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* Standardize filenames to kebab-case Co-authored-by: pymilkmaiden <cassiopeiamahler56@gmail.com> * Move script outside of public folder * Move update_exp_sprites to scripts * Add ls-lint to lint file and directory names * Update lefthook.yml to skip merge / rebase on all pre-commit commands --------- Co-authored-by: pymilkmaiden <cassiopeiamahler56@gmail.com>
91 lines
2.9 KiB
TypeScript
91 lines
2.9 KiB
TypeScript
import { allAbilities } from "#data/data-lists";
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import { AbilityId } from "#enums/ability-id";
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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 { 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("Abilities - Arena Trap", () => {
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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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.moveset(MoveId.SPLASH)
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.ability(AbilityId.ARENA_TRAP)
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.enemySpecies(SpeciesId.RALTS)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.TELEPORT);
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});
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// TODO: Enable test when Issue #935 is addressed
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it.todo("should not allow grounded Pokémon to flee", async () => {
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game.override.battleStyle("single");
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await game.classicMode.startBattle();
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const enemy = game.scene.getEnemyPokemon();
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game.move.select(MoveId.SPLASH);
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await game.toNextTurn();
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expect(enemy).toBe(game.scene.getEnemyPokemon());
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});
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it("should guarantee double battle with any one LURE", async () => {
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game.override.startingModifier([{ name: "LURE" }]).startingWave(2);
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await game.classicMode.startBattle();
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expect(game.scene.getEnemyField().length).toBe(2);
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});
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/**
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* This checks if the Player Pokemon is able to switch out/run away after the Enemy Pokemon with {@linkcode AbilityId.ARENA_TRAP}
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* is forcefully moved out of the field from moves such as Roar {@linkcode MoveId.ROAR}
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*
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* Note: It should be able to switch out/run away
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*/
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it("should lift if pokemon with this ability leaves the field", async () => {
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game.override
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.battleStyle("double")
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.enemyMoveset(MoveId.SPLASH)
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.moveset([MoveId.ROAR, MoveId.SPLASH])
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.ability(AbilityId.BALL_FETCH);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.SUDOWOODO, SpeciesId.LUNATONE]);
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const [enemy1, enemy2] = game.scene.getEnemyField();
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const [player1, player2] = game.scene.getPlayerField();
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vi.spyOn(enemy1, "getAbility").mockReturnValue(allAbilities[AbilityId.ARENA_TRAP]);
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game.move.select(MoveId.ROAR);
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game.move.select(MoveId.SPLASH, 1);
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// This runs the fist command phase where the moves are selected
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await game.toNextTurn();
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// During the next command phase the player pokemons should not be trapped anymore
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game.move.select(MoveId.SPLASH);
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game.move.select(MoveId.SPLASH, 1);
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await game.toNextTurn();
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expect(player1.isTrapped()).toBe(false);
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expect(player2.isTrapped()).toBe(false);
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expect(enemy1.isOnField()).toBe(false);
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expect(enemy2.isOnField()).toBe(true);
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});
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});
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