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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>
355 lines
18 KiB
TypeScript
355 lines
18 KiB
TypeScript
import { AbilityId } from "#enums/ability-id";
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import { Command } from "#enums/command";
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import { SpeciesId } from "#enums/species-id";
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import { AttemptRunPhase } from "#phases/attempt-run-phase";
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import type { CommandPhase } from "#phases/command-phase";
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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("Escape chance calculations", () => {
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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("single")
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.enemySpecies(SpeciesId.BULBASAUR)
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.enemyAbility(AbilityId.INSOMNIA)
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.ability(AbilityId.INSOMNIA);
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});
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it("single non-boss opponent", async () => {
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await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
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const playerPokemon = game.scene.getPlayerField();
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const enemyField = game.scene.getEnemyField();
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const enemySpeed = 100;
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// set enemyPokemon's speed to 100
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vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemySpeed]);
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const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
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commandPhase.handleCommand(Command.RUN, 0);
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await game.phaseInterceptor.to(AttemptRunPhase, false);
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const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase;
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// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
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const escapeChances: {
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pokemonSpeedRatio: number;
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escapeAttempts: number;
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expectedEscapeChance: number;
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}[] = [
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 0.1, escapeAttempts: 0, expectedEscapeChance: 7 },
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{ pokemonSpeedRatio: 0.25, escapeAttempts: 0, expectedEscapeChance: 11 },
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{ pokemonSpeedRatio: 0.5, escapeAttempts: 0, expectedEscapeChance: 16 },
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{ pokemonSpeedRatio: 0.8, escapeAttempts: 0, expectedEscapeChance: 23 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 28 },
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{ pokemonSpeedRatio: 1.2, escapeAttempts: 0, expectedEscapeChance: 32 },
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{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 39 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 73 },
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{ pokemonSpeedRatio: 3.8, escapeAttempts: 0, expectedEscapeChance: 91 },
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{ pokemonSpeedRatio: 4, escapeAttempts: 0, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 4.2, escapeAttempts: 0, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 10, escapeAttempts: 0, expectedEscapeChance: 95 },
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// retries section
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{ pokemonSpeedRatio: 0.4, escapeAttempts: 1, expectedEscapeChance: 24 },
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{ pokemonSpeedRatio: 1.6, escapeAttempts: 2, expectedEscapeChance: 61 },
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{ pokemonSpeedRatio: 3.7, escapeAttempts: 5, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 0.2, escapeAttempts: 2, expectedEscapeChance: 30 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 3, expectedEscapeChance: 58 },
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{ pokemonSpeedRatio: 2.9, escapeAttempts: 0, expectedEscapeChance: 70 },
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 7, expectedEscapeChance: 75 },
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{ pokemonSpeedRatio: 16.2, escapeAttempts: 4, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 2, escapeAttempts: 3, expectedEscapeChance: 80 },
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];
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for (let i = 0; i < escapeChances.length; i++) {
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// sets the number of escape attempts to the required amount
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game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
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// set playerPokemon's speed to a multiple of the enemySpeed
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vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([
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20,
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20,
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20,
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20,
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20,
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escapeChances[i].pokemonSpeedRatio * enemySpeed,
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]);
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const chance = phase.calculateEscapeChance(game.scene.currentBattle.escapeAttempts);
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expect(chance).toBe(escapeChances[i].expectedEscapeChance);
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}
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});
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it("double non-boss opponent", async () => {
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game.override.battleStyle("double");
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await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.ABOMASNOW]);
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const playerPokemon = game.scene.getPlayerField();
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const enemyField = game.scene.getEnemyField();
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const enemyASpeed = 70;
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const enemyBSpeed = 30;
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// gets the sum of the speed of the two pokemon
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const totalEnemySpeed = enemyASpeed + enemyBSpeed;
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// this is used to find the ratio of the player's first pokemon
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const playerASpeedPercentage = 0.4;
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// set enemyAPokemon's speed to 70
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vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemyASpeed]);
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// set enemyBPokemon's speed to 30
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vi.spyOn(enemyField[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemyBSpeed]);
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const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
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commandPhase.handleCommand(Command.RUN, 0);
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await game.phaseInterceptor.to(AttemptRunPhase, false);
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const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase;
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// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
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const escapeChances: {
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pokemonSpeedRatio: number;
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escapeAttempts: number;
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expectedEscapeChance: number;
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}[] = [
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{ pokemonSpeedRatio: 0.3, escapeAttempts: 0, expectedEscapeChance: 12 },
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{ pokemonSpeedRatio: 0.7, escapeAttempts: 0, expectedEscapeChance: 21 },
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{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 39 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 73 },
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{ pokemonSpeedRatio: 9, escapeAttempts: 0, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 28 },
