pokerogue/test/abilities/stall.test.ts
Sirz Benjie 51d4c33de0
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Co-authored-by: pymilkmaiden <cassiopeiamahler56@gmail.com>

* Move script outside of public folder

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Co-authored-by: pymilkmaiden <cassiopeiamahler56@gmail.com>
2025-07-24 16:38:31 -04:00

96 lines
3.8 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { TurnStartPhase } from "#phases/turn-start-phase";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Stall", () => {
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")
.criticalHits(false)
.enemySpecies(SpeciesId.REGIELEKI)
.enemyAbility(AbilityId.STALL)
.enemyMoveset(MoveId.QUICK_ATTACK)
.moveset([MoveId.QUICK_ATTACK, MoveId.TACKLE]);
});
/**
* References:
* https://bulbapedia.bulbagarden.net/wiki/Stall_(Ability)
* https://bulbapedia.bulbagarden.net/wiki/Priority
*/
it("Pokemon with Stall should move last in its priority bracket regardless of speed", async () => {
await game.classicMode.startBattle([SpeciesId.SHUCKLE]);
const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
game.move.select(MoveId.QUICK_ATTACK);
await game.phaseInterceptor.to(TurnStartPhase, false);
const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The player Pokemon (without Stall) goes first despite having lower speed than the opponent.
// The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon.
expect(speedOrder).toEqual([enemyIndex, playerIndex]);
expect(commandOrder).toEqual([playerIndex, enemyIndex]);
});
it("Pokemon with Stall will go first if a move that is in a higher priority bracket than the opponent's move is used", async () => {
await game.classicMode.startBattle([SpeciesId.SHUCKLE]);
const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to(TurnStartPhase, false);
const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent.
// The player Pokemon goes second because its move is in a lower priority bracket.
expect(speedOrder).toEqual([enemyIndex, playerIndex]);
expect(commandOrder).toEqual([enemyIndex, playerIndex]);
});
it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async () => {
game.override.ability(AbilityId.STALL);
await game.classicMode.startBattle([SpeciesId.SHUCKLE]);
const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to(TurnStartPhase, false);
const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The opponent Pokemon (with Stall) goes first because it has a higher speed.
// The player Pokemon (with Stall) goes second because its speed is lower.
expect(speedOrder).toEqual([enemyIndex, playerIndex]);
expect(commandOrder).toEqual([enemyIndex, playerIndex]);
});
});