pokerogue/test/abilities/power-construct.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

87 lines
2.8 KiB
TypeScript

import { Status } from "#data/status-effect";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { QuietFormChangePhase } from "#phases/quiet-form-change-phase";
import { TurnEndPhase } from "#phases/turn-end-phase";
import { GameManager } from "#test/test-utils/game-manager";
import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
describe("Abilities - POWER CONSTRUCT", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
const moveToUse = MoveId.SPLASH;
game.override
.battleStyle("single")
.ability(AbilityId.POWER_CONSTRUCT)
.moveset([moveToUse])
.enemyMoveset(MoveId.TACKLE);
});
test("check if fainted 50% Power Construct Pokemon switches to base form on arena reset", async () => {
const baseForm = 2;
const completeForm = 4;
game.override.startingWave(4).starterForms({
[SpeciesId.ZYGARDE]: completeForm,
});
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.ZYGARDE]);
const zygarde = game.scene.getPlayerParty().find(p => p.species.speciesId === SpeciesId.ZYGARDE);
expect(zygarde).not.toBe(undefined);
expect(zygarde!.formIndex).toBe(completeForm);
zygarde!.hp = 0;
zygarde!.status = new Status(StatusEffect.FAINT);
expect(zygarde!.isFainted()).toBe(true);
game.move.select(MoveId.SPLASH);
await game.doKillOpponents();
await game.phaseInterceptor.to(TurnEndPhase);
game.doSelectModifier();
await game.phaseInterceptor.to(QuietFormChangePhase);
expect(zygarde!.formIndex).toBe(baseForm);
});
test("check if fainted 10% Power Construct Pokemon switches to base form on arena reset", async () => {
const baseForm = 3;
const completeForm = 5;
game.override.startingWave(4).starterForms({
[SpeciesId.ZYGARDE]: completeForm,
});
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.ZYGARDE]);
const zygarde = game.scene.getPlayerParty().find(p => p.species.speciesId === SpeciesId.ZYGARDE);
expect(zygarde).not.toBe(undefined);
expect(zygarde!.formIndex).toBe(completeForm);
zygarde!.hp = 0;
zygarde!.status = new Status(StatusEffect.FAINT);
expect(zygarde!.isFainted()).toBe(true);
game.move.select(MoveId.SPLASH);
await game.doKillOpponents();
await game.phaseInterceptor.to(TurnEndPhase);
game.doSelectModifier();
await game.phaseInterceptor.to(QuietFormChangePhase);
expect(zygarde!.formIndex).toBe(baseForm);
});
});