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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>
111 lines
4.0 KiB
TypeScript
111 lines
4.0 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 { MoveResult } from "#enums/move-result";
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import { SpeciesId } from "#enums/species-id";
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import { Stat } from "#enums/stat";
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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, vi } from "vitest";
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describe("Moves - Wide Guard", () => {
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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("double")
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.moveset([MoveId.WIDE_GUARD, MoveId.SPLASH, MoveId.SURF, MoveId.SPIKY_SHIELD])
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.enemySpecies(SpeciesId.SNORLAX)
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.enemyMoveset([MoveId.SWIFT, MoveId.GROWL, MoveId.TACKLE])
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.enemyAbility(AbilityId.INSOMNIA)
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.startingLevel(100)
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.enemyLevel(100);
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});
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it("should protect the user and allies from multi-target attack and status moves", async () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.BLASTOISE]);
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const [charizard, blastoise] = game.scene.getPlayerField();
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game.move.select(MoveId.WIDE_GUARD, BattlerIndex.PLAYER);
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game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER_2);
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await game.move.forceEnemyMove(MoveId.SWIFT);
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await game.move.forceEnemyMove(MoveId.GROWL);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(charizard.hp).toBe(charizard.getMaxHp());
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expect(blastoise.hp).toBe(blastoise.getMaxHp());
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expect(charizard.getStatStage(Stat.ATK)).toBe(0);
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expect(blastoise.getStatStage(Stat.ATK)).toBe(0);
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});
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it("should not protect the user and allies from single-target moves", async () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.BLASTOISE]);
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const [charizard, blastoise] = game.scene.getPlayerField();
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game.move.select(MoveId.WIDE_GUARD, BattlerIndex.PLAYER);
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game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER_2);
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await game.move.forceEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
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await game.move.forceEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(charizard.hp).toBeLessThan(charizard.getMaxHp());
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expect(blastoise.hp).toBeLessThan(blastoise.getMaxHp());
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});
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it("should protect the user from its ally's multi-target move", async () => {
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game.override.enemyMoveset(MoveId.SPLASH);
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await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.BLASTOISE]);
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const charizard = game.scene.getPlayerPokemon()!;
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const [snorlax1, snorlax2] = game.scene.getEnemyField();
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game.move.select(MoveId.WIDE_GUARD, BattlerIndex.PLAYER);
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game.move.select(MoveId.SURF, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(charizard.hp).toBe(charizard.getMaxHp());
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expect(snorlax1.hp).toBeLessThan(snorlax1.getMaxHp());
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expect(snorlax2.hp).toBeLessThan(snorlax2.getMaxHp());
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});
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it("should increment (but not respect) other protection moves' fail counters", async () => {
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game.override.battleStyle("single");
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await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
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const charizard = game.scene.getPlayerPokemon()!;
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// force protect to fail on anything other than a guaranteed success
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vi.spyOn(charizard, "randBattleSeedInt").mockReturnValue(1);
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game.move.select(MoveId.WIDE_GUARD);
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await game.toNextTurn();
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expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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// ignored fail chance
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game.move.select(MoveId.WIDE_GUARD);
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await game.toNextTurn();
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expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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game.move.select(MoveId.SPIKY_SHIELD);
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await game.toNextTurn();
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// ignored fail chance
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expect(charizard.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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});
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});
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