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