pokerogue/test/abilities/ability_activation_order.test.ts
Bertie690 ccceaac877
[Test] Reworked crit override to allow for forced crits (#5738)
* 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>
2025-06-16 05:36:09 -07:00

96 lines
3.2 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import { WeatherType } from "#enums/weather-type";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Ability Activation Order", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should activate the ability of the faster Pokemon first", async () => {
game.override.enemyLevel(100).ability(AbilityId.DRIZZLE).enemyAbility(AbilityId.DROUGHT);
await game.classicMode.startBattle([SpeciesId.SLOWPOKE]);
// Enemy's ability should activate first, so sun ends up replaced with rain
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
});
it("should consider base stat boosting items in determining order", async () => {
game.override
.startingLevel(25)
.enemyLevel(50)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.DROUGHT)
.ability(AbilityId.DRIZZLE)
.startingHeldItems([{ name: "BASE_STAT_BOOSTER", type: Stat.SPD, count: 100 }]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
it("should consider stat boosting items in determining order", async () => {
game.override
.startingLevel(35)
.enemyLevel(50)
.enemySpecies(SpeciesId.DITTO)
.enemyAbility(AbilityId.DROUGHT)
.ability(AbilityId.DRIZZLE)
.startingHeldItems([{ name: "SPECIES_STAT_BOOSTER", type: "QUICK_POWDER" }]);
await game.classicMode.startBattle([SpeciesId.DITTO]);
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
it("should activate priority abilities first", async () => {
game.override
.startingLevel(1)
.enemyLevel(100)
.enemySpecies(SpeciesId.ACCELGOR)
.enemyAbility(AbilityId.DROUGHT)
.ability(AbilityId.NEUTRALIZING_GAS);
await game.classicMode.startBattle([SpeciesId.SLOWPOKE]);
expect(game.scene.arena.weather).toBeUndefined();
});
it("should update dynamically based on speed order", async () => {
game.override
.startingLevel(35)
.enemyLevel(50)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.SLOW_START)
.enemyPassiveAbility(AbilityId.DROUGHT)
.ability(AbilityId.DRIZZLE);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
// Slow start activates and makes enemy slower, so drought activates after drizzle
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
});