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* Move game-mode to its own file Reduces circular imports to 325 * Move battler-index to own file Reduces circular deps to 314 * Move trainer-variant to own file Reduces circ deps to 313 * Move enums in pokemon to their own file * Move arena-tag-type to its own file * Move pokemon-moves to its own file * Move command to own file * Move learnMoveType to own file * Move form change item to own file * Move battlerTagLapseType to own file * Move anim enums to own shared file * Move enums out of challenges * Move species form change triggers to own file Reduces circ imports to 291 * Update test importing pokemon move * Replace move attribute imports with string names * Untangle circular deps from game data * Fix missing string call in switch summon phase * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Ensure ChargeMove's is method calls super * Use InstanceType for proper narrowing * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
103 lines
3.7 KiB
TypeScript
103 lines
3.7 KiB
TypeScript
import { allMoves } from "#app/data/data-lists";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { WeatherType } from "#enums/weather-type";
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import { MoveResult } from "#enums/move-result";
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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 GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, it, expect, vi } from "vitest";
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describe("Moves - Solar Beam", () => {
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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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.moveset(MoveId.SOLAR_BEAM)
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.battleStyle("single")
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.startingLevel(100)
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.enemySpecies(SpeciesId.SNORLAX)
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.enemyLevel(100)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH);
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});
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it("should deal damage in two turns if no weather is active", async () => {
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(MoveId.SOLAR_BEAM);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.getTag(BattlerTagType.CHARGING)).toBeDefined();
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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expect(playerPokemon.getLastXMoves(1)[0].result).toBe(MoveResult.OTHER);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.getTag(BattlerTagType.CHARGING)).toBeUndefined();
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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expect(playerPokemon.getMoveHistory()).toHaveLength(2);
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expect(playerPokemon.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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const playerSolarBeam = playerPokemon.getMoveset().find(mv => mv && mv.moveId === MoveId.SOLAR_BEAM);
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expect(playerSolarBeam?.ppUsed).toBe(1);
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});
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it.each([
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{ weatherType: WeatherType.SUNNY, name: "Sun" },
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{ weatherType: WeatherType.HARSH_SUN, name: "Harsh Sun" },
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])("should deal damage in one turn if $name is active", async ({ weatherType }) => {
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game.override.weather(weatherType);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(MoveId.SOLAR_BEAM);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.getTag(BattlerTagType.CHARGING)).toBeUndefined();
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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expect(playerPokemon.getMoveHistory()).toHaveLength(2);
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expect(playerPokemon.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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const playerSolarBeam = playerPokemon.getMoveset().find(mv => mv && mv.moveId === MoveId.SOLAR_BEAM);
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expect(playerSolarBeam?.ppUsed).toBe(1);
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});
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it.each([
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{ weatherType: WeatherType.RAIN, name: "Rain" },
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{ weatherType: WeatherType.HEAVY_RAIN, name: "Heavy Rain" },
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])("should have its power halved in $name", async ({ weatherType }) => {
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game.override.weather(weatherType);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const solarBeam = allMoves[MoveId.SOLAR_BEAM];
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vi.spyOn(solarBeam, "calculateBattlePower");
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game.move.select(MoveId.SOLAR_BEAM);
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await game.phaseInterceptor.to("TurnEndPhase");
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(solarBeam.calculateBattlePower).toHaveLastReturnedWith(60);
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});
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});
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