pokerogue/test/abilities/ability_activation_order.test.ts
2025-03-12 00:10:58 -07:00

82 lines
2.6 KiB
TypeScript

import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import { Stat } from "#enums/stat";
import { WeatherType } from "#enums/weather-type";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Ability Activation Order", () => {
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([Moves.SPLASH])
.ability(Abilities.BALL_FETCH)
.battleType("single")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("should activate the ability of the faster Pokemon first", async () => {
game.override.enemyLevel(100).ability(Abilities.DRIZZLE).enemyAbility(Abilities.DROUGHT);
await game.classicMode.startBattle([Species.SLOWPOKE]);
// Enemy's ability should activate first, so sun ends up replaced with rain
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
});
it("should consider base stat boosting items in determining order", async () => {
game.override
.startingLevel(25)
.enemyLevel(50)
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.DROUGHT)
.ability(Abilities.DRIZZLE)
.startingHeldItems([{ name: "BASE_STAT_BOOSTER", type: Stat.SPD, count: 100 }]);
await game.classicMode.startBattle([Species.MAGIKARP]);
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
it("should consider stat boosting items in determining order", async () => {
game.override
.startingLevel(35)
.enemyLevel(50)
.enemySpecies(Species.DITTO)
.enemyAbility(Abilities.DROUGHT)
.ability(Abilities.DRIZZLE)
.startingHeldItems([{ name: "SPECIES_STAT_BOOSTER", type: "QUICK_POWDER" }]);
await game.classicMode.startBattle([Species.DITTO]);
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
it("should activate priority abilities first", async () => {
game.override
.startingLevel(1)
.enemyLevel(100)
.enemySpecies(Species.ACCELGOR)
.enemyAbility(Abilities.DROUGHT)
.ability(Abilities.NEUTRALIZING_GAS);
await game.classicMode.startBattle([Species.SLOWPOKE]);
expect(game.scene.arena.weather).toBeUndefined();
});
});