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98 lines
3.5 KiB
TypeScript
98 lines
3.5 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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import { Abilities } from "#app/enums/abilities";
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import { MoveResult } from "#app/field/pokemon";
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import { MovePhase } from "#app/phases/move-phase";
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import { MoveUseType } from "#enums/move-use-type";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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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 } from "vitest";
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describe("Moves - After You", () => {
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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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.battleStyle("double")
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.enemyLevel(5)
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.enemySpecies(Species.PIKACHU)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH)
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.ability(Abilities.BALL_FETCH)
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.moveset([Moves.AFTER_YOU, Moves.SPLASH]);
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});
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it("makes the target move immediately after the user", async () => {
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await game.classicMode.startBattle([Species.REGIELEKI, Species.SHUCKLE]);
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game.move.select(Moves.AFTER_YOU, 0, BattlerIndex.PLAYER_2);
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game.move.select(Moves.SPLASH, 1);
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await game.phaseInterceptor.to("MoveEffectPhase");
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await game.phaseInterceptor.to(MovePhase, false);
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const phase = game.scene.getCurrentPhase() as MovePhase;
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expect(phase.pokemon).toBe(game.scene.getPlayerField()[1]);
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await game.phaseInterceptor.to("MoveEndPhase");
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});
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it("fails if target already moved", async () => {
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game.override.enemySpecies(Species.SHUCKLE);
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await game.classicMode.startBattle([Species.REGIELEKI, Species.PIKACHU]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.AFTER_YOU, 1, BattlerIndex.PLAYER);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to(MovePhase);
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expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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// TODO: Enable once rampaging moves and move queue are fixed.
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// Currently does literally nothing because `MoveUseType` is overridden from move queue
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// within `MovePhase`, but should be enabled once that jank is removed
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it.todo("should maintain PP ignore status of rampaging moves", async () => {
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game.override.moveset([]);
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await game.classicMode.startBattle([Species.ACCELGOR, Species.RATTATA]);
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const [accelgor, rattata] = game.scene.getPlayerField();
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expect(accelgor).toBeDefined();
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expect(rattata).toBeDefined();
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game.move.changeMoveset(accelgor, [Moves.SPLASH, Moves.AFTER_YOU]);
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game.move.changeMoveset(rattata, Moves.OUTRAGE);
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game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
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game.move.select(Moves.OUTRAGE, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase");
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const outrageMove = rattata.getMoveset().find(m => m.moveId === Moves.OUTRAGE);
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expect(outrageMove?.ppUsed).toBe(1);
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game.move.select(Moves.AFTER_YOU, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(accelgor.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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expect(outrageMove?.ppUsed).toBe(1);
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expect(rattata.getLastXMoves()[0]).toMatchObject({
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move: Moves.OUTRAGE,
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result: MoveResult.SUCCESS,
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useType: MoveUseType.IGNORE_PP,
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});
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});
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});
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