pokerogue/test/items/leftovers.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

61 lines
1.8 KiB
TypeScript

import { DamageAnimPhase } from "#app/phases/damage-anim-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Items - Leftovers", () => {
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")
.startingLevel(2000)
.ability(AbilityId.UNNERVE)
.moveset([MoveId.SPLASH])
.enemySpecies(SpeciesId.SHUCKLE)
.enemyAbility(AbilityId.UNNERVE)
.enemyMoveset(MoveId.TACKLE)
.startingHeldItems([{ name: "LEFTOVERS", count: 1 }]);
});
it("leftovers works", async () => {
await game.classicMode.startBattle([SpeciesId.ARCANINE]);
// Make sure leftovers are there
expect(game.scene.modifiers[0].type.id).toBe("LEFTOVERS");
const leadPokemon = game.scene.getPlayerPokemon()!;
// We should have full hp
expect(leadPokemon.isFullHp()).toBe(true);
game.move.select(MoveId.SPLASH);
// We should have less hp after the attack
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(leadPokemon.hp).toBeLessThan(leadPokemon.getMaxHp());
const leadHpAfterDamage = leadPokemon.hp;
// Check if leftovers heal us
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.hp).toBeGreaterThan(leadHpAfterDamage);
});
});