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161 lines
5.3 KiB
TypeScript
161 lines
5.3 KiB
TypeScript
import { BattlerIndex } from "#enums/battler-index";
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import { SpeciesId } from "#enums/species-id";
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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 { 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 } from "vitest";
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describe("Abilities - Flash Fire", () => {
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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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.ability(AbilityId.FLASH_FIRE)
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.enemyAbility(AbilityId.BALL_FETCH)
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.startingLevel(20)
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.enemyLevel(20)
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.criticalHits(false);
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});
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it("immune to Fire-type moves", async () => {
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game.override.enemyMoveset([MoveId.EMBER]).moveset(MoveId.SPLASH);
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await game.classicMode.startBattle([SpeciesId.BLISSEY]);
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const blissey = game.scene.getPlayerPokemon()!;
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(blissey.hp).toBe(blissey.getMaxHp());
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});
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it("not activate if the Pokémon is protected from the Fire-type move", async () => {
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game.override.enemyMoveset([MoveId.EMBER]).moveset([MoveId.PROTECT]);
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await game.classicMode.startBattle([SpeciesId.BLISSEY]);
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const blissey = game.scene.getPlayerPokemon()!;
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game.move.select(MoveId.PROTECT);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(blissey!.getTag(BattlerTagType.FIRE_BOOST)).toBeUndefined();
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});
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it("activated by Will-O-Wisp", async () => {
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game.override.enemyMoveset([MoveId.WILL_O_WISP]).moveset(MoveId.SPLASH);
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await game.classicMode.startBattle([SpeciesId.BLISSEY]);
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const blissey = game.scene.getPlayerPokemon()!;
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game.move.select(MoveId.SPLASH);
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await game.move.forceHit();
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await game.phaseInterceptor.to("MovePhase", false);
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await game.move.forceHit();
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(blissey!.getTag(BattlerTagType.FIRE_BOOST)).toBeDefined();
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});
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it("activated after being frozen", async () => {
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game.override.enemyMoveset([MoveId.EMBER]).moveset(MoveId.SPLASH).statusEffect(StatusEffect.FREEZE);
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await game.classicMode.startBattle([SpeciesId.BLISSEY]);
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const blissey = game.scene.getPlayerPokemon()!;
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(blissey!.getTag(BattlerTagType.FIRE_BOOST)).toBeDefined();
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});
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it("not passing with baton pass", async () => {
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game.override.enemyMoveset([MoveId.EMBER]).moveset([MoveId.BATON_PASS]);
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await game.classicMode.startBattle([SpeciesId.BLISSEY, SpeciesId.CHANSEY]);
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// ensure use baton pass after enemy moved
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game.move.select(MoveId.BATON_PASS);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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game.doSelectPartyPokemon(1);
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await game.phaseInterceptor.to("TurnEndPhase");
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const chansey = game.scene.getPlayerPokemon()!;
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expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(SpeciesId.CHANSEY);
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expect(chansey!.getTag(BattlerTagType.FIRE_BOOST)).toBeUndefined();
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});
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it("boosts Fire-type move when the ability is activated", async () => {
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game.override
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.enemyMoveset([MoveId.FIRE_PLEDGE])
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.moveset([MoveId.EMBER, MoveId.SPLASH])
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.enemyAbility(AbilityId.FLASH_FIRE)
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.ability(AbilityId.NONE);
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await game.classicMode.startBattle([SpeciesId.BLISSEY]);
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const blissey = game.scene.getPlayerPokemon()!;
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const initialHP = 1000;
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blissey.hp = initialHP;
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// first turn
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game.move.select(MoveId.EMBER);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("TurnEndPhase");
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const originalDmg = initialHP - blissey.hp;
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expect(blissey.hp > 0);
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blissey.hp = initialHP;
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// second turn
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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const flashFireDmg = initialHP - blissey.hp;
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expect(flashFireDmg).toBeGreaterThan(originalDmg);
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});
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it("still activates regardless of accuracy check", async () => {
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game.override
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.moveset(MoveId.FIRE_PLEDGE)
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.enemyMoveset(MoveId.EMBER)
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.enemyAbility(AbilityId.NONE)
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.ability(AbilityId.FLASH_FIRE)
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.enemySpecies(SpeciesId.BLISSEY);
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await game.classicMode.startBattle([SpeciesId.RATTATA]);
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const blissey = game.scene.getEnemyPokemon()!;
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const initialHP = 1000;
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blissey.hp = initialHP;
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// first turn
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game.move.select(MoveId.FIRE_PLEDGE);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.phaseInterceptor.to("MoveEffectPhase");
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await game.move.forceMiss();
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await game.phaseInterceptor.to("TurnEndPhase");
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const originalDmg = initialHP - blissey.hp;
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expect(blissey.hp > 0);
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blissey.hp = initialHP;
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// second turn
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game.move.select(MoveId.FIRE_PLEDGE);
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await game.phaseInterceptor.to("TurnEndPhase");
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const flashFireDmg = initialHP - blissey.hp;
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expect(flashFireDmg).toBeGreaterThan(originalDmg);
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});
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});
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