pokerogue/test/abilities/honey_gather.test.ts
Jonathan Bankston 12aaa31454
[Refactor] Minor run phase rework (#6017)
* Minor Attempt run phase rework to abstract logic to whole team

* Decoupled individual pokemon from run phase logic

* Formatting

* Completed run phase refactor implementation and updated tests

* Updated run phase to extend field phase instead of pokemon phase

* Removed unused phase decleration in tests

* Removed unecessary arg in turn start phase as refactor no longer needs it

* Cleaned up getPlayerField

* Made adjustments based on reviewer suggestions

* Reintrocuded calculateEscapeChance into AttemptRunPhase and removed run utils

* Resolve merge issues

* Minor TSDoc improvement to `BattleScene#getPlayerField`

* Moved early override check to top of calculateEscapeChance

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-07-02 02:57:08 -07:00

78 lines
2.5 KiB
TypeScript

import type { CommandPhase } from "#app/phases/command-phase";
import { Command } from "#enums/command";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
import Overrides from "#app/overrides";
describe("Abilities - Honey Gather", () => {
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
.moveset([MoveId.SPLASH, MoveId.ROAR, MoveId.THUNDERBOLT])
.startingLevel(100)
.ability(AbilityId.HONEY_GATHER)
.passiveAbility(AbilityId.RUN_AWAY)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should give money when winning a battle", async () => {
await game.classicMode.startBattle([SpeciesId.MILOTIC]);
game.scene.money = 1000;
game.move.select(MoveId.THUNDERBOLT);
await game.toNextWave();
expect(game.scene.money).toBeGreaterThan(1000);
});
it("should not give money when the enemy pokemon flees", async () => {
await game.classicMode.startBattle([SpeciesId.MILOTIC]);
game.scene.money = 1000;
game.move.select(MoveId.ROAR);
await game.toNextTurn();
expect(game.scene.money).toBe(1000);
expect(game.scene.currentBattle.waveIndex).toBe(2);
});
it("should not give money when the player flees", async () => {
await game.classicMode.startBattle([SpeciesId.MILOTIC]);
game.scene.money = 1000;
// something weird is going on with the test framework, so this is required to prevent a crash
const enemy = game.scene.getEnemyPokemon()!;
vi.spyOn(enemy, "scene", "get").mockReturnValue(game.scene);
// Expects next wave so run must succeed
vi.spyOn(Overrides, "RUN_SUCCESS_OVERRIDE", "get").mockReturnValue(true);
const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
commandPhase.handleCommand(Command.RUN, 0);
await game.toNextTurn();
expect(game.scene.money).toBe(1000);
expect(game.scene.currentBattle.waveIndex).toBe(2);
});
});