pokerogue/test/items/lock_capsule.test.ts
Sirz Benjie 1029afcdbf
[Refactor] Remove circular dependencies (part 4) (#5964)
* Add abilityAttr.is methods

* [WIP] move modifier stuff around

* Untangle circular deps from modifiers

* Move unlockables to own file

* Untangle all circular deps outside of MEs

* Move constants in MEs to their own files

* Re-add missing import to battle.ts

* Add necessary overload for getTag

* Add missing type import in weather.ts

* Init modifier types and pools in loading-scene

* Remove stray commented code

* Apply kev's suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-11 19:42:04 -07:00

54 lines
1.6 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { ModifierTier } from "#enums/modifier-tier";
import { SelectModifierPhase } from "#app/phases/select-modifier-phase";
import { UiMode } from "#enums/ui-mode";
import GameManager from "#test/testUtils/gameManager";
import Phase from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Items - Lock Capsule", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phase.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleStyle("single")
.startingLevel(200)
.moveset([MoveId.SURF])
.enemyAbility(AbilityId.BALL_FETCH)
.startingModifier([{ name: "LOCK_CAPSULE" }]);
});
it("doesn't set the cost of common tier items to 0", async () => {
await game.classicMode.startBattle();
game.scene.phaseManager.overridePhase(
new SelectModifierPhase(0, undefined, {
guaranteedModifierTiers: [ModifierTier.COMMON, ModifierTier.COMMON, ModifierTier.COMMON],
fillRemaining: false,
}),
);
game.onNextPrompt("SelectModifierPhase", UiMode.MODIFIER_SELECT, () => {
const selectModifierPhase = game.scene.phaseManager.getCurrentPhase() as SelectModifierPhase;
const rerollCost = selectModifierPhase.getRerollCost(true);
expect(rerollCost).toBe(150);
});
game.doSelectModifier();
await game.phaseInterceptor.to("SelectModifierPhase");
}, 20000);
});