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	* Rename `Abilities` to `AbilityId` * Rename `abilities.ts` to `ability-id.ts` * Rename `Moves` to `MoveId` * Rename `moves.ts` to `move-id.ts` * Rename `Species` to `SpeciesId` * Rename `species.ts` to `species-id.ts` * Rename `Biome` to `BiomeId` * Rename `biome.ts` to `biome-id.ts` * Replace `Abilities` with `AbilityId` in comments * Replace `Biome` with `BiomeId` in comments * Replace `Moves` with `MoveId` in comments * Replace `Species` with `SpeciesId` in comments
		
			
				
	
	
		
			89 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
| import { BattlerIndex } from "#app/battle";
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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 { Stat } from "#enums/stat";
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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("Abilities - Beast Boost", () => {
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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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|     game.override
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|       .battleStyle("single")
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|       .enemySpecies(SpeciesId.BULBASAUR)
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|       .enemyAbility(AbilityId.BEAST_BOOST)
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|       .ability(AbilityId.BEAST_BOOST)
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|       .startingLevel(2000)
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|       .moveset([MoveId.FLAMETHROWER])
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|       .enemyMoveset(MoveId.SPLASH);
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|   });
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| 
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|   it("should prefer highest stat to boost its corresponding stat stage by 1 when winning a battle", async () => {
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|     await game.classicMode.startBattle([SpeciesId.SLOWBRO]);
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| 
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|     const playerPokemon = game.scene.getPlayerPokemon()!;
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|     // Set the pokemon's highest stat to DEF, so it should be picked by Beast Boost
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|     vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 100, 1000, 200, 100, 100]);
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|     console.log(playerPokemon.stats);
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| 
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|     expect(playerPokemon.getStatStage(Stat.DEF)).toBe(0);
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| 
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|     game.move.select(MoveId.FLAMETHROWER);
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|     await game.phaseInterceptor.to("VictoryPhase");
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| 
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|     expect(playerPokemon.getStatStage(Stat.DEF)).toBe(1);
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|   }, 20000);
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| 
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|   it("should use in-battle overriden stats when determining the stat stage to raise by 1", async () => {
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|     game.override.enemyMoveset([MoveId.GUARD_SPLIT]);
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| 
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|     await game.classicMode.startBattle([SpeciesId.SLOWBRO]);
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| 
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|     const playerPokemon = game.scene.getPlayerPokemon()!;
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|     // If the opponent uses Guard Split, the pokemon's second highest stat (SPATK) should be chosen
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|     vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 100, 201, 200, 100, 100]);
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| 
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|     expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0);
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| 
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|     game.move.select(MoveId.FLAMETHROWER);
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| 
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|     await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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|     await game.phaseInterceptor.to("VictoryPhase");
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| 
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|     expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1);
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|   }, 20000);
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| 
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|   it("should have order preference in case of stat ties", async () => {
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|     // Order preference follows the order of EFFECTIVE_STAT
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|     await game.classicMode.startBattle([SpeciesId.SLOWBRO]);
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| 
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|     const playerPokemon = game.scene.getPlayerPokemon()!;
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| 
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|     // Set up tie between SPATK, SPDEF, and SPD, where SPATK should win
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|     vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 1, 1, 100, 100, 100]);
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| 
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|     expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0);
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| 
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|     game.move.select(MoveId.FLAMETHROWER);
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| 
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|     await game.phaseInterceptor.to("VictoryPhase");
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| 
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|     expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1);
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|   }, 20000);
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| });
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