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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
3.9 KiB
TypeScript
107 lines
3.9 KiB
TypeScript
import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { StatusEffect } from "#enums/status-effect";
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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, vi } from "vitest";
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describe("Moves - U-turn", () => {
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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.GENGAR)
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.startingLevel(90)
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.startingWave(97)
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.moveset([Moves.U_TURN])
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.enemyMoveset(Moves.SPLASH)
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.disableCrits();
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});
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it("triggers regenerator a single time when a regenerator user switches out with u-turn", async () => {
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// arrange
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const playerHp = 1;
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game.override.ability(Abilities.REGENERATOR);
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await game.classicMode.startBattle([Species.RAICHU, Species.SHUCKLE]);
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game.scene.getPlayerPokemon()!.hp = playerHp;
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// act
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game.move.select(Moves.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.phaseInterceptor.to("TurnEndPhase");
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// assert
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expect(game.scene.getPlayerParty()[1].hp).toEqual(
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Math.floor(game.scene.getPlayerParty()[1].getMaxHp() * 0.33 + playerHp),
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);
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expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
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expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(Species.SHUCKLE);
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}, 20000);
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it("triggers rough skin on the u-turn user before a new pokemon is switched in", async () => {
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// arrange
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game.override.enemyAbility(Abilities.ROUGH_SKIN);
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await game.classicMode.startBattle([Species.RAICHU, Species.SHUCKLE]);
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// act
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game.move.select(Moves.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.phaseInterceptor.to("SwitchPhase", false);
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// assert
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const playerPkm = game.scene.getPlayerPokemon()!;
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expect(playerPkm.hp).not.toEqual(playerPkm.getMaxHp());
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expect(game.scene.getEnemyPokemon()!.waveData.abilityRevealed).toBe(true); // proxy for asserting ability activated
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expect(playerPkm.species.speciesId).toEqual(Species.RAICHU);
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expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
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}, 20000);
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it("triggers contact abilities on the u-turn user (eg poison point) before a new pokemon is switched in", async () => {
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// arrange
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game.override.enemyAbility(Abilities.POISON_POINT);
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await game.classicMode.startBattle([Species.RAICHU, Species.SHUCKLE]);
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vi.spyOn(game.scene.getEnemyPokemon()!, "randSeedInt").mockReturnValue(0);
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// act
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game.move.select(Moves.U_TURN);
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await game.phaseInterceptor.to("SwitchPhase", false);
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// assert
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const playerPkm = game.scene.getPlayerPokemon()!;
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expect(playerPkm.status?.effect).toEqual(StatusEffect.POISON);
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expect(playerPkm.species.speciesId).toEqual(Species.RAICHU);
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expect(game.scene.getEnemyPokemon()!.waveData.abilityRevealed).toBe(true); // proxy for asserting ability activated
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expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
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}, 20000);
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it("still forces a switch if u-turn KO's the opponent", async () => {
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game.override.startingLevel(1000); // Ensure that U-Turn KO's the opponent
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await game.classicMode.startBattle([Species.RAICHU, Species.SHUCKLE]);
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const enemy = game.scene.getEnemyPokemon()!;
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// KO the opponent with U-Turn
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game.move.select(Moves.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemy.isFainted()).toBe(true);
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// Check that U-Turn forced a switch
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expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
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expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(Species.SHUCKLE);
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});
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});
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