pokerogue/test/abilities/good_as_gold.test.ts
Bertie690 061c987265
[Test] Convert game.override calls into chained line where possible
https://github.com/pagefaultgames/pokerogue/pull/5926

* Condensed all overrides into 1 line where possible

I hope I got them all...

* Fixed tests 0.5

* Cleaned up safeguard test to not use outdated code; fixed rest of errors

* Fixed illusion test

* Revert safeguart etst

* Fixed battle tets

* Fixed stuff

* Fixed things2.0

* Fixed import issues

* Revert changes outside of the tests directory

* Revert changes outside of the tests directory

---------

Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-15 00:40:41 -07:00

140 lines
5.5 KiB
TypeScript

import { BattlerIndex } from "#enums/battler-index";
import { ArenaTagSide } from "#enums/arena-tag-side";
import { allAbilities } from "#app/data/data-lists";
import { ArenaTagType } from "#app/enums/arena-tag-type";
import { BattlerTagType } from "#app/enums/battler-tag-type";
import { Stat } from "#app/enums/stat";
import { StatusEffect } from "#app/enums/status-effect";
import { WeatherType } from "#app/enums/weather-type";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Abilities - Good As Gold", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.GOOD_AS_GOLD)
.battleStyle("single")
.disableCrits()
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should block normal status moves", async () => {
game.override.enemyMoveset([MoveId.GROWL]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const player = game.scene.getPlayerPokemon()!;
game.move.select(MoveId.SPLASH, 0);
await game.phaseInterceptor.to("BerryPhase");
expect(player.waveData.abilitiesApplied).toContain(AbilityId.GOOD_AS_GOLD);
expect(player.getStatStage(Stat.ATK)).toBe(0);
});
it("should block memento and prevent the user from fainting", async () => {
game.override.enemyMoveset([MoveId.MEMENTO]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
game.move.select(MoveId.MEMENTO);
await game.phaseInterceptor.to("BerryPhase");
expect(game.scene.getPlayerPokemon()!.isFainted()).toBe(false);
expect(game.scene.getEnemyPokemon()?.getStatStage(Stat.ATK)).toBe(0);
});
it("should not block any status moves that target the field, one side, or all pokemon", async () => {
game.override
.battleStyle("double")
.enemyMoveset([MoveId.STEALTH_ROCK, MoveId.HAZE])
.moveset([MoveId.SWORDS_DANCE, MoveId.SAFEGUARD]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.FEEBAS]);
const [good_as_gold, ball_fetch] = game.scene.getPlayerField();
// Force second pokemon to have ball fetch to isolate to a single mon.
vi.spyOn(ball_fetch, "getAbility").mockReturnValue(allAbilities[AbilityId.BALL_FETCH]);
game.move.select(MoveId.SWORDS_DANCE, 0);
game.move.select(MoveId.SAFEGUARD, 1);
await game.move.selectEnemyMove(MoveId.STEALTH_ROCK);
await game.move.selectEnemyMove(MoveId.HAZE);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
await game.phaseInterceptor.to("BerryPhase");
expect(good_as_gold.getAbility().id).toBe(AbilityId.GOOD_AS_GOLD);
expect(good_as_gold.getStatStage(Stat.ATK)).toBe(0);
expect(game.scene.arena.getTagOnSide(ArenaTagType.STEALTH_ROCK, ArenaTagSide.PLAYER)).toBeDefined();
expect(game.scene.arena.getTagOnSide(ArenaTagType.SAFEGUARD, ArenaTagSide.PLAYER)).toBeDefined();
});
it("should not block field targeted effects in singles", async () => {
game.override.battleStyle("single").enemyMoveset([MoveId.SPIKES]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
game.move.select(MoveId.SPLASH, 0);
await game.phaseInterceptor.to("BerryPhase");
expect(game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.PLAYER)).toBeDefined();
});
it("should block the ally's helping hand", async () => {
game.override.battleStyle("double").moveset([MoveId.HELPING_HAND, MoveId.TACKLE]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.FEEBAS]);
game.move.select(MoveId.HELPING_HAND, 0);
game.move.select(MoveId.TACKLE, 1);
await game.phaseInterceptor.to("MoveEndPhase", true);
expect(game.scene.getPlayerField()[1].getTag(BattlerTagType.HELPING_HAND)).toBeUndefined();
});
// TODO: re-enable when heal bell is fixed
it.todo("should block the ally's heal bell, but only if the good as gold user is on the field", async () => {
game.override.battleStyle("double").statusEffect(StatusEffect.BURN);
await game.classicMode.startBattle([SpeciesId.MILOTIC, SpeciesId.FEEBAS, SpeciesId.ABRA]);
const [milotic, feebas, abra] = game.scene.getPlayerParty();
game.field.mockAbility(milotic, AbilityId.GOOD_AS_GOLD);
game.field.mockAbility(feebas, AbilityId.BALL_FETCH);
game.field.mockAbility(abra, AbilityId.BALL_FETCH);
// turn 1
game.move.use(MoveId.SPLASH, 0);
game.move.use(MoveId.HEAL_BELL, 1);
await game.toNextTurn();
expect(milotic.status?.effect).toBe(StatusEffect.BURN);
game.doSwitchPokemon(2);
game.move.use(MoveId.HEAL_BELL, 1);
await game.toNextTurn();
expect(milotic.status?.effect).toBeUndefined();
});
it("should not block field targeted effects like rain dance", async () => {
game.override.battleStyle("single").enemyMoveset([MoveId.RAIN_DANCE]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
game.move.use(MoveId.SPLASH, 0);
await game.phaseInterceptor.to("BerryPhase");
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
});
});