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* 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>
98 lines
3.5 KiB
TypeScript
98 lines
3.5 KiB
TypeScript
import { BattlerIndex } from "#enums/battler-index";
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import { AbilityId } from "#enums/ability-id";
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import { MoveResult } from "#enums/move-result";
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import { MovePhase } from "#app/phases/move-phase";
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import { MoveUseMode } from "#enums/move-use-mode";
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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 GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Moves - After You", () => {
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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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game.override
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.battleStyle("double")
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.enemyLevel(5)
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.enemySpecies(SpeciesId.PIKACHU)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH)
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.ability(AbilityId.BALL_FETCH)
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.moveset([MoveId.AFTER_YOU, MoveId.SPLASH]);
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});
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it("makes the target move immediately after the user", async () => {
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await game.classicMode.startBattle([SpeciesId.REGIELEKI, SpeciesId.SHUCKLE]);
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game.move.select(MoveId.AFTER_YOU, 0, BattlerIndex.PLAYER_2);
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game.move.select(MoveId.SPLASH, 1);
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await game.phaseInterceptor.to("MoveEffectPhase");
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await game.phaseInterceptor.to(MovePhase, false);
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const phase = game.scene.phaseManager.getCurrentPhase() as MovePhase;
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expect(phase.pokemon).toBe(game.scene.getPlayerField()[1]);
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await game.phaseInterceptor.to("MoveEndPhase");
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});
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it("fails if target already moved", async () => {
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game.override.enemySpecies(SpeciesId.SHUCKLE);
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await game.classicMode.startBattle([SpeciesId.REGIELEKI, SpeciesId.PIKACHU]);
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game.move.select(MoveId.SPLASH);
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game.move.select(MoveId.AFTER_YOU, 1, BattlerIndex.PLAYER);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to(MovePhase);
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expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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// TODO: Enable once rampaging moves and move queue are fixed.
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// Currently does literally nothing because `MoveUseMode` is overridden from move queue
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// within `MovePhase`, but should be enabled once that jank is removed
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it.todo("should maintain PP ignore status of rampaging moves", async () => {
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game.override.moveset([]);
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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const [accelgor, rattata] = game.scene.getPlayerField();
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expect(accelgor).toBeDefined();
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expect(rattata).toBeDefined();
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game.move.changeMoveset(accelgor, [MoveId.SPLASH, MoveId.AFTER_YOU]);
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game.move.changeMoveset(rattata, MoveId.OUTRAGE);
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game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER);
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game.move.select(MoveId.OUTRAGE, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase");
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const outrageMove = rattata.getMoveset().find(m => m.moveId === MoveId.OUTRAGE);
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expect(outrageMove?.ppUsed).toBe(1);
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game.move.select(MoveId.AFTER_YOU, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(accelgor.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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expect(outrageMove?.ppUsed).toBe(1);
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expect(rattata.getLastXMoves()[0]).toMatchObject({
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move: MoveId.OUTRAGE,
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result: MoveResult.SUCCESS,
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useMode: MoveUseMode.IGNORE_PP,
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});
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});
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});
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