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* Reworked status code, fixed bugs and added Rest tests * Fixed rest bug * Fixed bugs, split up status code, re-added required Rest parameter * Cleaned up comments and such * Added edge case to rest about locales * Maybe did stuff * Split up `trySetStatus` fully; fixed rest turn order display to match mainline * Reverted healing changes to move to other PR * Fixed message code a bit * Condensed all status immunity tests under 1 roof * Fixed the tests * Added pollen puff tests back again * Fixed swallow test * Reverted swallow test fixing in other prs * Fixed pollen puff * Fixed cirrc dep isuse * fixed stockpile to no longer fail on stack full * Fixed rest thing...? * readded swallow conds * Fixed tests * wip * Fixed tests * Added pokemon heal phase to the turn queue * ddddd * Fixed the tests * Fixed corrosion test * Ran linting * Fixed infiltrator bug * Fix pokemon.ts * Update move.ts * Update corrosion.test.ts * Update pokemon.ts documentation * Remove missed line in TSDocs * Update pokemon.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update modifier.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update modifier.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update obtain-status-effect-phase.ts * Fix merge issues and apply Biome * Revert pokemon-heal-phase.ts * ddddd * Fixed test file syntax err * Update toxic spikes status set text to be quiet * ran biome * ran boime * Prevent rest failure message from displaying outside of move phase --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
89 lines
2.8 KiB
TypeScript
89 lines
2.8 KiB
TypeScript
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 { StatusEffect } from "#enums/status-effect";
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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 } from "vitest";
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describe("Abilities - Corrosion", () => {
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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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.criticalHits(false)
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.enemySpecies(SpeciesId.GRIMER)
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.ability(AbilityId.CORROSION)
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.enemyAbility(AbilityId.NO_GUARD)
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.enemyMoveset(MoveId.SPLASH);
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});
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it.each<{ name: string; species: SpeciesId }>([
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{ name: "Poison", species: SpeciesId.GRIMER },
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{ name: "Steel", species: SpeciesId.KLINK },
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])("should grant the user the ability to poison $name-type opponents", async ({ species }) => {
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game.override.enemySpecies(species);
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await game.classicMode.startBattle([SpeciesId.SALANDIT]);
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const enemy = game.field.getEnemyPokemon();
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expect(enemy.status?.effect).toBeUndefined();
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game.move.use(MoveId.POISON_GAS);
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await game.toEndOfTurn();
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expect(enemy.status?.effect).toBe(StatusEffect.POISON);
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});
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it("should not affect Toxic Spikes", async () => {
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await game.classicMode.startBattle([SpeciesId.SALANDIT]);
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game.move.use(MoveId.TOXIC_SPIKES);
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await game.doKillOpponents();
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await game.toNextWave();
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const enemyPokemon = game.field.getEnemyPokemon();
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expect(enemyPokemon.status).toBeUndefined();
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});
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it("should not affect an opponent's Synchronize ability", async () => {
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game.override.enemyAbility(AbilityId.SYNCHRONIZE);
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await game.classicMode.startBattle([SpeciesId.ARBOK]);
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const playerPokemon = game.field.getPlayerPokemon();
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const enemyPokemon = game.field.getEnemyPokemon();
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expect(enemyPokemon.status?.effect).toBeUndefined();
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game.move.use(MoveId.TOXIC);
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await game.toEndOfTurn();
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expect(enemyPokemon.status?.effect).toBe(StatusEffect.TOXIC);
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expect(playerPokemon.status?.effect).toBeUndefined();
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});
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it("should affect the user's held Toxic Orb", async () => {
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game.override.startingHeldItems([{ name: "TOXIC_ORB", count: 1 }]);
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await game.classicMode.startBattle([SpeciesId.SALAZZLE]);
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const salazzle = game.field.getPlayerPokemon();
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expect(salazzle.status?.effect).toBeUndefined();
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game.move.use(MoveId.SPLASH);
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await game.toNextTurn();
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expect(salazzle.status?.effect).toBe(StatusEffect.TOXIC);
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});
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});
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