pokerogue/test/moves/healing-wish-lunar-dance.test.ts
Dean d02980dd4e
[Move] Fully implement Healing wish (/Lunar Dance) and remove nextCommandPhaseQueue (#6027)
* Remove NCPQ

* Implement PendingHealTag

* Fix test

* Code review

* Use message directly instead of as key in tag

* Update tag for serialization

* Update test import

* Update src/data/arena-tag.ts

Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com>

* Remove isNullOrUndefined uses

* Fix arena tag type(o)

* Fix pendinghealtag

* Fix hwish tests

* Arena tag denesting

---------

Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com>
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
2025-09-20 17:32:31 -05:00

246 lines
8.3 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { ArenaTagType } from "#enums/arena-tag-type";
import { Challenges } from "#enums/challenges";
import { MoveId } from "#enums/move-id";
import { MoveResult } from "#enums/move-result";
import { PokemonType } from "#enums/pokemon-type";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Moves - Lunar Dance and Healing Wish", () => {
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.SPLASH);
});
describe.each([
{ moveName: "Healing Wish", moveId: MoveId.HEALING_WISH },
{ moveName: "Lunar Dance", moveId: MoveId.LUNAR_DANCE },
])("$moveName", ({ moveId }) => {
it("should sacrifice the user to restore the switched in Pokemon's HP", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER, SpeciesId.SQUIRTLE]);
const [bulbasaur, charmander, squirtle] = game.scene.getPlayerParty();
squirtle.hp = 1;
game.move.use(MoveId.SPLASH, 0);
game.move.use(moveId, 1);
game.doSelectPartyPokemon(2);
await game.toNextTurn();
expect(bulbasaur.isFullHp()).toBe(true);
expect(charmander.isFainted()).toBe(true);
expect(squirtle.isFullHp()).toBe(true);
});
it("should sacrifice the user to cure the switched in Pokemon's status", async () => {
game.override.statusEffect(StatusEffect.BURN);
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER, SpeciesId.SQUIRTLE]);
const [bulbasaur, charmander, squirtle] = game.scene.getPlayerParty();
game.move.use(MoveId.SPLASH, 0);
game.move.use(moveId, 1);
game.doSelectPartyPokemon(2);
await game.toNextTurn();
expect(bulbasaur.status?.effect).toBe(StatusEffect.BURN);
expect(charmander.isFainted()).toBe(true);
expect(squirtle.status?.effect).toBeUndefined();
});
it("should fail if the user has no non-fainted allies in their party", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const [bulbasaur, charmander] = game.scene.getPlayerParty();
game.move.use(MoveId.MEMENTO);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(bulbasaur.isFainted()).toBe(true);
expect(charmander.isActive(true)).toBe(true);
game.move.use(moveId);
await game.toEndOfTurn();
expect(charmander.isFullHp());
expect(charmander.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should fail if the user has no challenge-eligible allies", async () => {
game.override.battleStyle("single");
// Mono normal challenge
game.challengeMode.addChallenge(Challenges.SINGLE_TYPE, PokemonType.NORMAL + 1, 0);
await game.challengeMode.startBattle([SpeciesId.RATICATE, SpeciesId.ODDISH]);
const raticate = game.field.getPlayerPokemon();
game.move.use(moveId);
await game.toNextTurn();
expect(raticate.isFullHp()).toBe(true);
expect(raticate.getLastXMoves()[0].result).toEqual(MoveResult.FAIL);
});
it("should store its effect if the switched-in Pokemon would be unaffected", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER, SpeciesId.SQUIRTLE]);
const [bulbasaur, charmander, squirtle] = game.scene.getPlayerParty();
squirtle.hp = 1;
game.move.use(moveId);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
// Bulbasaur fainted and stored a healing effect
expect(bulbasaur.isFainted()).toBe(true);
expect(charmander.isFullHp()).toBe(true);
expect(game.phaseInterceptor.log).not.toContain("PokemonHealPhase");
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeDefined();
// Switch to damaged Squirtle. HW/LD's effect should activate
game.doSwitchPokemon(2);
await game.toEndOfTurn();
expect(squirtle.isFullHp()).toBe(true);
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeUndefined();
// Set Charmander's HP to 1, then switch back to Charmander.
// HW/LD shouldn't activate again
charmander.hp = 1;
game.doSwitchPokemon(2);
await game.toEndOfTurn();
expect(charmander.hp).toBe(1);
});
it("should only store one charge of the effect at a time", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([
SpeciesId.BULBASAUR,
SpeciesId.CHARMANDER,
SpeciesId.SQUIRTLE,
SpeciesId.PIKACHU,
]);
const [bulbasaur, charmander, squirtle, pikachu] = game.scene.getPlayerParty();
[squirtle, pikachu].forEach(p => (p.hp = 1));
// Use HW/LD and send in Charmander. HW/LD's effect should be stored
game.move.use(moveId);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(bulbasaur.isFainted()).toBe(true);
expect(charmander.isFullHp()).toBe(true);
expect(charmander.isFullHp());
expect(game.phaseInterceptor.log).not.toContain("PokemonHealPhase");
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeDefined();
// Use HW/LD again, sending in Squirtle. HW/LD should activate and heal Squirtle
game.move.use(moveId);
game.doSelectPartyPokemon(2);
await game.toNextTurn();
expect(charmander.isFainted()).toBe(true);
expect(squirtle.isFullHp()).toBe(true);
expect(squirtle.isFullHp());
// Switch again to Pikachu. HW/LD's effect shouldn't be present
game.doSwitchPokemon(3);
expect(pikachu.isFullHp()).toBe(false);
});
});
it("Lunar Dance should sacrifice the user to restore the switched in Pokemon's PP", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const [bulbasaur, charmander] = game.scene.getPlayerParty();
game.move.use(MoveId.SPLASH);
await game.toNextTurn();
game.doSwitchPokemon(1);
await game.toNextTurn();
game.move.use(MoveId.LUNAR_DANCE);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(charmander.isFainted()).toBeTruthy();
bulbasaur.getMoveset().forEach(mv => expect(mv.ppUsed).toBe(0));
});
it("should stack with each other", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([
SpeciesId.BULBASAUR,
SpeciesId.CHARMANDER,
SpeciesId.SQUIRTLE,
SpeciesId.PIKACHU,
]);
const [bulbasaur, charmander, squirtle, pikachu] = game.scene.getPlayerParty();
[squirtle, pikachu].forEach(p => {
p.hp = 1;
p.getMoveset().forEach(mv => (mv.ppUsed = 1));
});
game.move.use(MoveId.LUNAR_DANCE);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(bulbasaur.isFainted()).toBe(true);
expect(charmander.isFullHp()).toBe(true);
expect(game.phaseInterceptor.log).not.toContain("PokemonHealPhase");
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeDefined();
game.move.use(MoveId.HEALING_WISH);
game.doSelectPartyPokemon(2);
// Lunar Dance should apply first since it was used first, restoring Squirtle's HP and PP
await game.toNextTurn();
expect(squirtle.isFullHp()).toBe(true);
squirtle.getMoveset().forEach(mv => expect(mv.ppUsed).toBe(0));
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeDefined();
game.doSwitchPokemon(3);
// Healing Wish should apply on the next switch, restoring Pikachu's HP
await game.toEndOfTurn();
expect(pikachu.isFullHp()).toBe(true);
pikachu.getMoveset().forEach(mv => expect(mv.ppUsed).toBe(1));
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeUndefined();
});
});