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{ pokemonSpeedRatio: 4.3, escapeAttempts: 0, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 2.7, escapeAttempts: 0, expectedEscapeChance: 66 },
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{ pokemonSpeedRatio: 2.1, escapeAttempts: 0, expectedEscapeChance: 52 },
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{ pokemonSpeedRatio: 1.8, escapeAttempts: 0, expectedEscapeChance: 46 },
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{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 95 },
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// retries section
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{ pokemonSpeedRatio: 0.9, escapeAttempts: 1, expectedEscapeChance: 35 },
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{ pokemonSpeedRatio: 3.6, escapeAttempts: 2, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 0.03, escapeAttempts: 7, expectedEscapeChance: 76 },
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{ pokemonSpeedRatio: 0.02, escapeAttempts: 7, expectedEscapeChance: 75 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 5, expectedEscapeChance: 78 },
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{ pokemonSpeedRatio: 0.7, escapeAttempts: 3, expectedEscapeChance: 51 },
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{ pokemonSpeedRatio: 2.4, escapeAttempts: 9, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 1.8, escapeAttempts: 7, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 2, escapeAttempts: 10, expectedEscapeChance: 95 },
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];
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for (let i = 0; i < escapeChances.length; i++) {
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// sets the number of escape attempts to the required amount
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game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
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// set the first playerPokemon's speed to a multiple of the enemySpeed
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vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([
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20,
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20,
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20,
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20,
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20,
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Math.floor(escapeChances[i].pokemonSpeedRatio * totalEnemySpeed * playerASpeedPercentage),
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]);
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// set the second playerPokemon's speed to the remaining value of speed
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vi.spyOn(playerPokemon[1], "stats", "get").mockReturnValue([
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20,
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20,
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20,
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20,
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20,
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escapeChances[i].pokemonSpeedRatio * totalEnemySpeed - playerPokemon[0].stats[5],
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]);
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const chance = phase.calculateEscapeChance(game.scene.currentBattle.escapeAttempts);
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// checks to make sure the escape values are the same
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expect(chance).toBe(escapeChances[i].expectedEscapeChance);
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// checks to make sure the sum of the player's speed for all pokemon is equal to the appropriate ratio of the total enemy speed
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expect(playerPokemon[0].stats[5] + playerPokemon[1].stats[5]).toBe(
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escapeChances[i].pokemonSpeedRatio * totalEnemySpeed,
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);
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}
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});
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it("single boss opponent", async () => {
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game.override.startingWave(10);
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await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
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const playerPokemon = game.scene.getPlayerField()!;
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const enemyField = game.scene.getEnemyField()!;
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const enemySpeed = 100;
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// set enemyPokemon's speed to 100
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vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemySpeed]);
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const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
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commandPhase.handleCommand(Command.RUN, 0);
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await game.phaseInterceptor.to(AttemptRunPhase, false);
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const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase;
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// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
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const escapeChances: {
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pokemonSpeedRatio: number;
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escapeAttempts: number;
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expectedEscapeChance: number;
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}[] = [
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 0.1, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 0.25, escapeAttempts: 0, expectedEscapeChance: 6 },
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{ pokemonSpeedRatio: 0.5, escapeAttempts: 0, expectedEscapeChance: 7 },
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{ pokemonSpeedRatio: 0.8, escapeAttempts: 0, expectedEscapeChance: 8 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 8 },
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{ pokemonSpeedRatio: 1.2, escapeAttempts: 0, expectedEscapeChance: 9 },
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{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 10 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 15 },
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{ pokemonSpeedRatio: 3.8, escapeAttempts: 0, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 4, escapeAttempts: 0, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 4.2, escapeAttempts: 0, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 4.7, escapeAttempts: 0, expectedEscapeChance: 21 },
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{ pokemonSpeedRatio: 5, escapeAttempts: 0, expectedEscapeChance: 22 },
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{ pokemonSpeedRatio: 5.9, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 6.7, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 10, escapeAttempts: 0, expectedEscapeChance: 25 },
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// retries section
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{ pokemonSpeedRatio: 0.4, escapeAttempts: 1, expectedEscapeChance: 8 },
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{ pokemonSpeedRatio: 1.6, escapeAttempts: 2, expectedEscapeChance: 14 },
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{ pokemonSpeedRatio: 3.7, escapeAttempts: 5, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 0.2, escapeAttempts: 2, expectedEscapeChance: 10 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 3, expectedEscapeChance: 14 },
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{ pokemonSpeedRatio: 2.9, escapeAttempts: 0, expectedEscapeChance: 15 },
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 7, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 16.2, escapeAttempts: 4, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 2, escapeAttempts: 3, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 4.5, escapeAttempts: 1, expectedEscapeChance: 22 },
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{ pokemonSpeedRatio: 6.8, escapeAttempts: 6, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 5.2, escapeAttempts: 8, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 4.7, escapeAttempts: 10, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 5.1, escapeAttempts: 1, expectedEscapeChance: 24 },
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{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 5.9, escapeAttempts: 2, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 6.1, escapeAttempts: 3, expectedEscapeChance: 25 },
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];
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for (let i = 0; i < escapeChances.length; i++) {
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// sets the number of escape attempts to the required amount
