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* Rename `Abilities` to `AbilityId` * Rename `abilities.ts` to `ability-id.ts` * Rename `Moves` to `MoveId` * Rename `moves.ts` to `move-id.ts` * Rename `Species` to `SpeciesId` * Rename `species.ts` to `species-id.ts` * Rename `Biome` to `BiomeId` * Rename `biome.ts` to `biome-id.ts` * Replace `Abilities` with `AbilityId` in comments * Replace `Biome` with `BiomeId` in comments * Replace `Moves` with `MoveId` in comments * Replace `Species` with `SpeciesId` in comments
54 lines
1.5 KiB
TypeScript
54 lines
1.5 KiB
TypeScript
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 Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Moves - Nightmare", () => {
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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("single")
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.enemySpecies(SpeciesId.RATTATA)
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.enemyMoveset(MoveId.SPLASH)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyStatusEffect(StatusEffect.SLEEP)
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.startingLevel(5)
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.moveset([MoveId.NIGHTMARE, MoveId.SPLASH]);
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});
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it("lowers enemy hp by 1/4 each turn while asleep", async () => {
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await game.classicMode.startBattle([SpeciesId.HYPNO]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const enemyMaxHP = enemyPokemon.hp;
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game.move.select(MoveId.NIGHTMARE);
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await game.toNextTurn();
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expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4));
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// take a second turn to make sure damage occurs again
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game.move.select(MoveId.SPLASH);
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await game.toNextTurn();
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expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4) - Math.floor(enemyMaxHP / 4));
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});
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});
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