pokerogue/test/moves/parting_shot.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* Cleaned up safeguard test to not use outdated code; fixed rest of errors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

196 lines
7.2 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, test } from "vitest";
import GameManager from "#test/testUtils/gameManager";
import { Stat } from "#enums/stat";
import { BerryPhase } from "#app/phases/berry-phase";
import { FaintPhase } from "#app/phases/faint-phase";
import { MessagePhase } from "#app/phases/message-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
describe("Moves - Parting Shot", () => {
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("single")
.moveset([MoveId.PARTING_SHOT, MoveId.SPLASH])
.enemyMoveset(MoveId.SPLASH)
.startingLevel(5)
.enemyLevel(5);
});
test("Parting Shot when buffed by prankster should fail against dark types", async () => {
game.override.enemySpecies(SpeciesId.POOCHYENA).ability(AbilityId.PRANKSTER);
await game.classicMode.startBattle([SpeciesId.MURKROW, SpeciesId.MEOWTH]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).toBeDefined();
game.move.select(MoveId.PARTING_SHOT);
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(0);
expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(0);
expect(game.scene.getPlayerField()[0].species.speciesId).toBe(SpeciesId.MURKROW);
});
test("Parting shot should fail against good as gold ability", async () => {
game.override.enemySpecies(SpeciesId.GHOLDENGO).enemyAbility(AbilityId.GOOD_AS_GOLD);
await game.classicMode.startBattle([SpeciesId.MURKROW, SpeciesId.MEOWTH]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).toBeDefined();
game.move.select(MoveId.PARTING_SHOT);
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(0);
expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(0);
expect(game.scene.getPlayerField()[0].species.speciesId).toBe(SpeciesId.MURKROW);
});
it.todo(
// TODO: fix this bug to pass the test!
"Parting shot should fail if target is -6/-6 de-buffed",
async () => {
game.override.moveset([MoveId.PARTING_SHOT, MoveId.MEMENTO, MoveId.SPLASH]);
await game.classicMode.startBattle([
SpeciesId.MEOWTH,
SpeciesId.MEOWTH,
SpeciesId.MEOWTH,
SpeciesId.MURKROW,
SpeciesId.ABRA,
]);
// use Memento 3 times to debuff enemy
game.move.select(MoveId.MEMENTO);
await game.phaseInterceptor.to(FaintPhase);
expect(game.scene.getPlayerParty()[0].isFainted()).toBe(true);
game.doSelectPartyPokemon(1);
await game.phaseInterceptor.to(TurnInitPhase, false);
game.move.select(MoveId.MEMENTO);
await game.phaseInterceptor.to(FaintPhase);
expect(game.scene.getPlayerParty()[0].isFainted()).toBe(true);
game.doSelectPartyPokemon(2);
await game.phaseInterceptor.to(TurnInitPhase, false);
game.move.select(MoveId.MEMENTO);
await game.phaseInterceptor.to(FaintPhase);
expect(game.scene.getPlayerParty()[0].isFainted()).toBe(true);
game.doSelectPartyPokemon(3);
// set up done
await game.phaseInterceptor.to(TurnInitPhase, false);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).toBeDefined();
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(-6);
expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(-6);
// now parting shot should fail
game.move.select(MoveId.PARTING_SHOT);
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(-6);
expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(-6);
expect(game.scene.getPlayerField()[0].species.speciesId).toBe(SpeciesId.MURKROW);
},
);
it.todo(
// TODO: fix this bug to pass the test!
"Parting shot shouldn't allow switch out when mist is active",
async () => {
game.override.enemySpecies(SpeciesId.ALTARIA).enemyAbility(AbilityId.NONE).enemyMoveset([MoveId.MIST]);
await game.classicMode.startBattle([SpeciesId.SNORLAX, SpeciesId.MEOWTH]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).toBeDefined();
game.move.select(MoveId.PARTING_SHOT);
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(0);
expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(0);
expect(game.scene.getPlayerField()[0].species.speciesId).toBe(SpeciesId.MURKROW);
},
);
it.todo(
// TODO: fix this bug to pass the test!
"Parting shot shouldn't allow switch out against clear body ability",
async () => {
game.override.enemySpecies(SpeciesId.TENTACOOL).enemyAbility(AbilityId.CLEAR_BODY);
await game.classicMode.startBattle([SpeciesId.SNORLAX, SpeciesId.MEOWTH]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).toBeDefined();
game.move.select(MoveId.PARTING_SHOT);
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(0);
expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(0);
expect(game.scene.getPlayerField()[0].species.speciesId).toBe(SpeciesId.MURKROW);
},
);
it.todo(
// TODO: fix this bug to pass the test!
"Parting shot should de-buff and not fail if no party available to switch - party size 1",
async () => {
await game.classicMode.startBattle([SpeciesId.MURKROW]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).toBeDefined();
game.move.select(MoveId.PARTING_SHOT);
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(-1);
expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(-1);
expect(game.scene.getPlayerField()[0].species.speciesId).toBe(SpeciesId.MURKROW);
},
);
it.todo(
// TODO: fix this bug to pass the test!
"Parting shot regularly not fail if no party available to switch - party fainted",
async () => {
await game.classicMode.startBattle([SpeciesId.MURKROW, SpeciesId.MEOWTH]);
game.move.select(MoveId.SPLASH);
// intentionally kill party pokemon, switch to second slot (now 1 party mon is fainted)
await game.killPokemon(game.scene.getPlayerParty()[0]);
expect(game.scene.getPlayerParty()[0].isFainted()).toBe(true);
await game.phaseInterceptor.run(MessagePhase);
game.doSelectPartyPokemon(1);
await game.phaseInterceptor.to(TurnInitPhase, false);
game.move.select(MoveId.PARTING_SHOT);
await game.phaseInterceptor.to(BerryPhase, false);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(0);
expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(0);
expect(game.scene.getPlayerField()[0].species.speciesId).toBe(SpeciesId.MEOWTH);
},
);
});