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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
127 lines
4.7 KiB
TypeScript
127 lines
4.7 KiB
TypeScript
import { Button } from "#app/enums/buttons";
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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 { CommandPhase } from "#app/phases/command-phase";
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import FightUiHandler from "#app/ui/fight-ui-handler";
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import { UiMode } from "#enums/ui-mode";
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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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import type MockText from "#test/testUtils/mocks/mocksContainer/mockText";
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import i18next from "i18next";
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describe("UI - Type Hints", () => {
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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(async () => {
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game = new GameManager(phaserGame);
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game.settings.typeHints(true); //activate type hints
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game.override.battleStyle("single").startingLevel(100).startingWave(1).enemyMoveset(MoveId.SPLASH);
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});
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it("check immunity color", async () => {
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game.override
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.battleStyle("single")
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.startingLevel(100)
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.startingWave(1)
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.enemySpecies(SpeciesId.FLORGES)
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.enemyMoveset(MoveId.SPLASH)
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.moveset([MoveId.DRAGON_CLAW]);
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game.settings.typeHints(true); //activate type hints
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await game.classicMode.startBattle([SpeciesId.RAYQUAZA]);
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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const { ui } = game.scene;
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const handler = ui.getHandler<FightUiHandler>();
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handler.processInput(Button.ACTION); // select "Fight"
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game.phaseInterceptor.unlock();
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});
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game.onNextPrompt("CommandPhase", UiMode.FIGHT, () => {
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const { ui } = game.scene;
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const movesContainer = ui.getByName<Phaser.GameObjects.Container>(FightUiHandler.MOVES_CONTAINER_NAME);
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const dragonClawText = movesContainer
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.getAll<Phaser.GameObjects.Text>()
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.find(text => text.text === i18next.t("move:dragonClaw.name"))! as unknown as MockText;
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expect.soft(dragonClawText.color).toBe("#929292");
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ui.getHandler().processInput(Button.ACTION);
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});
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await game.phaseInterceptor.to(CommandPhase);
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});
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it("check status move color", async () => {
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game.override.enemySpecies(SpeciesId.FLORGES).moveset([MoveId.GROWL]);
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await game.classicMode.startBattle([SpeciesId.RAYQUAZA]);
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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const { ui } = game.scene;
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const handler = ui.getHandler<FightUiHandler>();
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handler.processInput(Button.ACTION); // select "Fight"
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game.phaseInterceptor.unlock();
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});
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game.onNextPrompt("CommandPhase", UiMode.FIGHT, () => {
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const { ui } = game.scene;
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const movesContainer = ui.getByName<Phaser.GameObjects.Container>(FightUiHandler.MOVES_CONTAINER_NAME);
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const growlText = movesContainer
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.getAll<Phaser.GameObjects.Text>()
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.find(text => text.text === i18next.t("move:growl.name"))! as unknown as MockText;
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expect.soft(growlText.color).toBe(undefined);
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ui.getHandler().processInput(Button.ACTION);
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});
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await game.phaseInterceptor.to(CommandPhase);
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});
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it("should show the proper hint for a move in doubles after one of the enemy pokemon flees", async () => {
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game.override
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.enemySpecies(SpeciesId.ABRA)
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.moveset([MoveId.SPLASH, MoveId.SHADOW_BALL, MoveId.SOAK])
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.enemyMoveset([MoveId.SPLASH, MoveId.TELEPORT])
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.battleStyle("double");
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]);
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game.move.select(MoveId.SPLASH);
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// Use soak to change type of remaining abra to water
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game.move.select(MoveId.SOAK, 1);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.move.selectEnemyMove(MoveId.TELEPORT);
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await game.toNextTurn();
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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const { ui } = game.scene;
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const handler = ui.getHandler<FightUiHandler>();
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handler.processInput(Button.ACTION); // select "Fight"
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game.phaseInterceptor.unlock();
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});
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game.onNextPrompt("CommandPhase", UiMode.FIGHT, () => {
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const { ui } = game.scene;
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const movesContainer = ui.getByName<Phaser.GameObjects.Container>(FightUiHandler.MOVES_CONTAINER_NAME);
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const shadowBallText = movesContainer
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.getAll<Phaser.GameObjects.Text>()
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.find(text => text.text === i18next.t("move:shadowBall.name"))! as unknown as MockText;
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expect.soft(shadowBallText).toBeDefined();
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expect.soft(shadowBallText.color).toBe(undefined);
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ui.getHandler().processInput(Button.ACTION);
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});
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await game.phaseInterceptor.to(CommandPhase);
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});
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});
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