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