pokerogue/test/abilities/friend-guard.test.ts
Bertie690 c0da686ba0
[Dev] Migrated to Biome 2.2.3, added more rules (#6259)
* Added more biome rules

* Fixes

* Added a few more rules

* Added global phaser to biome

* Fix tpyo

* Updated biome to 2.1.4; improved docs on linting/localization; added vcs support

Also added `.build` to gitignore cuz reasons

* Fixed tpyo

* dd

* Applied linter fixes

* Partially fixed some private property issues

* Upgraded to Biome 2.2.0; added `operatorLinebreak` and a few new rules

* Moved operator linebreaks before lines

* Applied kev's suggestions

* Update biome.jsonc

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* added like all the rules and then some

* modify biome.jsonc

* apply biome formatting

* Reverted changes to balance folder

* fixed stuff

* Fixed biome stripping trailing globstars from everything

* made `noInvertedElse` an error rule

* Add & apply fixes for `useExplicitLengthCheck`, `useAtIndex` and `noNonNullAssertedOptionalChain`

* Bumped biome to 2.2.3

* Fixed a few syntax errors

* Removed trailing globstars since biome actually fixed their shit

* Final clean up

* foobarbaz

* Fixed remaining issues

* Fixed a few errors in SSUI

* fixed rounding issue

* Fixed test to not round funky

* Fixed biome false positive for vitest hooks

* Apply biome:all

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
2025-09-08 10:35:18 -05:00

128 lines
4.6 KiB
TypeScript

import { allAbilities, allMoves } from "#data/data-lists";
import { AbilityId } from "#enums/ability-id";
import { BattlerIndex } from "#enums/battler-index";
import { MoveCategory } from "#enums/move-category";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Moves - Friend Guard", () => {
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("double")
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset([MoveId.TACKLE, MoveId.SPLASH, MoveId.DRAGON_RAGE])
.enemySpecies(SpeciesId.SHUCKLE)
.moveset([MoveId.SPLASH])
.startingLevel(100);
});
it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const [player1, player2] = game.scene.getPlayerField();
const spy = vi.spyOn(player1, "getAttackDamage");
const enemy1 = game.field.getEnemyPokemon();
const baseDmg = player1.getBaseDamage({
source: enemy1,
move: allMoves[MoveId.TACKLE],
moveCategory: MoveCategory.PHYSICAL,
});
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
// Get the last return value from `getAttackDamage`
// Making sure the test is controlled; turn 1 damage is equal to base damage (after rounding)
expect(spy).toHaveLastReturnedWith(
expect.objectContaining({
damage: Math.floor(baseDmg),
}),
);
vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
// Get the last return value from `getAttackDamage`
// With the ally's Friend Guard, damage should have been reduced from base damage by 25%
expect(spy).toHaveLastReturnedWith(expect.objectContaining({ damage: Math.floor(baseDmg * 0.75) }));
});
it("should NOT reduce damage to pokemon with friend guard", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const player2 = game.scene.getPlayerField()[1];
const spy = vi.spyOn(player2, "getAttackDamage");
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
const turn1Damage = spy.mock.results.at(-1)!.value.damage;
vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
const turn2Damage = spy.mock.results.at(-1)!.value.damage;
expect(turn2Damage).toBe(turn1Damage);
});
it("should NOT reduce damage from fixed damage attacks", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const [player1, player2] = game.scene.getPlayerField();
const spy = vi.spyOn(player1, "getAttackDamage");
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.DRAGON_RAGE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
const turn1Damage = spy.mock.results.at(-1)!.value.damage;
expect(turn1Damage).toBe(40);
vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.DRAGON_RAGE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
const turn2Damage = spy.mock.results.at(-1)!.value.damage;
expect(turn2Damage).toBe(40);
});
});