pokerogue/test/moves/rest.test.ts
2025-06-17 15:46:56 -04:00

147 lines
5.0 KiB
TypeScript

import { MoveResult } from "#enums/move-result";
import { AbilityId } from "#enums/ability-id";
import { BattlerTagType } from "#enums/battler-tag-type";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
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("Move - Rest", () => {
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
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.EKANS)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should fully heal the user, cure its prior status and put it to sleep", async () => {
game.override.statusEffect(StatusEffect.POISON);
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
expect(snorlax.status?.effect).toBe(StatusEffect.POISON);
game.move.use(MoveId.REST);
await game.toEndOfTurn();
expect(snorlax.hp).toBe(snorlax.getMaxHp());
expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP);
});
it("should always last 3 turns", async () => {
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
// Cf https://bulbapedia.bulbagarden.net/wiki/Rest_(move):
// > The user is unable to use MoveId while asleep for 2 turns after the turn when Rest is used.
game.move.use(MoveId.REST);
await game.toNextTurn();
expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP);
expect(snorlax.status?.sleepTurnsRemaining).toBe(3);
game.move.use(MoveId.SWORDS_DANCE);
await game.toNextTurn();
expect(snorlax.status?.sleepTurnsRemaining).toBe(2);
game.move.use(MoveId.SWORDS_DANCE);
await game.toNextTurn();
expect(snorlax.status?.sleepTurnsRemaining).toBe(1);
game.move.use(MoveId.SWORDS_DANCE);
await game.toNextTurn();
expect(snorlax.status?.effect).toBeUndefined();
expect(snorlax.getStatStage(Stat.ATK)).toBe(2);
});
it("should preserve non-volatile status conditions", async () => {
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
snorlax.addTag(BattlerTagType.CONFUSED, 999);
game.move.use(MoveId.REST);
await game.toEndOfTurn();
expect(snorlax.getTag(BattlerTagType.CONFUSED)).toBeDefined();
});
it.each<{ name: string; status?: StatusEffect; ability?: AbilityId; dmg?: number }>([
{ name: "is at full HP", dmg: 0 },
{ name: "is grounded on Electric Terrain", ability: AbilityId.ELECTRIC_SURGE },
{ name: "is grounded on Misty Terrain", ability: AbilityId.MISTY_SURGE },
{ name: "has Comatose", ability: AbilityId.COMATOSE },
])("should fail if the user $name", async ({ status = StatusEffect.NONE, ability = AbilityId.NONE, dmg = 1 }) => {
game.override.ability(ability).statusEffect(status);
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = snorlax.getMaxHp() - dmg;
game.move.use(MoveId.REST);
await game.toEndOfTurn();
expect(snorlax.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should fail if called while already asleep", async () => {
game.override.statusEffect(StatusEffect.SLEEP).moveset([MoveId.REST, MoveId.SLEEP_TALK]);
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
// Need to use sleep talk here since you normally can't move while asleep
game.move.select(MoveId.SLEEP_TALK);
await game.toEndOfTurn();
expect(snorlax.isFullHp()).toBe(false);
expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP);
expect(snorlax.getLastXMoves(-1).map(tm => tm.result)).toEqual([MoveResult.FAIL, MoveResult.SUCCESS]);
});
it("should succeed if called the same turn as the user wakes", async () => {
game.override.statusEffect(StatusEffect.SLEEP);
await game.classicMode.startBattle([SpeciesId.SNORLAX]);
const snorlax = game.field.getPlayerPokemon();
snorlax.hp = 1;
expect(snorlax.status?.effect).toBe(StatusEffect.SLEEP);
snorlax.status!.sleepTurnsRemaining = 1;
game.move.use(MoveId.REST);
await game.toNextTurn();
expect(snorlax.status!.effect).toBe(StatusEffect.SLEEP);
expect(snorlax.isFullHp()).toBe(true);
expect(snorlax.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
expect(snorlax.status!.sleepTurnsRemaining).toBeGreaterThan(1);
});
});