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* Crit override stuff * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update game-mode.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
66 lines
2.0 KiB
TypeScript
66 lines
2.0 KiB
TypeScript
import { WeatherType } from "#app/enums/weather-type";
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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("Abilities - Sand Spit", () => {
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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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.criticalHits(false)
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.enemySpecies(SpeciesId.MAGIKARP)
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.enemyAbility(AbilityId.BALL_FETCH)
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.starterSpecies(SpeciesId.SILICOBRA)
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.ability(AbilityId.SAND_SPIT)
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.moveset([MoveId.SPLASH, MoveId.COIL]);
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});
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it("should trigger when hit with damaging move", async () => {
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game.override.enemyMoveset([MoveId.TACKLE]);
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await game.classicMode.startBattle();
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game.move.select(MoveId.SPLASH);
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await game.toNextTurn();
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SANDSTORM);
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});
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it("should trigger even when fainting", async () => {
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game.override.enemyMoveset([MoveId.TACKLE]).enemyLevel(100).startingLevel(1);
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await game.classicMode.startBattle([SpeciesId.SILICOBRA, SpeciesId.MAGIKARP]);
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game.move.select(MoveId.SPLASH);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SANDSTORM);
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});
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it("should not trigger when targetted with status moves", async () => {
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game.override.enemyMoveset([MoveId.GROWL]);
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await game.classicMode.startBattle();
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game.move.select(MoveId.COIL);
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await game.toNextTurn();
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expect(game.scene.arena.weather?.weatherType).not.toBe(WeatherType.SANDSTORM);
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});
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});
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