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game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
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// set playerPokemon's speed to a multiple of the enemySpeed
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vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([
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20,
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20,
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20,
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20,
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20,
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escapeChances[i].pokemonSpeedRatio * enemySpeed,
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]);
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const chance = phase.calculateEscapeChance(game.scene.currentBattle.escapeAttempts);
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expect(chance).toBe(escapeChances[i].expectedEscapeChance);
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}
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});
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it("double boss opponent", async () => {
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game.override.battleStyle("double").startingWave(10);
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await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.ABOMASNOW]);
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const playerPokemon = game.scene.getPlayerField();
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const enemyField = game.scene.getEnemyField();
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const enemyASpeed = 70;
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const enemyBSpeed = 30;
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// gets the sum of the speed of the two pokemon
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const totalEnemySpeed = enemyASpeed + enemyBSpeed;
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// this is used to find the ratio of the player's first pokemon
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const playerASpeedPercentage = 0.8;
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// set enemyAPokemon's speed to 70
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vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemyASpeed]);
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// set enemyBPokemon's speed to 30
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vi.spyOn(enemyField[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemyBSpeed]);
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const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
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commandPhase.handleCommand(Command.RUN, 0);
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await game.phaseInterceptor.to(AttemptRunPhase, false);
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const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase;
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// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
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const escapeChances: {
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pokemonSpeedRatio: number;
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escapeAttempts: number;
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expectedEscapeChance: number;
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}[] = [
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{ pokemonSpeedRatio: 0.3, escapeAttempts: 0, expectedEscapeChance: 6 },
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{ pokemonSpeedRatio: 0.7, escapeAttempts: 0, expectedEscapeChance: 7 },
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{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 10 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 15 },
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{ pokemonSpeedRatio: 9, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 8 },
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{ pokemonSpeedRatio: 4.3, escapeAttempts: 0, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 2.7, escapeAttempts: 0, expectedEscapeChance: 14 },
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{ pokemonSpeedRatio: 2.1, escapeAttempts: 0, expectedEscapeChance: 12 },
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{ pokemonSpeedRatio: 1.8, escapeAttempts: 0, expectedEscapeChance: 11 },
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{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 4, escapeAttempts: 0, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 5.7, escapeAttempts: 0, expectedEscapeChance: 24 },
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{ pokemonSpeedRatio: 5, escapeAttempts: 0, expectedEscapeChance: 22 },
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{ pokemonSpeedRatio: 6.1, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 6.8, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 10, escapeAttempts: 0, expectedEscapeChance: 25 },
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// retries section
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{ pokemonSpeedRatio: 0.9, escapeAttempts: 1, expectedEscapeChance: 10 },
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{ pokemonSpeedRatio: 3.6, escapeAttempts: 2, expectedEscapeChance: 21 },
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{ pokemonSpeedRatio: 0.03, escapeAttempts: 7, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 0.02, escapeAttempts: 7, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 5, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 0.7, escapeAttempts: 3, expectedEscapeChance: 13 },
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{ pokemonSpeedRatio: 2.4, escapeAttempts: 9, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 1.8, escapeAttempts: 7, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 2, escapeAttempts: 10, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 1, expectedEscapeChance: 17 },
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{ pokemonSpeedRatio: 4.5, escapeAttempts: 3, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 3.7, escapeAttempts: 1, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 6.5, escapeAttempts: 1, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 12, escapeAttempts: 4, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 5.2, escapeAttempts: 2, expectedEscapeChance: 25 },
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];
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for (let i = 0; i < escapeChances.length; i++) {
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// sets the number of escape attempts to the required amount
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game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
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// set the first playerPokemon's speed to a multiple of the enemySpeed
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vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([
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20,
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20,
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20,
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20,
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20,
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Math.floor(escapeChances[i].pokemonSpeedRatio * totalEnemySpeed * playerASpeedPercentage),
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]);
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// set the second playerPokemon's speed to the remaining value of speed
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vi.spyOn(playerPokemon[1], "stats", "get").mockReturnValue([
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20,
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20,
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20,
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20,
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20,
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escapeChances[i].pokemonSpeedRatio * totalEnemySpeed - playerPokemon[0].stats[5],
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]);
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const chance = phase.calculateEscapeChance(game.scene.currentBattle.escapeAttempts);
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// checks to make sure the escape values are the same
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expect(chance).toBe(escapeChances[i].expectedEscapeChance);
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// checks to make sure the sum of the player's speed for all pokemon is equal to the appropriate ratio of the total enemy speed
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expect(playerPokemon[0].stats[5] + playerPokemon[1].stats[5]).toBe(
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escapeChances[i].pokemonSpeedRatio * totalEnemySpeed,
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);
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}
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});
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});
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