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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
		
			
				
	
	
		
			130 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
import { Stat } from "#enums/stat";
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import { BattlerIndex } from "#app/battle";
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import { Abilities } from "#app/enums/abilities";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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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, expect, test } from "vitest";
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describe("Moves - Follow Me", () => {
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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.battleType("double");
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    game.override.starterSpecies(Species.AMOONGUSS);
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    game.override.ability(Abilities.BALL_FETCH);
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    game.override.enemySpecies(Species.SNORLAX);
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    game.override.startingLevel(100);
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    game.override.enemyLevel(100);
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    game.override.moveset([ Moves.FOLLOW_ME, Moves.RAGE_POWDER, Moves.SPOTLIGHT, Moves.QUICK_ATTACK ]);
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    game.override.enemyMoveset([ Moves.TACKLE, Moves.FOLLOW_ME, Moves.SPLASH ]);
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  });
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  test(
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    "move should redirect enemy attacks to the user",
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    async () => {
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      await game.classicMode.startBattle([ Species.AMOONGUSS, Species.CHARIZARD ]);
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      const playerPokemon = game.scene.getPlayerField();
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      game.move.select(Moves.FOLLOW_ME);
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      game.move.select(Moves.QUICK_ATTACK, 1, BattlerIndex.ENEMY);
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      // Force both enemies to target the player Pokemon that did not use Follow Me
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      await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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      await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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      await game.phaseInterceptor.to(TurnEndPhase, false);
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      expect(playerPokemon[0].hp).toBeLessThan(playerPokemon[0].getMaxHp());
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      expect(playerPokemon[1].hp).toBe(playerPokemon[1].getMaxHp());
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    }
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  );
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  test(
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    "move should redirect enemy attacks to the first ally that uses it",
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    async () => {
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      await game.classicMode.startBattle([ Species.AMOONGUSS, Species.CHARIZARD ]);
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      const playerPokemon = game.scene.getPlayerField();
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      game.move.select(Moves.FOLLOW_ME);
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      game.move.select(Moves.FOLLOW_ME, 1);
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      // Each player is targeted by an enemy
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      await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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      await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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      await game.phaseInterceptor.to(TurnEndPhase, false);
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      playerPokemon.sort((a, b) => a.getEffectiveStat(Stat.SPD) - b.getEffectiveStat(Stat.SPD));
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      expect(playerPokemon[1].hp).toBeLessThan(playerPokemon[1].getMaxHp());
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      expect(playerPokemon[0].hp).toBe(playerPokemon[0].getMaxHp());
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    }
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  );
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  test(
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    "move effect should be bypassed by Stalwart",
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    async () => {
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      game.override.ability(Abilities.STALWART);
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      game.override.moveset([ Moves.QUICK_ATTACK ]);
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      await game.classicMode.startBattle([ Species.AMOONGUSS, Species.CHARIZARD ]);
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      const enemyPokemon = game.scene.getEnemyField();
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      game.move.select(Moves.QUICK_ATTACK, 0, BattlerIndex.ENEMY);
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      game.move.select(Moves.QUICK_ATTACK, 1, BattlerIndex.ENEMY_2);
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      // Target doesn't need to be specified if the move is self-targeted
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      await game.forceEnemyMove(Moves.FOLLOW_ME);
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      await game.forceEnemyMove(Moves.SPLASH);
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      await game.phaseInterceptor.to(TurnEndPhase, false);
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      // If redirection was bypassed, both enemies should be damaged
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      expect(enemyPokemon[0].hp).toBeLessThan(enemyPokemon[0].getMaxHp());
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      expect(enemyPokemon[1].hp).toBeLessThan(enemyPokemon[1].getMaxHp());
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    }
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  );
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  test(
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    "move effect should be bypassed by Snipe Shot",
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    async () => {
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      game.override.moveset([ Moves.SNIPE_SHOT ]);
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      await game.classicMode.startBattle([ Species.AMOONGUSS, Species.CHARIZARD ]);
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      const enemyPokemon = game.scene.getEnemyField();
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      game.move.select(Moves.SNIPE_SHOT, 0, BattlerIndex.ENEMY);
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      game.move.select(Moves.SNIPE_SHOT, 1, BattlerIndex.ENEMY_2);
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      await game.forceEnemyMove(Moves.FOLLOW_ME);
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      await game.forceEnemyMove(Moves.SPLASH);
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      await game.phaseInterceptor.to(TurnEndPhase, false);
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      // If redirection was bypassed, both enemies should be damaged
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      expect(enemyPokemon[0].hp).toBeLessThan(enemyPokemon[0].getMaxHp());
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      expect(enemyPokemon[1].hp).toBeLessThan(enemyPokemon[1].getMaxHp());
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    }
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  );
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});
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