pokerogue/test/escape-calculations.test.ts
Bertie690 0918985a63
[Test] Remove unneeded mockRestore and testTimeout calls in tests
https://github.com/pagefaultgames/pokerogue/pull/5927/

* Removed unnecessary test timeout parameters from test files

We set it in vitest config anyways

* Removed unneeded `mockRestore` calls

We call `restoreAllMocks` after each test runs anyhow

* Removed accidentall forgotten-about timeout

* Revdrt magic bounce test file for now

* Fixed ting

* Fixed bug

* Fixed import

* Update test/data/status_effect.test.ts

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

* Update battle.test.ts

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

* Apply suggestions from code review

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

* Ran bim

---------

Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-15 00:48:16 -07:00

362 lines
18 KiB
TypeScript

import { AttemptRunPhase } from "#app/phases/attempt-run-phase";
import type { CommandPhase } from "#app/phases/command-phase";
import { Command } from "#enums/command";
import { NumberHolder } from "#app/utils/common";
import { AbilityId } from "#enums/ability-id";
import { SpeciesId } from "#enums/species-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Escape chance calculations", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleStyle("single")
.enemySpecies(SpeciesId.BULBASAUR)
.enemyAbility(AbilityId.INSOMNIA)
.ability(AbilityId.INSOMNIA);
});
it("single non-boss opponent", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
const playerPokemon = game.scene.getPlayerField();
const enemyField = game.scene.getEnemyField();
const enemySpeed = 100;
// set enemyPokemon's speed to 100
vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemySpeed]);
const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
commandPhase.handleCommand(Command.RUN, 0);
await game.phaseInterceptor.to(AttemptRunPhase, false);
const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase;
const escapePercentage = new NumberHolder(0);
// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
const escapeChances: {
pokemonSpeedRatio: number;
escapeAttempts: number;
expectedEscapeChance: number;
}[] = [
{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
{ pokemonSpeedRatio: 0.1, escapeAttempts: 0, expectedEscapeChance: 7 },
{ pokemonSpeedRatio: 0.25, escapeAttempts: 0, expectedEscapeChance: 11 },
{ pokemonSpeedRatio: 0.5, escapeAttempts: 0, expectedEscapeChance: 16 },
{ pokemonSpeedRatio: 0.8, escapeAttempts: 0, expectedEscapeChance: 23 },
{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 28 },
{ pokemonSpeedRatio: 1.2, escapeAttempts: 0, expectedEscapeChance: 32 },
{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 39 },
{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 73 },
{ pokemonSpeedRatio: 3.8, escapeAttempts: 0, expectedEscapeChance: 91 },
{ pokemonSpeedRatio: 4, escapeAttempts: 0, expectedEscapeChance: 95 },
{ pokemonSpeedRatio: 4.2, escapeAttempts: 0, expectedEscapeChance: 95 },
{ pokemonSpeedRatio: 10, escapeAttempts: 0, expectedEscapeChance: 95 },
// retries section
{ pokemonSpeedRatio: 0.4, escapeAttempts: 1, expectedEscapeChance: 24 },
{ pokemonSpeedRatio: 1.6, escapeAttempts: 2, expectedEscapeChance: 61 },
{ pokemonSpeedRatio: 3.7, escapeAttempts: 5, expectedEscapeChance: 95 },
{ pokemonSpeedRatio: 0.2, escapeAttempts: 2, expectedEscapeChance: 30 },
{ pokemonSpeedRatio: 1, escapeAttempts: 3, expectedEscapeChance: 58 },
{ pokemonSpeedRatio: 2.9, escapeAttempts: 0, expectedEscapeChance: 70 },
{ pokemonSpeedRatio: 0.01, escapeAttempts: 7, expectedEscapeChance: 75 },
{ pokemonSpeedRatio: 16.2, escapeAttempts: 4, expectedEscapeChance: 95 },
{ pokemonSpeedRatio: 2, escapeAttempts: 3, expectedEscapeChance: 80 },
];
for (let i = 0; i < escapeChances.length; i++) {
// sets the number of escape attempts to the required amount
game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
// set playerPokemon's speed to a multiple of the enemySpeed
vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([
