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	* move test folder * Update vitest files * rename test/utils to test/testUtils * Remove stray utils/gameManager Got put back from a rebase
		
			
				
	
	
		
			73 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
import { BattlerIndex } from "#app/battle";
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import { Abilities } from "#enums/abilities";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { StatusEffect } from "#enums/status-effect";
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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, it, expect } from "vitest";
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describe("Frenzy Move Reset", () => {
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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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      .battleType("single")
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      .disableCrits()
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      .starterSpecies(Species.MAGIKARP)
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      .moveset(Moves.THRASH)
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      .statusEffect(StatusEffect.PARALYSIS)
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      .enemyMoveset(Moves.SPLASH)
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      .enemyLevel(100)
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      .enemySpecies(Species.SHUCKLE)
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      .enemyAbility(Abilities.BALL_FETCH);
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  });
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  /*
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    * Thrash (or frenzy moves in general) should not continue to run if attack fails due to paralysis
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    *
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    * This is a 3-turn Thrash test:
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    * 1. Thrash is selected and succeeds to hit the enemy -> Enemy Faints
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    *
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    * 2. Thrash is automatically selected but misses due to paralysis
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    * Note: After missing the Pokemon should stop automatically attacking
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    *
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    * 3. At the start of the 3rd turn the Player should be able to select a move/switch Pokemon/etc.
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    * Note: This means that BattlerTag.FRENZY is not anymore in pokemon.summonData.tags and pokemon.summonData.moveQueue is empty
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    *
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    */
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  it("should cancel frenzy move if move fails turn 2", async () => {
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    await game.classicMode.startBattle();
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    const playerPokemon = game.scene.getPlayerPokemon()!;
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    game.move.select(Moves.THRASH);
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    await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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    await game.move.forceStatusActivation(false);
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    await game.toNextTurn();
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    expect(playerPokemon.summonData.moveQueue.length).toBe(2);
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    expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(true);
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    await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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    await game.move.forceStatusActivation(true);
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    await game.toNextTurn();
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    expect(playerPokemon.summonData.moveQueue.length).toBe(0);
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    expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(false);
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  });
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});
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