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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 * Fixed tests 0.5 * Cleaned up safeguard test to not use outdated code; fixed rest of errors * Fixed illusion test * Revert safeguart etst * Fixed battle tets * Fixed stuff * Fixed things2.0 * Fixed import issues * Revert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>
184 lines
6.3 KiB
TypeScript
184 lines
6.3 KiB
TypeScript
import { Status } from "#app/data/status-effect";
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import { QuietFormChangePhase } from "#app/phases/quiet-form-change-phase";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import { AbilityId } from "#enums/ability-id";
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import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import { StatusEffect } from "#enums/status-effect";
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import GameManager from "#test/testUtils/gameManager";
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import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
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describe("Abilities - SHIELDS DOWN", () => {
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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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const moveToUse = MoveId.SPLASH;
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game.override
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.battleStyle("single")
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.ability(AbilityId.SHIELDS_DOWN)
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.moveset([moveToUse])
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.enemyMoveset([MoveId.TACKLE]);
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});
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test("check if fainted pokemon switched to base form on arena reset", async () => {
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const meteorForm = 0,
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coreForm = 7;
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game.override.startingWave(4).starterForms({
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[SpeciesId.MINIOR]: coreForm,
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});
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MINIOR]);
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const minior = game.scene.getPlayerParty().find(p => p.species.speciesId === SpeciesId.MINIOR)!;
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expect(minior).not.toBe(undefined);
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expect(minior.formIndex).toBe(coreForm);
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minior.hp = 0;
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minior.status = new Status(StatusEffect.FAINT);
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expect(minior.isFainted()).toBe(true);
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game.move.select(MoveId.SPLASH);
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await game.doKillOpponents();
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await game.phaseInterceptor.to(TurnEndPhase);
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game.doSelectModifier();
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await game.phaseInterceptor.to(QuietFormChangePhase);
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expect(minior.formIndex).toBe(meteorForm);
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});
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test("should ignore non-volatile status moves", async () => {
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game.override.enemyMoveset([MoveId.SPORE]);
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await game.classicMode.startBattle([SpeciesId.MINIOR]);
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getPlayerPokemon()!.status).toBe(undefined);
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});
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test("should still ignore non-volatile status moves used by a pokemon with mold breaker", async () => {
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game.override.enemyAbility(AbilityId.MOLD_BREAKER).enemyMoveset([MoveId.SPORE]);
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await game.classicMode.startBattle([SpeciesId.MINIOR]);
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game.move.select(MoveId.SPLASH);
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await game.move.selectEnemyMove(MoveId.SPORE);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getPlayerPokemon()!.status).toBe(undefined);
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});
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test("should ignore non-volatile secondary status effects", async () => {
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game.override.enemyMoveset([MoveId.NUZZLE]);
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await game.classicMode.startBattle([SpeciesId.MINIOR]);
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getPlayerPokemon()!.status).toBe(undefined);
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});
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test("should ignore status moves even through mold breaker", async () => {
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game.override.enemyMoveset([MoveId.SPORE]).enemyAbility(AbilityId.MOLD_BREAKER);
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await game.classicMode.startBattle([SpeciesId.MINIOR]);
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getPlayerPokemon()!.status).toBe(undefined);
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});
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// toxic spikes currently does not poison flying types when gravity is in effect
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test.todo("should become poisoned by toxic spikes when grounded", async () => {
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game.override
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.enemyMoveset([MoveId.GRAVITY, MoveId.TOXIC_SPIKES, MoveId.SPLASH])
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.moveset([MoveId.GRAVITY, MoveId.SPLASH]);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MINIOR]);
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// turn 1
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game.move.select(MoveId.GRAVITY);
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await game.move.selectEnemyMove(MoveId.TOXIC_SPIKES);
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await game.toNextTurn();
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// turn 2
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game.doSwitchPokemon(1);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.toNextTurn();
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expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(SpeciesId.MINIOR);
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expect(game.scene.getPlayerPokemon()!.species.formIndex).toBe(0);
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expect(game.scene.getPlayerPokemon()!.status?.effect).toBe(StatusEffect.POISON);
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});
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test("should ignore yawn", async () => {
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game.override.enemyMoveset([MoveId.YAWN]);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MINIOR]);
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game.move.select(MoveId.SPLASH);
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await game.move.selectEnemyMove(MoveId.YAWN);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getPlayerPokemon()!.findTag(tag => tag.tagType === BattlerTagType.DROWSY)).toBe(undefined);
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});
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test("should not ignore volatile status effects", async () => {
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game.override.enemyMoveset([MoveId.CONFUSE_RAY]);
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await game.classicMode.startBattle([SpeciesId.MINIOR]);
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game.move.select(MoveId.SPLASH);
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await game.move.selectEnemyMove(MoveId.CONFUSE_RAY);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getPlayerPokemon()!.findTag(tag => tag.tagType === BattlerTagType.CONFUSED)).not.toBe(undefined);
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});
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// the `NoTransformAbilityAbAttr` attribute is not checked anywhere, so this test cannot pass.
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test.todo("ditto should not be immune to status after transforming", async () => {
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game.override.enemySpecies(SpeciesId.DITTO).enemyAbility(AbilityId.IMPOSTER).moveset([MoveId.SPLASH, MoveId.SPORE]);
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await game.classicMode.startBattle([SpeciesId.MINIOR]);
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game.move.select(MoveId.SPORE);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getEnemyPokemon()!.status?.effect).toBe(StatusEffect.SLEEP);
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});
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test("should not prevent minior from receiving the fainted status effect in trainer battles", async () => {
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game.override
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.enemyMoveset([MoveId.TACKLE])
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.moveset([MoveId.THUNDERBOLT])
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.startingLevel(100)
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.startingWave(5)
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.enemySpecies(SpeciesId.MINIOR);
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await game.classicMode.startBattle([SpeciesId.REGIELEKI]);
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const minior = game.scene.getEnemyPokemon()!;
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game.move.select(MoveId.THUNDERBOLT);
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await game.toNextTurn();
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expect(minior.isFainted()).toBe(true);
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expect(minior.status?.effect).toBe(StatusEffect.FAINT);
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});
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});
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