pokerogue/test/moves/gigaton_hammer.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

80 lines
2.2 KiB
TypeScript

import { BattlerIndex } from "#enums/battler-index";
import GameManager from "#test/testUtils/gameManager";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Moves - Gigaton Hammer", () => {
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")
.enemySpecies(SpeciesId.MAGIKARP)
.starterSpecies(SpeciesId.FEEBAS)
.moveset([MoveId.GIGATON_HAMMER])
.startingLevel(10)
.enemyLevel(100)
.enemyMoveset(MoveId.SPLASH)
.disableCrits();
});
it("can't be used two turns in a row", async () => {
await game.classicMode.startBattle();
const enemy1 = game.scene.getEnemyPokemon()!;
game.move.select(MoveId.GIGATON_HAMMER);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.phaseInterceptor.to("MoveEndPhase");
expect(enemy1.hp).toBeLessThan(enemy1.getMaxHp());
await game.doKillOpponents();
await game.toNextWave();
game.move.select(MoveId.GIGATON_HAMMER);
await game.toNextTurn();
const enemy2 = game.scene.getEnemyPokemon()!;
expect(enemy2.hp).toBe(enemy2.getMaxHp());
});
it("can be used again if recalled and sent back out", async () => {
game.override.startingWave(4);
await game.classicMode.startBattle();
const enemy1 = game.scene.getEnemyPokemon()!;
game.move.select(MoveId.GIGATON_HAMMER);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.phaseInterceptor.to("MoveEndPhase");
expect(enemy1.hp).toBeLessThan(enemy1.getMaxHp());
await game.doKillOpponents();
await game.toNextWave();
game.move.select(MoveId.GIGATON_HAMMER);
await game.toNextTurn();
const enemy2 = game.scene.getEnemyPokemon()!;
expect(enemy2.hp).toBeLessThan(enemy2.getMaxHp());
});
});