pokerogue/test/enemy_command.test.ts
Sirz Benjie 48e911e03c
[Refactor] Remove circular deps 3 (#5959)
* Move game-mode to its own file

Reduces circular imports to 325

* Move battler-index to own file

Reduces circular deps to 314

* Move trainer-variant to own file

Reduces circ deps to 313

* Move enums in pokemon to their own file

* Move arena-tag-type to its own file

* Move pokemon-moves to its own file

* Move command to own file

* Move learnMoveType to own file

* Move form change item to own file

* Move battlerTagLapseType to own file

* Move anim enums to own shared file

* Move enums out of challenges

* Move species form change triggers to own file

Reduces circ imports to 291

* Update test importing pokemon move

* Replace move attribute imports with string names

* Untangle circular deps from game data

* Fix missing string call in switch summon phase

* Apply kev's suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Ensure ChargeMove's is method calls super

* Use InstanceType for proper narrowing

* Apply kev's suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-09 16:24:13 -07:00

103 lines
3.4 KiB
TypeScript

import type BattleScene from "#app/battle-scene";
import { allMoves } from "#app/data/data-lists";
import { MoveCategory } from "#enums/MoveCategory";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import type { EnemyPokemon } from "#app/field/pokemon";
import { AiType } from "#enums/ai-type";
import { randSeedInt } from "#app/utils/common";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
let globalScene: BattleScene;
const NUM_TRIALS = 300;
type MoveChoiceSet = { [key: number]: number };
function getEnemyMoveChoices(pokemon: EnemyPokemon, moveChoices: MoveChoiceSet): void {
// Use an unseeded random number generator in place of the mocked-out randBattleSeedInt
vi.spyOn(globalScene, "randBattleSeedInt").mockImplementation((range, min?) => {
return randSeedInt(range, min);
});
for (let i = 0; i < NUM_TRIALS; i++) {
const queuedMove = pokemon.getNextMove();
moveChoices[queuedMove.move]++;
}
for (const [moveId, count] of Object.entries(moveChoices)) {
console.log(`Move: ${allMoves[moveId].name} Count: ${count} (${(count / NUM_TRIALS) * 100}%)`);
}
}
describe("Enemy Commands - Move Selection", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
globalScene = game.scene;
game.override.ability(AbilityId.BALL_FETCH).enemyAbility(AbilityId.BALL_FETCH);
});
it("should never use Status moves if an attack can KO", async () => {
game.override
.enemySpecies(SpeciesId.ETERNATUS)
.enemyMoveset([MoveId.ETERNABEAM, MoveId.SLUDGE_BOMB, MoveId.DRAGON_DANCE, MoveId.COSMIC_POWER])
.startingLevel(1)
.enemyLevel(100);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
enemyPokemon.aiType = AiType.SMART_RANDOM;
const moveChoices: MoveChoiceSet = {};
const enemyMoveset = enemyPokemon.getMoveset();
enemyMoveset.forEach(mv => (moveChoices[mv!.moveId] = 0));
getEnemyMoveChoices(enemyPokemon, moveChoices);
enemyMoveset.forEach(mv => {
if (mv?.getMove().category === MoveCategory.STATUS) {
expect(moveChoices[mv.moveId]).toBe(0);
}
});
});
it("should not select Last Resort if it would fail, even if the move KOs otherwise", async () => {
game.override
.enemySpecies(SpeciesId.KANGASKHAN)
.enemyMoveset([MoveId.LAST_RESORT, MoveId.GIGA_IMPACT, MoveId.SPLASH, MoveId.SWORDS_DANCE])
.startingLevel(1)
.enemyLevel(100);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
enemyPokemon.aiType = AiType.SMART_RANDOM;
const moveChoices: MoveChoiceSet = {};
const enemyMoveset = enemyPokemon.getMoveset();
enemyMoveset.forEach(mv => (moveChoices[mv!.moveId] = 0));
getEnemyMoveChoices(enemyPokemon, moveChoices);
enemyMoveset.forEach(mv => {
if (mv?.getMove().category === MoveCategory.STATUS || mv?.moveId === MoveId.LAST_RESORT) {
expect(moveChoices[mv.moveId]).toBe(0);
}
});
});
});