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* Grabbed reverted changes from stuff
* Added version migrator for rage fist data + deepMergeSpriteData tests
* fixed formattign
* Fied a few
* Fixed constructor (maybe), moved deepCopy and deepMergeSpriteData to own file
`common.ts` is hella bloated so seems legit
* Moved empty moveset verification mapping thing to upgrade script bc i wanted to
* Fixed tests
* test added
* Fixed summondata being cleared inside summonPhase, removed `summonDataPrimer`
like seriously how come no-one checked this
* Fixed test
I forgot that we outsped and oneshot
* Fixed test
* huhjjjjjb
* Hopefully fixed bug
my sanity and homework are paying the price for this lol
* added commented out console.log statement
uncomment to see new berry data
* Fixed migrate script, re-added deprecated attributes out of necessity
* Fixed failing test by not trying to mock rng
* Fixed test
* Fixed tests
* Update ability.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update ability.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update overrides.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update berry-phase.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update encounter-phase.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update game-data.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update move-phase.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Added utility function `randSeedFloat`
basically just `Phaser.math.RND.realInRange(0, 1)`
* Applied review comments, cleaned up code a bit
* Removed unnecessary null checks for turnData and co.
I explicitly made them initialized by default for this very reason
* Added tests for Last Resort regarding moveHistory
* Update pokemon.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 pokemon.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 pokemon.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 pokemon.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 battle-scene.ts
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
* Update the-winstrate-challenge-encounter.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 pokemon.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 ability.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update move.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update move.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update move.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update battle-anims.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts comments
* Fixed a few outstanding issues with documentation
* Updated switch summon phase comment
* Re-added BattleSummonData as TempSummonData
* Hppefully fixed -1 sprite scale glitch
* Fixed comment
* Reveted `pokemon-forms.ts`
* Fuxed constructor
* fixed -1 bug
* Revert "Added utility function `randSeedFloat`"
This reverts commit 4c3447c851
.
---------
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
107 lines
2.9 KiB
TypeScript
107 lines
2.9 KiB
TypeScript
import GameManager from "#test/testUtils/gameManager";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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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("Moves - Fake Out", () => {
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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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.enemySpecies(Species.CORVIKNIGHT)
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.moveset([Moves.FAKE_OUT, Moves.SPLASH])
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.enemyMoveset(Moves.SPLASH)
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.enemyLevel(10)
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.startingLevel(1) // prevent LevelUpPhase from happening
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.disableCrits();
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});
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it("should only work the first turn a pokemon is sent out in a battle", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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const corv = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.FAKE_OUT);
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await game.toNextTurn();
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expect(corv.hp).toBeLessThan(corv.getMaxHp());
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const postTurnOneHp = corv.hp;
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game.move.select(Moves.FAKE_OUT);
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await game.toNextTurn();
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expect(corv.hp).toBe(postTurnOneHp);
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});
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// This is a PokeRogue buff to Fake Out
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it("should succeed at the start of each new wave, even if user wasn't recalled", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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// set hp to 1 for easy knockout
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game.scene.getEnemyPokemon()!.hp = 1;
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game.move.select(Moves.FAKE_OUT);
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await game.toNextWave();
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game.move.select(Moves.FAKE_OUT);
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await game.toNextTurn();
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const corv = game.scene.getEnemyPokemon()!;
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expect(corv).toBeDefined();
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expect(corv?.hp).toBeLessThan(corv?.getMaxHp());
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});
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// This is a PokeRogue buff to Fake Out
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it("should succeed at the start of each new wave, even if user wasn't recalled", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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// set hp to 1 for easy knockout
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game.scene.getEnemyPokemon()!.hp = 1;
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game.move.select(Moves.FAKE_OUT);
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await game.toNextWave();
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game.move.select(Moves.FAKE_OUT);
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await game.toNextTurn();
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const corv = game.scene.getEnemyPokemon()!;
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expect(corv).toBeDefined();
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expect(corv.hp).toBeLessThan(corv.getMaxHp());
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});
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it("should succeed if recalled and sent back out", async () => {
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await game.classicMode.startBattle([Species.FEEBAS, Species.MAGIKARP]);
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game.move.select(Moves.FAKE_OUT);
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await game.toNextTurn();
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const corv = game.scene.getEnemyPokemon()!;
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expect(corv.hp).toBeLessThan(corv.getMaxHp());
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corv.hp = corv.getMaxHp();
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game.doSwitchPokemon(1);
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await game.toNextTurn();
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game.doSwitchPokemon(1);
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await game.toNextTurn();
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game.move.select(Moves.FAKE_OUT);
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await game.toNextTurn();
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expect(corv.hp).toBeLessThan(corv.getMaxHp());
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});
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});
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