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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>
132 lines
5.1 KiB
TypeScript
132 lines
5.1 KiB
TypeScript
import { AbilityId } from "#enums/ability-id";
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import { BattlerIndex } from "#enums/battler-index";
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import { MoveId } from "#enums/move-id";
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import { MoveResult } from "#enums/move-result";
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import { MoveUseMode } from "#enums/move-use-mode";
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import { SpeciesId } from "#enums/species-id";
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import { WeatherType } from "#enums/weather-type";
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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("Moves - Quash", () => {
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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("double")
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.enemyLevel(1)
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.enemySpecies(SpeciesId.SLOWPOKE)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset([MoveId.RAIN_DANCE, MoveId.SPLASH])
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.ability(AbilityId.BALL_FETCH)
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.moveset([MoveId.QUASH, MoveId.SUNNY_DAY, MoveId.RAIN_DANCE, MoveId.SPLASH]);
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});
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it("makes the target move last in a turn, ignoring priority", async () => {
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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game.move.select(MoveId.QUASH, 0, BattlerIndex.PLAYER_2);
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game.move.select(MoveId.SUNNY_DAY, 1);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.move.selectEnemyMove(MoveId.RAIN_DANCE);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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// will be sunny if player_2 moved last because of quash, rainy otherwise
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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it("fails if the target has already moved", async () => {
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER);
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game.move.select(MoveId.QUASH, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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// TODO: Enable once rampaging moves and move queue are fixed.
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// Currently does literally nothing because `MoveUseMode` is overridden from move queue
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// within `MovePhase`, but should be enabled once that jank is removed
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it.todo("should maintain PP ignore status of rampaging moves", async () => {
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game.override.moveset([]);
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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const [accelgor, rattata] = game.scene.getPlayerField();
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expect(accelgor).toBeDefined();
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expect(rattata).toBeDefined();
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game.move.changeMoveset(accelgor, [MoveId.SPLASH, MoveId.QUASH]);
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game.move.changeMoveset(rattata, MoveId.OUTRAGE);
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game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER);
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game.move.select(MoveId.OUTRAGE, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase");
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const outrageMove = rattata.getMoveset().find(m => m.moveId === MoveId.OUTRAGE);
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expect(outrageMove?.ppUsed).toBe(1);
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game.move.select(MoveId.QUASH, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(accelgor.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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expect(outrageMove?.ppUsed).toBe(1);
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expect(rattata.getLastXMoves()[0]).toMatchObject({
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move: MoveId.OUTRAGE,
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result: MoveResult.SUCCESS,
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useMode: MoveUseMode.IGNORE_PP,
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});
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});
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it("makes multiple quashed targets move in speed order at the end of the turn", async () => {
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game.override.enemySpecies(SpeciesId.NINJASK).enemyLevel(100);
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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// both users are quashed - rattata is slower so sun should be up at end of turn
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game.move.select(MoveId.RAIN_DANCE, 0);
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game.move.select(MoveId.SUNNY_DAY, 1);
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await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER);
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await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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it("respects trick room", async () => {
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game.override.enemyMoveset([MoveId.RAIN_DANCE, MoveId.SPLASH, MoveId.TRICK_ROOM]);
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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game.move.select(MoveId.SPLASH, 0);
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game.move.select(MoveId.SPLASH, 1);
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await game.move.selectEnemyMove(MoveId.TRICK_ROOM);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.phaseInterceptor.to("TurnInitPhase");
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// both users are quashed - accelgor should move last w/ TR so rain should be up at end of turn
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game.move.select(MoveId.RAIN_DANCE, 0);
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game.move.select(MoveId.SUNNY_DAY, 1);
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await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER);
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await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
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});
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});
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