20,
20,
20,
20,
20,
escapeChances[i].pokemonSpeedRatio * enemySpeed,
]);
phase.attemptRunAway(playerPokemon, enemyField, escapePercentage);
expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance);
}
});
it("double non-boss opponent", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.ABOMASNOW]);
const playerPokemon = game.scene.getPlayerField();
const enemyField = game.scene.getEnemyField();
const enemyASpeed = 70;
const enemyBSpeed = 30;
// gets the sum of the speed of the two pokemon
const totalEnemySpeed = enemyASpeed + enemyBSpeed;
// this is used to find the ratio of the player's first pokemon
const playerASpeedPercentage = 0.4;
// set enemyAPokemon's speed to 70
vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemyASpeed]);
// set enemyBPokemon's speed to 30
vi.spyOn(enemyField[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemyBSpeed]);
const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
commandPhase.handleCommand(Command.RUN, 0);
await game.phaseInterceptor.to(AttemptRunPhase, false);
const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase;
const escapePercentage = new NumberHolder(0);
// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
const escapeChances: {
pokemonSpeedRatio: number;
escapeAttempts: number;
expectedEscapeChance: number;
}[] = [
{ pokemonSpeedRatio: 0.3, escapeAttempts: 0, expectedEscapeChance: 12 },
{ pokemonSpeedRatio: 0.7, escapeAttempts: 0, expectedEscapeChance: 21 },
{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 39 },
{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 73 },
{ pokemonSpeedRatio: 9, escapeAttempts: 0, expectedEscapeChance: 95 },
{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 28 },
{ pokemonSpeedRatio: 4.3, escapeAttempts: 0, expectedEscapeChance: 95 },
{ pokemonSpeedRatio: 2.7, escapeAttempts: 0, expectedEscapeChance: 66 },
{ pokemonSpeedRatio: 2.1, escapeAttempts: 0, expectedEscapeChance: 52 },
{ pokemonSpeedRatio: 1.8, escapeAttempts: 0, expectedEscapeChance: 46 },
{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 95 },
// retries section
{ pokemonSpeedRatio: 0.9, escapeAttempts: 1, expectedEscapeChance: 35 },
{ pokemonSpeedRatio: 3.6, escapeAttempts: 2, expectedEscapeChance: 95 },
{ pokemonSpeedRatio: 0.03, escapeAttempts: 7, expectedEscapeChance: 76 },
{ pokemonSpeedRatio: 0.02, escapeAttempts: 7, expectedEscapeChance: 75 },
{ pokemonSpeedRatio: 1, escapeAttempts: 5, expectedEscapeChance: 78 },
{ pokemonSpeedRatio: 0.7, escapeAttempts: 3, expectedEscapeChance: 51 },
{ pokemonSpeedRatio: 2.4, escapeAttempts: 9, expectedEscapeChance: 95 },
{ pokemonSpeedRatio: 1.8, escapeAttempts: 7, expectedEscapeChance: 95 },
{ pokemonSpeedRatio: 2, escapeAttempts: 10, expectedEscapeChance: 95 },
];
for (let i = 0; i < escapeChances.length; i++) {
// sets the number of escape attempts to the required amount
game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
// set the first playerPokemon's speed to a multiple of the enemySpeed
vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([
20,
20,
20,
20,
20,
Math.floor(escapeChances[i].pokemonSpeedRatio * totalEnemySpeed * playerASpeedPercentage),
]);
// set the second playerPokemon's speed to the remaining value of speed
vi.spyOn(playerPokemon[1], "stats", "get").mockReturnValue([
20,
20,
20,
20,
20,
escapeChances[i].pokemonSpeedRatio * totalEnemySpeed - playerPokemon[0].stats[5],
]);
phase.attemptRunAway(playerPokemon, enemyField, escapePercentage);
// checks to make sure the escape values are the same
expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance);
// checks to make sure the sum of the player's speed for all pokemon is equal to the appropriate ratio of the total enemy speed
expect(playerPokemon[0].stats[5] + playerPokemon[1].stats[5]).toBe(
escapeChances[i].pokemonSpeedRatio * totalEnemySpeed,
);
}
});
it("single boss opponent", async () => {
game.override.startingWave(10);
await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
const playerPokemon = game.scene.getPlayerField()!;
