySpecies(SpeciesId.SNORLAX)
.enemyAbility(AbilityId.INSOMNIA)
.enemyMoveset(MoveId.LUMINA_CRASH)
.startingLevel(100)
.enemyLevel(100);
});
it("should protect the user from attacks and their secondary effects", async () => {
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const charizard = game.field.getPlayerPokemon();
game.move.select(MoveId.PROTECT);
await game.phaseInterceptor.to("BerryPhase", false);
expect(charizard.hp).toBe(charizard.getMaxHp());
expect(charizard.getStatStage(Stat.SPDEF)).toBe(0);
expect(charizard);
});
it.each<{ numTurns: number; chance: number }>([
{ numTurns: 1, chance: 3 },
{ numTurns: 2, chance: 9 },
{ numTurns: 3, chance: 27 },
{ numTurns: 4, chance: 81 },
])("should have a 1/$chance success rate after $numTurns successful uses", async ({ numTurns, chance }) => {
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const charizard = game.scene.getPlayerPokemon()!;
// mock RNG roll to suceed unless exactly the desired chance is hit
vi.spyOn(charizard, "randBattleSeedInt").mockImplementation(range => (range !== chance ? 0 : 1));
const conditionSpy = vi.spyOn(allMoves[MoveId.PROTECT]["conditions"][0], "apply");
// click protect many times
for (let x = 0; x < numTurns; x++) {
game.move.select(MoveId.PROTECT);
await game.toNextTurn();
expect(charizard.hp).toBe(charizard.getMaxHp());
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
expect(conditionSpy).toHaveLastReturnedWith(true);
}
game.move.select(MoveId.PROTECT);
await game.toNextTurn();
expect(charizard.hp).toBeLessThan(charizard.getMaxHp());
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
expect(conditionSpy).toHaveLastReturnedWith(false);
});
it("should share fail chance with all move variants", async () => {
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const charizard = game.field.getPlayerPokemon();
charizard.summonData.moveHistory = [
{ move: MoveId.ENDURE, result: MoveResult.SUCCESS, targets: [BattlerIndex.PLAYER], useMode: MoveUseMode.NORMAL },
{
move: MoveId.SPIKY_SHIELD,
result: MoveResult.SUCCESS,
targets: [BattlerIndex.PLAYER],
useMode: MoveUseMode.NORMAL,
},
];
// force protect to fail on anything >=2 uses (1/9 chance)
vi.spyOn(charizard, "randBattleSeedInt").mockImplementation(range => (range >= 9 ? 1 : 0));
game.move.select(MoveId.PROTECT);
await game.toNextTurn();
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should reset fail chance on move failure", async () => {
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const charizard = game.scene.getPlayerPokemon()!;
// force protect to always fail if RNG roll attempt is made
vi.spyOn(charizard, "randBattleSeedInt").mockReturnValue(1);
game.move.select(MoveId.PROTECT);
await game.toNextTurn();
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
game.move.select(MoveId.SPIKY_SHIELD);
await game.toNextTurn();
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
game.move.select(MoveId.SPIKY_SHIELD);
await game.toNextTurn();
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
});
it("should reset fail chance on using another move", async () => {
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const charizard = game.scene.getPlayerPokemon()!;
// force protect to always fail if RNG roll attempt is made
vi.spyOn(charizard, "randBattleSeedInt").mockReturnValue(1);
game.move.select(MoveId.PROTECT);
await game.toNextTurn();
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
game.move.select(MoveId.SPLASH);
await game.toNextTurn();
game.move.select(MoveId.PROTECT);
await game.toNextTurn();
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
});
it("should reset fail chance on starting a new wave", async () => {
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const charizard = game.field.getPlayerPokemon();
// force protect to always fail if RNG roll attempt is made
vi.spyOn(charizard, "randBattleSeedInt").mockReturnValue(1);
game.move.select(MoveId.PROTECT);
// Wait until move end phase to kill opponent to ensure protect doesn't fail due to going last
await game.phaseInterceptor.to("MoveEndPhase");
await game.doKillOpponents();
await game.toNextWave();
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
game.move.select(MoveId.SPIKY_SHIELD);
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
});
it("should not be blocked by Psychic Terrain", async () => {
game.override.ability(AbilityId.PSYCHIC_SURGE);
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const charizard = game.scene.getPlayerPokemon()!;
game.move.select(MoveId.PROTECT);
await game.toNextTurn();
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
});
it("should stop subsequent hits of multi-hit moves", async () => {
game.override.enemyMoveset([MoveId.TACHYON_CUTTER]);
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const charizard = game.field.getPlayerPokemon();
const enemyPokemon = game.field.getEnemyPokemon();
game.move.select(MoveId.PROTECT);
await game.phaseInterceptor.to("BerryPhase", false);
expect(charizard.hp).toBe(charizard.getMaxHp());
expect(enemyPokemon.turnData.hitCount).toBe(1);
});
it("should fail if the user moves last in the turn", async () => {
game.override.enemyMoveset(MoveId.PROTECT);
await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
const charizard = game.field.getPlayerPokemon();
const enemyPokemon = game.field.getEnemyPokemon();
game.move.select(MoveId.PROTECT);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.phaseInterceptor.to("BerryPhase", false);
expect(enemyPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should not block Protection-bypassing moves or Future Sight", async () => {
game.override.enemyMoveset([MoveId.FUTURE_SIGHT, MoveId.MIGHTY_CLEAVE, MoveId.SPORE]);
await game.classicMode.startBattle([SpeciesId.AGGRON]);
const aggron = game.scene.getPlayerPokemon()!;
vi.spyOn(aggron, "randBattleSeedInt").mockReturnValue(0);
// Turn 1: setup future sight
game.move.select(MoveId.PROTECT);
await game.move.forceEnemyMove(MoveId.FUTURE_SIGHT);
await game.toNextTurn();
// Turn 2: mighty cleave
game.move.select(MoveId.PROTECT);
await game.move.forceEnemyMove(MoveId.MIGHTY_CLEAVE);
await game.toNextTurn();
expect(aggron.hp).toBeLessThan(aggron.getMaxHp());
aggron.hp = aggron.getMaxHp();
// turn 3: Future Sight hits
game.move.select(MoveId.PROTECT);
await game.move.forceEnemyMove(MoveId.SPORE);
await game.toNextTurn();
expect(aggron.hp).toBeLessThan(aggron.getMaxHp());
expect(aggron.status?.effect).toBeUndefined(); // check that protect actually worked
});
// TODO: Add test
it.todo("should not reset counter when throwing balls");
});