pokerogue/test/abilities/friend_guard.test.ts
Sirz Benjie 48e911e03c
[Refactor] Remove circular deps 3 (#5959)
* Move game-mode to its own file

Reduces circular imports to 325

* Move battler-index to own file

Reduces circular deps to 314

* Move trainer-variant to own file

Reduces circ deps to 313

* Move enums in pokemon to their own file

* Move arena-tag-type to its own file

* Move pokemon-moves to its own file

* Move command to own file

* Move learnMoveType to own file

* Move form change item to own file

* Move battlerTagLapseType to own file

* Move anim enums to own shared file

* Move enums out of challenges

* Move species form change triggers to own file

Reduces circ imports to 291

* Update test importing pokemon move

* Replace move attribute imports with string names

* Untangle circular deps from game data

* Fix missing string call in switch summon phase

* Apply kev's suggestions from code review

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

* Ensure ChargeMove's is method calls super

* Use InstanceType for proper narrowing

* Apply kev's suggestions from code review

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

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-09 16:24:13 -07:00

131 lines
4.9 KiB
TypeScript

import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { AbilityId } from "#enums/ability-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
import { BattlerIndex } from "#enums/battler-index";
import { allAbilities } from "#app/data/data-lists";
import { allMoves } from "#app/data/data-lists";
import { MoveCategory } from "#enums/MoveCategory";
describe("Moves - Friend Guard", () => {
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("double")
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset([MoveId.TACKLE, MoveId.SPLASH, MoveId.DRAGON_RAGE])
.enemySpecies(SpeciesId.SHUCKLE)
.moveset([MoveId.SPLASH])
.startingLevel(100);
});
it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const [player1, player2] = game.scene.getPlayerField();
const spy = vi.spyOn(player1, "getAttackDamage");
const enemy1 = game.scene.getEnemyField()[0];
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
// Get the last return value from `getAttackDamage`
const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
// Making sure the test is controlled; turn 1 damage is equal to base damage (after rounding)
expect(turn1Damage).toBe(
Math.floor(
player1.getBaseDamage({ source: enemy1, move: allMoves[MoveId.TACKLE], moveCategory: MoveCategory.PHYSICAL }),
),
);
vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
// Get the last return value from `getAttackDamage`
const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
// With the ally's Friend Guard, damage should have been reduced from base damage by 25%
expect(turn2Damage).toBe(
Math.floor(
player1.getBaseDamage({ source: enemy1, move: allMoves[MoveId.TACKLE], moveCategory: MoveCategory.PHYSICAL }) *
0.75,
),
);
});
it("should NOT reduce damage to pokemon with friend guard", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const player2 = game.scene.getPlayerField()[1];
const spy = vi.spyOn(player2, "getAttackDamage");
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
expect(turn2Damage).toBe(turn1Damage);
});
it("should NOT reduce damage from fixed damage attacks", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const [player1, player2] = game.scene.getPlayerField();
const spy = vi.spyOn(player1, "getAttackDamage");
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.DRAGON_RAGE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
expect(turn1Damage).toBe(40);
vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[AbilityId.FRIEND_GUARD]);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.DRAGON_RAGE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
expect(turn2Damage).toBe(40);
});
});