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	* Add isPartner method to trainer class * Ensure force switches cannot pull pokemon from the wrong trainer * Add override for battle type * Fixup tests and broken assumptions * Make move fail override semi-invuln check Bandaid fix because move effect phase does not allow for the move to fail if all of its conditions fail * Restore overrides * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Fix illusion test battle type invocation * Update struggle and healer tests to use battleStyle --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
		
			
				
	
	
		
			117 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
| import { Stat } from "#enums/stat";
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| import { BattlerIndex } from "#app/battle";
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| import { Abilities } from "#app/enums/abilities";
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| import { TurnEndPhase } from "#app/phases/turn-end-phase";
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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, test } from "vitest";
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| 
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| describe("Moves - Follow Me", () => {
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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.battleStyle("double");
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|     game.override.starterSpecies(Species.AMOONGUSS);
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|     game.override.ability(Abilities.BALL_FETCH);
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|     game.override.enemySpecies(Species.SNORLAX);
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|     game.override.startingLevel(100);
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|     game.override.enemyLevel(100);
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|     game.override.moveset([Moves.FOLLOW_ME, Moves.RAGE_POWDER, Moves.SPOTLIGHT, Moves.QUICK_ATTACK]);
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|     game.override.enemyMoveset([Moves.TACKLE, Moves.FOLLOW_ME, Moves.SPLASH]);
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|   });
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| 
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|   test("move should redirect enemy attacks to the user", async () => {
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|     await game.classicMode.startBattle([Species.AMOONGUSS, Species.CHARIZARD]);
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| 
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|     const playerPokemon = game.scene.getPlayerField();
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| 
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|     game.move.select(Moves.FOLLOW_ME);
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|     game.move.select(Moves.QUICK_ATTACK, 1, BattlerIndex.ENEMY);
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| 
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|     // Force both enemies to target the player Pokemon that did not use Follow Me
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|     await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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|     await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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| 
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|     await game.phaseInterceptor.to(TurnEndPhase, false);
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| 
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|     expect(playerPokemon[0].hp).toBeLessThan(playerPokemon[0].getMaxHp());
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|     expect(playerPokemon[1].hp).toBe(playerPokemon[1].getMaxHp());
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|   });
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| 
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|   test("move should redirect enemy attacks to the first ally that uses it", async () => {
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|     await game.classicMode.startBattle([Species.AMOONGUSS, Species.CHARIZARD]);
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| 
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|     const playerPokemon = game.scene.getPlayerField();
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| 
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|     game.move.select(Moves.FOLLOW_ME);
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|     game.move.select(Moves.FOLLOW_ME, 1);
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| 
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|     // Each player is targeted by an enemy
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|     await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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|     await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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| 
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|     await game.phaseInterceptor.to(TurnEndPhase, false);
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| 
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|     playerPokemon.sort((a, b) => a.getEffectiveStat(Stat.SPD) - b.getEffectiveStat(Stat.SPD));
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| 
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|     expect(playerPokemon[1].hp).toBeLessThan(playerPokemon[1].getMaxHp());
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|     expect(playerPokemon[0].hp).toBe(playerPokemon[0].getMaxHp());
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|   });
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| 
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|   test("move effect should be bypassed by Stalwart", async () => {
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|     game.override.ability(Abilities.STALWART);
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|     game.override.moveset([Moves.QUICK_ATTACK]);
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| 
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|     await game.classicMode.startBattle([Species.AMOONGUSS, Species.CHARIZARD]);
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| 
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|     const enemyPokemon = game.scene.getEnemyField();
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| 
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|     game.move.select(Moves.QUICK_ATTACK, 0, BattlerIndex.ENEMY);
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|     game.move.select(Moves.QUICK_ATTACK, 1, BattlerIndex.ENEMY_2);
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| 
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|     // Target doesn't need to be specified if the move is self-targeted
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|     await game.forceEnemyMove(Moves.FOLLOW_ME);
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|     await game.forceEnemyMove(Moves.SPLASH);
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| 
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|     await game.phaseInterceptor.to(TurnEndPhase, false);
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| 
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|     // If redirection was bypassed, both enemies should be damaged
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|     expect(enemyPokemon[0].hp).toBeLessThan(enemyPokemon[0].getMaxHp());
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|     expect(enemyPokemon[1].hp).toBeLessThan(enemyPokemon[1].getMaxHp());
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|   });
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| 
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|   test("move effect should be bypassed by Snipe Shot", async () => {
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|     game.override.moveset([Moves.SNIPE_SHOT]);
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| 
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|     await game.classicMode.startBattle([Species.AMOONGUSS, Species.CHARIZARD]);
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| 
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|     const enemyPokemon = game.scene.getEnemyField();
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| 
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|     game.move.select(Moves.SNIPE_SHOT, 0, BattlerIndex.ENEMY);
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|     game.move.select(Moves.SNIPE_SHOT, 1, BattlerIndex.ENEMY_2);
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| 
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|     await game.forceEnemyMove(Moves.FOLLOW_ME);
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|     await game.forceEnemyMove(Moves.SPLASH);
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| 
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|     await game.phaseInterceptor.to(TurnEndPhase, false);
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| 
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|     // If redirection was bypassed, both enemies should be damaged
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|     expect(enemyPokemon[0].hp).toBeLessThan(enemyPokemon[0].getMaxHp());
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|     expect(enemyPokemon[1].hp).toBeLessThan(enemyPokemon[1].getMaxHp());
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|   });
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| });
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