const enemyField = game.scene.getEnemyField()!;
const enemySpeed = 100;
// set enemyPokemon's speed to 100
vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemySpeed]);
const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
commandPhase.handleCommand(Command.RUN, 0);
await game.phaseInterceptor.to(AttemptRunPhase, false);
const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase;
const escapePercentage = new NumberHolder(0);
// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
const escapeChances: {
pokemonSpeedRatio: number;
escapeAttempts: number;
expectedEscapeChance: number;
}[] = [
{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
{ pokemonSpeedRatio: 0.1, escapeAttempts: 0, expectedEscapeChance: 5 },
{ pokemonSpeedRatio: 0.25, escapeAttempts: 0, expectedEscapeChance: 6 },
{ pokemonSpeedRatio: 0.5, escapeAttempts: 0, expectedEscapeChance: 7 },
{ pokemonSpeedRatio: 0.8, escapeAttempts: 0, expectedEscapeChance: 8 },
{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 8 },
{ pokemonSpeedRatio: 1.2, escapeAttempts: 0, expectedEscapeChance: 9 },
{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 10 },
{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 15 },
{ pokemonSpeedRatio: 3.8, escapeAttempts: 0, expectedEscapeChance: 18 },
{ pokemonSpeedRatio: 4, escapeAttempts: 0, expectedEscapeChance: 18 },
{ pokemonSpeedRatio: 4.2, escapeAttempts: 0, expectedEscapeChance: 19 },
{ pokemonSpeedRatio: 4.7, escapeAttempts: 0, expectedEscapeChance: 21 },
{ pokemonSpeedRatio: 5, escapeAttempts: 0, expectedEscapeChance: 22 },
{ pokemonSpeedRatio: 5.9, escapeAttempts: 0, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 6.7, escapeAttempts: 0, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 10, escapeAttempts: 0, expectedEscapeChance: 25 },
// retries section
{ pokemonSpeedRatio: 0.4, escapeAttempts: 1, expectedEscapeChance: 8 },
{ pokemonSpeedRatio: 1.6, escapeAttempts: 2, expectedEscapeChance: 14 },
{ pokemonSpeedRatio: 3.7, escapeAttempts: 5, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 0.2, escapeAttempts: 2, expectedEscapeChance: 10 },
{ pokemonSpeedRatio: 1, escapeAttempts: 3, expectedEscapeChance: 14 },
{ pokemonSpeedRatio: 2.9, escapeAttempts: 0, expectedEscapeChance: 15 },
{ pokemonSpeedRatio: 0.01, escapeAttempts: 7, expectedEscapeChance: 19 },
{ pokemonSpeedRatio: 16.2, escapeAttempts: 4, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 2, escapeAttempts: 3, expectedEscapeChance: 18 },
{ pokemonSpeedRatio: 4.5, escapeAttempts: 1, expectedEscapeChance: 22 },
{ pokemonSpeedRatio: 6.8, escapeAttempts: 6, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 5.2, escapeAttempts: 8, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 4.7, escapeAttempts: 10, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 5.1, escapeAttempts: 1, expectedEscapeChance: 24 },
{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 5.9, escapeAttempts: 2, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 6.1, escapeAttempts: 3, expectedEscapeChance: 25 },
];
for (let i = 0; i < escapeChances.length; i++) {
// sets the number of escape attempts to the required amount
game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
// set playerPokemon's speed to a multiple of the enemySpeed
vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([
20,
20,
20,
20,
20,
escapeChances[i].pokemonSpeedRatio * enemySpeed,
]);
phase.attemptRunAway(playerPokemon, enemyField, escapePercentage);
expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance);
}
});
it("double boss opponent", async () => {
game.override.battleStyle("double").startingWave(10);
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.ABOMASNOW]);
const playerPokemon = game.scene.getPlayerField();
const enemyField = game.scene.getEnemyField();
const enemyASpeed = 70;
const enemyBSpeed = 30;
// gets the sum of the speed of the two pokemon
const totalEnemySpeed = enemyASpeed + enemyBSpeed;
// this is used to find the ratio of the player's first pokemon
const playerASpeedPercentage = 0.8;
