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* TS: enable strict-null * fix battle-scene.ts * fix voucher.ts * adapt more files to strict-null * adapt more files to strict-null ( 2) * adapt ability.ts to strict-null * adapt `arena.ts` to strict-null * adapt TagAddedEvent constructor to strict-null * adapt phases.ts.to strict-null * adapt status-effect.ts to strict-null * adapt `account.ts` to strict-null * adapt `configHandler.ts` to strict-null * adapt `ability.ts` to strict-null * adapt `biomes.ts` to strict-null * adapt `challenge.ts` to strict-null * adapt `daily-run.ts` to strict-null * adapt `nature.ts` to strict-null * adapt `pokemon-forms.ts` to strict-null * adapt `tainer-names.ts` to strict-null * adapt `types.ts` to strict-null * adapt `weather.ts` to strict-null * adapt `egg-hatch-phase.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `pokemon-sprite-sparkle-handler.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `game-mode.ts` to strict-null * adapt `utils.ts` to strict-null * adapt `voucher-ui-handler.ts` to strict-null * adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null * adapt `src/ui/ui.ts` to strict-null * adapt `src/ui/ui-theme.ts` to strict-null * adapt `src/ui/title-ui-handler.ts` to strict-null * adapt `src/ui/time-of-day-widget.ts` to strict-null * adapt `src/ui/text.ts` to strict-null * adapt `src/ui/target-select-ui-handler.ts` to strict-null * adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null * adapt more files to strict-null (3) * adapt more files to strict-null (4) * adapt more files (mostly tests) to strict-null (5) * adapt more files to strict-null (6) * adapt more files to strict-null (7) * Update `src/data/pokemon-evolutions.ts` for strict-null Partial update `src/data/pokemon-species.ts` for strict-null * adapt more files to strict-null (8) * adapt more files to strict-null (9) * Strict some more nulls (still a few errors remaining) * adapt rest of the files to strict-null (9) * fix tests (check for null instead of undefined) * repalce a lot of `??` with bangs And added TODO notice as usual * fix more tests * all tests pass now * fix broken game-loop after trainer battle add some console.warn for missing cases and falling back to default * remove guessed fallback from utils.rgbHexToRgba * add TODO for this.currentBattle = null * adjust getPokemonById() return to include `null` * fix compilation errors * add test for pokemon.trySetStatus * `chanceMultiplier` shouldn't be optional * allow `null` for currentPhase * adjust hasExpSprite logic for no keymatch found * reduce bang usage in account.updateUserInfo() * fix new strict-null issues after merge * fix `strict-null` issues in dropdown.ts and sand_spit.test.ts * fix egg-gacha * adapt gul_missile.test.ts to strict-null * fix move.ts strict-null * fix i18n.ts strict-null * fix strict-null issues * fix baton_pass test after accidentially breaking it * chore: fix compiler errors * revert accidential changes in baton_pass.test.ts --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
95 lines
3.0 KiB
TypeScript
95 lines
3.0 KiB
TypeScript
import { BattleStat } from "#app/data/battle-stat.js";
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import { PostSummonPhase, TurnEndPhase } from "#app/phases.js";
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import GameManager from "#app/test/utils/gameManager";
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import { getMovePosition } from "#app/test/utils/gameManagerUtils";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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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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import { SPLASH_ONLY } from "../utils/testUtils";
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describe("Moves - Baton Pass", () => {
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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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.battleType("single")
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.enemySpecies(Species.DUGTRIO)
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.startingLevel(1)
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.startingWave(97)
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.moveset([Moves.BATON_PASS, Moves.NASTY_PLOT, Moves.SPLASH])
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.enemyMoveset(SPLASH_ONLY)
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.disableCrits();
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});
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it("passes stat stage buffs when player uses it", async() => {
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// arrange
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await game.startBattle([
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Species.RAICHU,
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Species.SHUCKLE
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]);
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// round 1 - buff
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game.doAttack(getMovePosition(game.scene, 0, Moves.NASTY_PLOT));
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await game.toNextTurn();
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expect(game.scene.getPlayerPokemon()!.summonData.battleStats[BattleStat.SPATK]).toEqual(2);
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// round 2 - baton pass
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game.doAttack(getMovePosition(game.scene, 0, Moves.BATON_PASS));
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game.doSelectPartyPokemon(1);
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await game.phaseInterceptor.to(TurnEndPhase);
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// assert
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const playerPkm = game.scene.getPlayerPokemon()!;
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expect(playerPkm.species.speciesId).toEqual(Species.SHUCKLE);
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expect(playerPkm.summonData.battleStats[BattleStat.SPATK]).toEqual(2);
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}, 20000);
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it("passes stat stage buffs when AI uses it", async() => {
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// arrange
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game.override
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.startingWave(5)
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.enemyMoveset(new Array(4).fill([Moves.NASTY_PLOT]));
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await game.startBattle([
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Species.RAICHU,
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Species.SHUCKLE
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]);
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// round 1 - ai buffs
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
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await game.toNextTurn();
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// round 2 - baton pass
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game.scene.getEnemyPokemon()!.hp = 100;
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game.override.enemyMoveset(new Array(4).fill(Moves.BATON_PASS));
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
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await game.phaseInterceptor.to(PostSummonPhase, false);
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// assert
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// check buffs are still there
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expect(game.scene.getEnemyPokemon()!.summonData.battleStats[BattleStat.SPATK]).toEqual(2);
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// confirm that a switch actually happened. can't use species because I
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// can't find a way to override trainer parties with more than 1 pokemon species
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expect(game.scene.getEnemyPokemon()!.hp).not.toEqual(100);
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expect(game.phaseInterceptor.log.slice(-4)).toEqual([
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"MoveEffectPhase",
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"SwitchSummonPhase",
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"SummonPhase",
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"PostSummonPhase"
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]);
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}, 20000);
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});
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