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			97 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
| import { Status } from "#app/data/status-effect";
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| import { Abilities } from "#enums/abilities";
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| import { GameModes, getGameMode } from "#app/game-mode";
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| import { BattleEndPhase } from "#app/phases/battle-end-phase";
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| import { TurnInitPhase } from "#app/phases/turn-init-phase";
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| import { Moves } from "#enums/moves";
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| import { Species } from "#enums/species";
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| import { StatusEffect } from "#enums/status-effect";
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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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| 
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| describe("Double Battles", () => {
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|   const DOUBLE_CHANCE = 8; // Normal chance of double battle is 1/8
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| 
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|   let phaserGame: Phaser.Game;
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|   let game: GameManager;
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| 
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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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| 
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|   afterEach(() => {
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|     game.phaseInterceptor.restoreOg();
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|   });
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| 
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|   beforeEach(() => {
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|     game = new GameManager(phaserGame);
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|   });
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| 
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|   // double-battle player's pokemon both fainted in same round, then revive one, and next double battle summons two player's pokemon successfully.
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|   // (There were bugs that either only summon one when can summon two, player stuck in switchPhase etc)
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|   it("3v2 edge case: player summons 2 pokemon on the next battle after being fainted and revived", async () => {
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|     game.override.battleType("double").enemyMoveset(Moves.SPLASH).moveset(Moves.SPLASH);
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|     await game.startBattle([Species.BULBASAUR, Species.CHARIZARD, Species.SQUIRTLE]);
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| 
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|     game.move.select(Moves.SPLASH);
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|     game.move.select(Moves.SPLASH, 1);
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| 
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|     for (const pokemon of game.scene.getPlayerField()) {
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|       pokemon.hp = 0;
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|       pokemon.status = new Status(StatusEffect.FAINT);
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|       expect(pokemon.isFainted()).toBe(true);
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|     }
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| 
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|     await game.doKillOpponents();
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| 
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|     await game.phaseInterceptor.to(BattleEndPhase);
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|     game.doSelectModifier();
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| 
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|     const charizard = game.scene.getPlayerParty().findIndex(p => p.species.speciesId === Species.CHARIZARD);
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|     game.doRevivePokemon(charizard);
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| 
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|     await game.phaseInterceptor.to(TurnInitPhase);
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|     expect(game.scene.getPlayerField().filter(p => !p.isFainted())).toHaveLength(2);
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|   }, 20000);
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| 
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|   it("randomly chooses between single and double battles if there is no battle type override", async () => {
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|     let rngSweepProgress = 0; // Will simulate RNG rolls by slowly increasing from 0 to 1
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|     let doubleCount = 0;
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|     let singleCount = 0;
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| 
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|     vi.spyOn(Phaser.Math.RND, "realInRange").mockImplementation((min: number, max: number) => {
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|       return rngSweepProgress * (max - min) + min;
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|     });
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| 
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|     game.override
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|       .enemyMoveset(Moves.SPLASH)
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|       .moveset(Moves.SPLASH)
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|       .enemyAbility(Abilities.BALL_FETCH)
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|       .ability(Abilities.BALL_FETCH);
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| 
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|     // Play through endless, waves 1 to 9, counting number of double battles from waves 2 to 9
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|     await game.classicMode.startBattle([Species.BULBASAUR]);
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|     game.scene.gameMode = getGameMode(GameModes.ENDLESS);
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| 
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|     for (let i = 0; i < DOUBLE_CHANCE; i++) {
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|       rngSweepProgress = (i + 0.5) / DOUBLE_CHANCE;
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| 
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|       game.move.select(Moves.SPLASH);
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|       await game.doKillOpponents();
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|       await game.toNextWave();
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| 
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|       if (game.scene.getEnemyParty().length === 1) {
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|         singleCount++;
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|       } else if (game.scene.getEnemyParty().length === 2) {
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|         doubleCount++;
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|       }
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|     }
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| 
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|     expect(doubleCount).toBe(1);
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|     expect(singleCount).toBe(DOUBLE_CHANCE - 1);
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|   });
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| });
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