pokerogue/test/moves/quash.test.ts
Sirz Benjie 51d4c33de0
[Misc] Standardize-file-names (#6137)
* 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>
2025-07-24 16:38:31 -04:00

132 lines
5.1 KiB
TypeScript

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