pokerogue/test/abilities/flash_fire.test.ts
Bertie690 0918985a63
[Test] Remove unneeded mockRestore and testTimeout calls in tests
https://github.com/pagefaultgames/pokerogue/pull/5927/

* Removed unnecessary test timeout parameters from test files

We set it in vitest config anyways

* Removed unneeded `mockRestore` calls

We call `restoreAllMocks` after each test runs anyhow

* Removed accidentall forgotten-about timeout

* Revdrt magic bounce test file for now

* Fixed ting

* Fixed bug

* Fixed import

* Update test/data/status_effect.test.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Update battle.test.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Ran bim

---------

Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-15 00:48:16 -07:00

163 lines
5.4 KiB
TypeScript

import { BattlerIndex } from "#enums/battler-index";
import { BattlerTagType } from "#app/enums/battler-tag-type";
import { SpeciesId } from "#enums/species-id";
import { MovePhase } from "#app/phases/move-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { StatusEffect } from "#enums/status-effect";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Flash Fire", () => {
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
.battleStyle("single")
.ability(AbilityId.FLASH_FIRE)
.enemyAbility(AbilityId.BALL_FETCH)
.startingLevel(20)
.enemyLevel(20)
.disableCrits();
});
it("immune to Fire-type moves", async () => {
game.override.enemyMoveset([MoveId.EMBER]).moveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.BLISSEY]);
const blissey = game.scene.getPlayerPokemon()!;
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
expect(blissey.hp).toBe(blissey.getMaxHp());
});
it("not activate if the Pokémon is protected from the Fire-type move", async () => {
game.override.enemyMoveset([MoveId.EMBER]).moveset([MoveId.PROTECT]);
await game.classicMode.startBattle([SpeciesId.BLISSEY]);
const blissey = game.scene.getPlayerPokemon()!;
game.move.select(MoveId.PROTECT);
await game.phaseInterceptor.to(TurnEndPhase);
expect(blissey!.getTag(BattlerTagType.FIRE_BOOST)).toBeUndefined();
});
it("activated by Will-O-Wisp", async () => {
game.override.enemyMoveset([MoveId.WILL_O_WISP]).moveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.BLISSEY]);
const blissey = game.scene.getPlayerPokemon()!;
game.move.select(MoveId.SPLASH);
await game.move.forceHit();
await game.phaseInterceptor.to(MovePhase, false);
await game.move.forceHit();
await game.phaseInterceptor.to(TurnEndPhase);
expect(blissey!.getTag(BattlerTagType.FIRE_BOOST)).toBeDefined();
});
it("activated after being frozen", async () => {
game.override.enemyMoveset([MoveId.EMBER]).moveset(MoveId.SPLASH).statusEffect(StatusEffect.FREEZE);
await game.classicMode.startBattle([SpeciesId.BLISSEY]);
const blissey = game.scene.getPlayerPokemon()!;
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
expect(blissey!.getTag(BattlerTagType.FIRE_BOOST)).toBeDefined();
});
it("not passing with baton pass", async () => {
game.override.enemyMoveset([MoveId.EMBER]).moveset([MoveId.BATON_PASS]);
await game.classicMode.startBattle([SpeciesId.BLISSEY, SpeciesId.CHANSEY]);
// ensure use baton pass after enemy moved
game.move.select(MoveId.BATON_PASS);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
game.doSelectPartyPokemon(1);
await game.phaseInterceptor.to(TurnEndPhase);
const chansey = game.scene.getPlayerPokemon()!;
expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(SpeciesId.CHANSEY);
expect(chansey!.getTag(BattlerTagType.FIRE_BOOST)).toBeUndefined();
});
it("boosts Fire-type move when the ability is activated", async () => {
game.override
.enemyMoveset([MoveId.FIRE_PLEDGE])
.moveset([MoveId.EMBER, MoveId.SPLASH])
.enemyAbility(AbilityId.FLASH_FIRE)
.ability(AbilityId.NONE);
await game.classicMode.startBattle([SpeciesId.BLISSEY]);
const blissey = game.scene.getPlayerPokemon()!;
const initialHP = 1000;
blissey.hp = initialHP;
// first turn
game.move.select(MoveId.EMBER);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.phaseInterceptor.to(TurnEndPhase);
const originalDmg = initialHP - blissey.hp;
expect(blissey.hp > 0);
blissey.hp = initialHP;
// second turn
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
const flashFireDmg = initialHP - blissey.hp;
expect(flashFireDmg).toBeGreaterThan(originalDmg);
});
it("still activates regardless of accuracy check", async () => {
game.override
.moveset(MoveId.FIRE_PLEDGE)
.enemyMoveset(MoveId.EMBER)
.enemyAbility(AbilityId.NONE)
.ability(AbilityId.FLASH_FIRE)
.enemySpecies(SpeciesId.BLISSEY);
await game.classicMode.startBattle([SpeciesId.RATTATA]);
const blissey = game.scene.getEnemyPokemon()!;
const initialHP = 1000;
blissey.hp = initialHP;
// first turn
game.move.select(MoveId.FIRE_PLEDGE);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.phaseInterceptor.to("MoveEffectPhase");
await game.move.forceMiss();
await game.phaseInterceptor.to(TurnEndPhase);
const originalDmg = initialHP - blissey.hp;
expect(blissey.hp > 0);
blissey.hp = initialHP;
// second turn
game.move.select(MoveId.FIRE_PLEDGE);
await game.phaseInterceptor.to(TurnEndPhase);
const flashFireDmg = initialHP - blissey.hp;
expect(flashFireDmg).toBeGreaterThan(originalDmg);
});
});