// set enemyAPokemon's speed to 70
vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemyASpeed]);
// set enemyBPokemon's speed to 30
vi.spyOn(enemyField[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, enemyBSpeed]);
const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
commandPhase.handleCommand(Command.RUN, 0);
await game.phaseInterceptor.to(AttemptRunPhase, false);
const phase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase;
const escapePercentage = new NumberHolder(0);
// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
const escapeChances: {
pokemonSpeedRatio: number;
escapeAttempts: number;
expectedEscapeChance: number;
}[] = [
{ pokemonSpeedRatio: 0.3, escapeAttempts: 0, expectedEscapeChance: 6 },
{ pokemonSpeedRatio: 0.7, escapeAttempts: 0, expectedEscapeChance: 7 },
{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 10 },
{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 15 },
{ pokemonSpeedRatio: 9, escapeAttempts: 0, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 8 },
{ pokemonSpeedRatio: 4.3, escapeAttempts: 0, expectedEscapeChance: 19 },
{ pokemonSpeedRatio: 2.7, escapeAttempts: 0, expectedEscapeChance: 14 },
{ pokemonSpeedRatio: 2.1, escapeAttempts: 0, expectedEscapeChance: 12 },
{ pokemonSpeedRatio: 1.8, escapeAttempts: 0, expectedEscapeChance: 11 },
{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 4, escapeAttempts: 0, expectedEscapeChance: 18 },
{ pokemonSpeedRatio: 5.7, escapeAttempts: 0, expectedEscapeChance: 24 },
{ pokemonSpeedRatio: 5, escapeAttempts: 0, expectedEscapeChance: 22 },
{ pokemonSpeedRatio: 6.1, escapeAttempts: 0, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 6.8, escapeAttempts: 0, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 10, escapeAttempts: 0, expectedEscapeChance: 25 },
// retries section
{ pokemonSpeedRatio: 0.9, escapeAttempts: 1, expectedEscapeChance: 10 },
{ pokemonSpeedRatio: 3.6, escapeAttempts: 2, expectedEscapeChance: 21 },
{ pokemonSpeedRatio: 0.03, escapeAttempts: 7, expectedEscapeChance: 19 },
{ pokemonSpeedRatio: 0.02, escapeAttempts: 7, expectedEscapeChance: 19 },
{ pokemonSpeedRatio: 1, escapeAttempts: 5, expectedEscapeChance: 18 },
{ pokemonSpeedRatio: 0.7, escapeAttempts: 3, expectedEscapeChance: 13 },
{ pokemonSpeedRatio: 2.4, escapeAttempts: 9, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 1.8, escapeAttempts: 7, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 2, escapeAttempts: 10, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 3, escapeAttempts: 1, expectedEscapeChance: 17 },
{ pokemonSpeedRatio: 4.5, escapeAttempts: 3, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 3.7, escapeAttempts: 1, expectedEscapeChance: 19 },
{ pokemonSpeedRatio: 6.5, escapeAttempts: 1, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 12, escapeAttempts: 4, expectedEscapeChance: 25 },
{ pokemonSpeedRatio: 5.2, escapeAttempts: 2, expectedEscapeChance: 25 },
];
for (let i = 0; i < escapeChances.length; i++) {
// sets the number of escape attempts to the required amount
game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
// set the first playerPokemon's speed to a multiple of the enemySpeed
vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([
20,
20,
20,
20,
20,
Math.floor(escapeChances[i].pokemonSpeedRatio * totalEnemySpeed * playerASpeedPercentage),
]);
// set the second playerPokemon's speed to the remaining value of speed
vi.spyOn(playerPokemon[1], "stats", "get").mockReturnValue([
20,
20,
20,
20,
20,
escapeChances[i].pokemonSpeedRatio * totalEnemySpeed - playerPokemon[0].stats[5],
]);
phase.attemptRunAway(playerPokemon, enemyField, escapePercentage);
// checks to make sure the escape values are the same
expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance);
// checks to make sure the sum of the player's speed for all pokemon is equal to the appropriate ratio of the total enemy speed
expect(playerPokemon[0].stats[5] + playerPokemon[1].stats[5]).toBe(
escapeChances[i].pokemonSpeedRatio * totalEnemySpeed,
);
}
});
});