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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
		
			
				
	
	
		
			109 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
| import { allAbilities } from "#app/data/data-lists";
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| import { allMoves } from "#app/data/data-lists";
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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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| 
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| describe("Abilities - Steely Spirit", () => {
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|   let phaserGame: Phaser.Game;
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|   let game: GameManager;
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|   const steelySpiritMultiplier = 1.5;
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|   const moveToCheck = MoveId.IRON_HEAD;
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| 
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|   let ironHeadPower: number;
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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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|     ironHeadPower = allMoves[moveToCheck].power;
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|     game = new GameManager(phaserGame);
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|     game.override.battleStyle("double");
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|     game.override.enemySpecies(SpeciesId.SHUCKLE);
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|     game.override.enemyAbility(AbilityId.BALL_FETCH);
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|     game.override.moveset([MoveId.IRON_HEAD, MoveId.SPLASH]);
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|     game.override.enemyMoveset(MoveId.SPLASH);
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|     vi.spyOn(allMoves[moveToCheck], "calculateBattlePower");
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|   });
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| 
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|   it("increases Steel-type moves' power used by the user and its allies by 50%", async () => {
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|     await game.classicMode.startBattle([SpeciesId.PIKACHU, SpeciesId.SHUCKLE]);
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|     const boostSource = game.scene.getPlayerField()[1];
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|     const enemyToCheck = game.scene.getEnemyPokemon()!;
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| 
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|     vi.spyOn(boostSource, "getAbility").mockReturnValue(allAbilities[AbilityId.STEELY_SPIRIT]);
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| 
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|     expect(boostSource.hasAbility(AbilityId.STEELY_SPIRIT)).toBe(true);
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| 
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|     game.move.select(moveToCheck, 0, enemyToCheck.getBattlerIndex());
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|     game.move.select(MoveId.SPLASH, 1);
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|     await game.phaseInterceptor.to("MoveEffectPhase");
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| 
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|     expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower * steelySpiritMultiplier);
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|   });
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| 
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|   it("stacks if multiple users with this ability are on the field.", async () => {
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|     await game.classicMode.startBattle([SpeciesId.PIKACHU, SpeciesId.PIKACHU]);
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|     const enemyToCheck = game.scene.getEnemyPokemon()!;
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| 
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|     game.scene.getPlayerField().forEach(p => {
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|       vi.spyOn(p, "getAbility").mockReturnValue(allAbilities[AbilityId.STEELY_SPIRIT]);
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|     });
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| 
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|     expect(game.scene.getPlayerField().every(p => p.hasAbility(AbilityId.STEELY_SPIRIT))).toBe(true);
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| 
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|     game.move.select(moveToCheck, 0, enemyToCheck.getBattlerIndex());
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|     game.move.select(moveToCheck, 1, enemyToCheck.getBattlerIndex());
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|     await game.phaseInterceptor.to("MoveEffectPhase");
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| 
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|     expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(
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|       ironHeadPower * Math.pow(steelySpiritMultiplier, 2),
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|     );
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|   });
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| 
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|   it("does not take effect when suppressed", async () => {
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|     await game.classicMode.startBattle([SpeciesId.PIKACHU, SpeciesId.SHUCKLE]);
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|     const boostSource = game.scene.getPlayerField()[1];
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|     const enemyToCheck = game.scene.getEnemyPokemon()!;
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| 
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|     vi.spyOn(boostSource, "getAbility").mockReturnValue(allAbilities[AbilityId.STEELY_SPIRIT]);
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|     expect(boostSource.hasAbility(AbilityId.STEELY_SPIRIT)).toBe(true);
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| 
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|     boostSource.summonData.abilitySuppressed = true;
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| 
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|     expect(boostSource.hasAbility(AbilityId.STEELY_SPIRIT)).toBe(false);
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|     expect(boostSource.summonData.abilitySuppressed).toBe(true);
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| 
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|     game.move.select(moveToCheck, 0, enemyToCheck.getBattlerIndex());
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|     game.move.select(MoveId.SPLASH, 1);
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|     await game.phaseInterceptor.to("MoveEffectPhase");
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| 
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|     expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower);
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|   });
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| 
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|   it("affects variable-type moves if their resolved type is Steel", async () => {
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|     game.override.ability(AbilityId.STEELY_SPIRIT).moveset([MoveId.REVELATION_DANCE]);
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| 
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|     const revelationDance = allMoves[MoveId.REVELATION_DANCE];
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|     vi.spyOn(revelationDance, "calculateBattlePower");
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| 
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|     await game.classicMode.startBattle([SpeciesId.KLINKLANG]);
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| 
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|     game.move.select(MoveId.REVELATION_DANCE);
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| 
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|     await game.phaseInterceptor.to("MoveEffectPhase");
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| 
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|     expect(revelationDance.calculateBattlePower).toHaveReturnedWith(revelationDance.power * 1.5);
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|   });
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| });
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