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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
		
			
				
	
	
		
			131 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
| import { MoveId } from "#enums/move-id";
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| import { SpeciesId } from "#enums/species-id";
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| import { AbilityId } from "#enums/ability-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 { BattlerIndex } from "#app/battle";
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| import { allAbilities } from "#app/data/data-lists";
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| import { allMoves } from "#app/data/data-lists";
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| import { MoveCategory } from "#enums/MoveCategory";
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| 
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| describe("Moves - Friend Guard", () => {
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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("double")
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|       .enemyAbility(AbilityId.BALL_FETCH)
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|       .enemyMoveset([MoveId.TACKLE, MoveId.SPLASH, MoveId.DRAGON_RAGE])
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|       .enemySpecies(SpeciesId.SHUCKLE)
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|       .moveset([MoveId.SPLASH])
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|       .startingLevel(100);
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|   });
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| 
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|   it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => {
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|     await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
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|     const [player1, player2] = game.scene.getPlayerField();
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|     const spy = vi.spyOn(player1, "getAttackDamage");
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| 
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|     const enemy1 = game.scene.getEnemyField()[0];
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| 
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|     game.move.select(MoveId.SPLASH);
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|     game.move.select(MoveId.SPLASH, 1);
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|     await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
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|     await game.move.selectEnemyMove(MoveId.SPLASH);
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|     await game.toNextTurn();
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| 
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|     // Get the last return value from `getAttackDamage`
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|     const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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|     // Making sure the test is controlled; turn 1 damage is equal to base damage (after rounding)
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|     expect(turn1Damage).toBe(
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|       Math.floor(
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|         player1.getBaseDamage({ source: enemy1, move: allMoves[MoveId.TACKLE], moveCategory: MoveCategory.PHYSICAL }),
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|       ),
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|     );
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| 
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|     vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]);
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| 
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|     game.move.select(MoveId.SPLASH);
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|     game.move.select(MoveId.SPLASH, 1);
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|     await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
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|     await game.move.selectEnemyMove(MoveId.SPLASH);
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|     await game.toNextTurn();
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| 
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|     // Get the last return value from `getAttackDamage`
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|     const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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|     // With the ally's Friend Guard, damage should have been reduced from base damage by 25%
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|     expect(turn2Damage).toBe(
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|       Math.floor(
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|         player1.getBaseDamage({ source: enemy1, move: allMoves[MoveId.TACKLE], moveCategory: MoveCategory.PHYSICAL }) *
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|           0.75,
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|       ),
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|     );
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|   });
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| 
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|   it("should NOT reduce damage to pokemon with friend guard", async () => {
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|     await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
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| 
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|     const player2 = game.scene.getPlayerField()[1];
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|     const spy = vi.spyOn(player2, "getAttackDamage");
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| 
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|     game.move.select(MoveId.SPLASH);
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|     game.move.select(MoveId.SPLASH, 1);
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|     await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
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|     await game.move.selectEnemyMove(MoveId.SPLASH);
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|     await game.toNextTurn();
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| 
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|     const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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| 
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|     vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]);
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| 
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|     game.move.select(MoveId.SPLASH);
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|     game.move.select(MoveId.SPLASH, 1);
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|     await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
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|     await game.move.selectEnemyMove(MoveId.SPLASH);
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|     await game.toNextTurn();
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| 
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|     const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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|     expect(turn2Damage).toBe(turn1Damage);
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|   });
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| 
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|   it("should NOT reduce damage from fixed damage attacks", async () => {
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|     await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
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| 
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|     const [player1, player2] = game.scene.getPlayerField();
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|     const spy = vi.spyOn(player1, "getAttackDamage");
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| 
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|     game.move.select(MoveId.SPLASH);
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|     game.move.select(MoveId.SPLASH, 1);
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|     await game.move.selectEnemyMove(MoveId.DRAGON_RAGE, BattlerIndex.PLAYER);
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|     await game.move.selectEnemyMove(MoveId.SPLASH);
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|     await game.toNextTurn();
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| 
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|     const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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|     expect(turn1Damage).toBe(40);
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| 
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|     vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]);
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| 
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|     game.move.select(MoveId.SPLASH);
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|     game.move.select(MoveId.SPLASH, 1);
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|     await game.move.selectEnemyMove(MoveId.DRAGON_RAGE, BattlerIndex.PLAYER);
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|     await game.move.selectEnemyMove(MoveId.SPLASH);
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|     await game.toNextTurn();
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| 
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|     const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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|     expect(turn2Damage).toBe(40);
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|   });
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| });
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