pokerogue/test/moves/quash.test.ts
Bertie690 5efdb0dc0b
[Refactor] Fix issues with "last move selected" vs "used" (#5810)
* Added `MoveUseType` and refactored MEP

* Fixed Wimp out tests & ME code

finally i think all the booleans are gone
i hope

* Added version migration for last resort and co.

buh gumbug

* Fixed various bugs and added tests for previous bugfixes

* Reverted a couple doc changes

* WIP

* Update pokemon-species.ts

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

* Update pokemon-phase.ts

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

* Fixed remaining tests (I think)

* Reverted rollout test changes

* Fixed command phase bug causing metronome test timeout

* Revert early_bird.test.ts

* Fix biome.jsonc

* Made `MoveUseType` start at 1

As per @DayKev's request

* Fixed a thing

* Fixed bolt beak condition to be marginally less jank

* Applied some review suggestions

* Reverted move phase operations

* Added helper functions complete with markdown tables

* Fixed things

* Update battler-tags.ts

* Fixed random issues

* Fixed code

* Fixed comment

* Fixed import issues

* Fix disable.test.ts conflicts

* Update instruct.test.ts

* Update `biome.jsonc`

* Renamed `MoveUseType` to `MoveUseMode`; applied review comments

* Fixed space

* Fixed phasemanager bugs

* Fixed instruct test to not bork

* Fixed gorilla tactics bug

* Battler Tags doc fixes

* Fixed formatting and suttff

* Minor comment updates and remove unused imports in `move.ts`

* Re-add `public`, remove unnecessary default value in `battler-tags.ts`

* Restore `{}` in `turn-start-phase.ts`

Fixes `lint/correctness/noSwitchDeclarations`

* Remove extra space in TSDoc in `move-phase.ts`

* Use `game.field` instead of `game.scene` in `instruct.test.ts`

Also `game.toEndOfTurn()` instead of
`game.phaseInterceptor.to("BerryPhase")`

* Use `game.field` instead of `game.scene` in `metronome.test.ts`

* Use `toEndOfTurn()` instead of `to("BerryPhase")` in `powder.test.ts`

* Convert `MoveUseMode` enum to `const` object

* Update move-phase.ts

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

* Add `enumValueToKey` utility function

* Apply Biome

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-15 10:52:44 -07:00

132 lines
5.1 KiB
TypeScript

import { SpeciesId } from "#enums/species-id";
import { MoveId } from "#enums/move-id";
import { AbilityId } from "#enums/ability-id";
import { BattlerIndex } from "#enums/battler-index";
import { WeatherType } from "#enums/weather-type";
import { MoveResult } from "#enums/move-result";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest";
import { MoveUseMode } from "#enums/move-use-mode";
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);
});
});