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* 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>
52 lines
1.5 KiB
TypeScript
52 lines
1.5 KiB
TypeScript
import { BattlerIndex } from "#enums/battler-index";
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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 { MoveEffectPhase } from "#app/phases/move-effect-phase";
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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 - Miracle Eye", () => {
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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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.disableCrits()
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.enemySpecies(SpeciesId.UMBREON)
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.enemyMoveset(MoveId.SPLASH)
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.enemyLevel(5)
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.starterSpecies(SpeciesId.MAGIKARP)
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.moveset([MoveId.MIRACLE_EYE, MoveId.CONFUSION]);
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});
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it("should allow Psychic moves to hit Dark types", async () => {
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await game.classicMode.startBattle();
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const enemy = game.scene.getEnemyPokemon()!;
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game.move.select(MoveId.CONFUSION);
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await game.toNextTurn();
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expect(enemy.hp).toBe(enemy.getMaxHp());
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game.move.select(MoveId.MIRACLE_EYE);
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await game.toNextTurn();
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game.move.select(MoveId.CONFUSION);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(enemy.hp).toBeLessThan(enemy.getMaxHp());
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});
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});
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