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https://github.com/pagefaultgames/pokerogue/pull/5927/ * Removed unnecessary test timeout parameters from test files We set it in vitest config anyways * Removed unneeded `mockRestore` calls We call `restoreAllMocks` after each test runs anyhow * Removed accidentall forgotten-about timeout * Revdrt magic bounce test file for now * Fixed ting * Fixed bug * Fixed import * Update test/data/status_effect.test.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle.test.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Ran bim --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
89 lines
3.0 KiB
TypeScript
89 lines
3.0 KiB
TypeScript
import { BattlerIndex } from "#enums/battler-index";
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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 { Stat } from "#enums/stat";
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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("Abilities - Beast Boost", () => {
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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(SpeciesId.BULBASAUR)
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.enemyAbility(AbilityId.BEAST_BOOST)
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.ability(AbilityId.BEAST_BOOST)
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.startingLevel(2000)
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.moveset([MoveId.FLAMETHROWER])
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.enemyMoveset(MoveId.SPLASH);
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});
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it("should prefer highest stat to boost its corresponding stat stage by 1 when winning a battle", async () => {
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await game.classicMode.startBattle([SpeciesId.SLOWBRO]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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// Set the pokemon's highest stat to DEF, so it should be picked by Beast Boost
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vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 100, 1000, 200, 100, 100]);
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console.log(playerPokemon.stats);
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expect(playerPokemon.getStatStage(Stat.DEF)).toBe(0);
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game.move.select(MoveId.FLAMETHROWER);
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await game.phaseInterceptor.to("VictoryPhase");
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expect(playerPokemon.getStatStage(Stat.DEF)).toBe(1);
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});
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it("should use in-battle overriden stats when determining the stat stage to raise by 1", async () => {
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game.override.enemyMoveset([MoveId.GUARD_SPLIT]);
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await game.classicMode.startBattle([SpeciesId.SLOWBRO]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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// If the opponent uses Guard Split, the pokemon's second highest stat (SPATK) should be chosen
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vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 100, 201, 200, 100, 100]);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0);
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game.move.select(MoveId.FLAMETHROWER);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("VictoryPhase");
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1);
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});
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it("should have order preference in case of stat ties", async () => {
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// Order preference follows the order of EFFECTIVE_STAT
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await game.classicMode.startBattle([SpeciesId.SLOWBRO]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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// Set up tie between SPATK, SPDEF, and SPD, where SPATK should win
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vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 1, 1, 100, 100, 100]);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0);
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game.move.select(MoveId.FLAMETHROWER);
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await game.phaseInterceptor.to("VictoryPhase");
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1);
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});
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});
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