pokerogue/test/phases/game-over-phase.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

78 lines
3.0 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { BiomeId } from "#enums/biome-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { Unlockables } from "#enums/unlockables";
import { achvs } from "#system/achv";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Game Over Phase", () => {
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
.moveset([MoveId.MEMENTO, MoveId.ICE_BEAM, MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH)
.startingWave(200)
.startingBiome(BiomeId.END)
.startingLevel(10000);
});
it("winning a run should give allRewards", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
vi.spyOn(game.scene, "validateAchv");
// Note: `game.doKillOpponents()` does not properly handle final boss
// Final boss phase 1
game.move.select(MoveId.ICE_BEAM);
await game.toNextTurn();
// Final boss phase 2
game.move.select(MoveId.ICE_BEAM);
await game.phaseInterceptor.to("PostGameOverPhase", false);
// The game refused to actually give the vouchers during tests,
// so the best we can do is to check that their reward phases occurred.
expect(game.phaseInterceptor.log.includes("GameOverPhase")).toBe(true);
expect(game.phaseInterceptor.log.includes("UnlockPhase")).toBe(true);
expect(game.phaseInterceptor.log.includes("RibbonRewardPhase")).toBe(true);
expect(game.scene.gameData.unlocks[Unlockables.ENDLESS_MODE]).toBe(true);
expect(game.scene.validateAchv).toHaveBeenCalledWith(achvs.CLASSIC_VICTORY);
expect(game.scene.gameData.achvUnlocks[achvs.CLASSIC_VICTORY.id]).toBeTruthy();
});
it("losing a run should not give allRewards", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
vi.spyOn(game.scene, "validateAchv");
game.move.select(MoveId.MEMENTO);
await game.phaseInterceptor.to("PostGameOverPhase", false);
expect(game.phaseInterceptor.log.includes("GameOverPhase")).toBe(true);
expect(game.phaseInterceptor.log.includes("UnlockPhase")).toBe(false);
expect(game.phaseInterceptor.log.includes("RibbonRewardPhase")).toBe(false);
expect(game.phaseInterceptor.log.includes("GameOverRewardPhase")).toBe(false);
expect(game.scene.gameData.unlocks[Unlockables.ENDLESS_MODE]).toBe(false);
expect(game.scene.validateAchv).not.toHaveBeenCalledWith(achvs.CLASSIC_VICTORY);
expect(game.scene.gameData.achvUnlocks[achvs.CLASSIC_VICTORY.id]).toBeFalsy();
});
});