pokerogue/test/abilities/shields_down.test.ts

182 lines
6.2 KiB
TypeScript

import { Status } from "#app/data/status-effect";
import { BattlerTagType } from "#app/enums/battler-tag-type";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import GameManager from "#test/testUtils/gameManager";
import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
describe("Abilities - SHIELDS DOWN", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
const moveToUse = MoveId.SPLASH;
game.override
.battleStyle("single")
.ability(AbilityId.SHIELDS_DOWN)
.moveset([moveToUse])
.enemyMoveset([MoveId.TACKLE]);
});
test("check if fainted pokemon switched to base form on arena reset", async () => {
const meteorForm = 0,
coreForm = 7;
game.override.startingWave(4).starterForms({
[SpeciesId.MINIOR]: coreForm,
});
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MINIOR]);
const minior = game.scene.getPlayerParty().find(p => p.species.speciesId === SpeciesId.MINIOR)!;
expect(minior).not.toBe(undefined);
expect(minior.formIndex).toBe(coreForm);
minior.hp = 0;
minior.status = new Status(StatusEffect.FAINT);
expect(minior.isFainted()).toBe(true);
game.move.select(MoveId.SPLASH);
await game.doKillOpponents();
await game.phaseInterceptor.to("TurnEndPhase");
game.doSelectModifier();
await game.phaseInterceptor.to("QuietFormChangePhase");
expect(minior.formIndex).toBe(meteorForm);
});
test("should ignore non-volatile status moves", async () => {
game.override.enemyMoveset([MoveId.SPORE]);
await game.classicMode.startBattle([SpeciesId.MINIOR]);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("TurnEndPhase");
expect(game.scene.getPlayerPokemon()!.status).toBe(undefined);
});
test("should still ignore non-volatile status moves used by a pokemon with mold breaker", async () => {
game.override.enemyAbility(AbilityId.MOLD_BREAKER).enemyMoveset([MoveId.SPORE]);
await game.classicMode.startBattle([SpeciesId.MINIOR]);
game.move.select(MoveId.SPLASH);
await game.move.selectEnemyMove(MoveId.SPORE);
await game.phaseInterceptor.to("TurnEndPhase");
expect(game.scene.getPlayerPokemon()!.status).toBe(undefined);
});
test("should ignore non-volatile secondary status effects", async () => {
game.override.enemyMoveset([MoveId.NUZZLE]);
await game.classicMode.startBattle([SpeciesId.MINIOR]);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("TurnEndPhase");
expect(game.scene.getPlayerPokemon()!.status).toBe(undefined);
});
test("should ignore status moves even through mold breaker", async () => {
game.override.enemyMoveset([MoveId.SPORE]).enemyAbility(AbilityId.MOLD_BREAKER);
await game.classicMode.startBattle([SpeciesId.MINIOR]);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to("TurnEndPhase");
expect(game.scene.getPlayerPokemon()!.status).toBe(undefined);
});
// toxic spikes currently does not poison flying types when gravity is in effect
test.todo("should become poisoned by toxic spikes when grounded", async () => {
game.override
.enemyMoveset([MoveId.GRAVITY, MoveId.TOXIC_SPIKES, MoveId.SPLASH])
.moveset([MoveId.GRAVITY, MoveId.SPLASH]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MINIOR]);
// turn 1
game.move.select(MoveId.GRAVITY);
await game.move.selectEnemyMove(MoveId.TOXIC_SPIKES);
await game.toNextTurn();
// turn 2
game.doSwitchPokemon(1);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(SpeciesId.MINIOR);
expect(game.scene.getPlayerPokemon()!.species.formIndex).toBe(0);
expect(game.scene.getPlayerPokemon()!.status?.effect).toBe(StatusEffect.POISON);
});
test("should ignore yawn", async () => {
game.override.enemyMoveset([MoveId.YAWN]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MINIOR]);
game.move.select(MoveId.SPLASH);
await game.move.selectEnemyMove(MoveId.YAWN);
await game.phaseInterceptor.to("TurnEndPhase");
expect(game.scene.getPlayerPokemon()!.findTag(tag => tag.tagType === BattlerTagType.DROWSY)).toBe(undefined);
});
test("should not ignore volatile status effects", async () => {
game.override.enemyMoveset([MoveId.CONFUSE_RAY]);
await game.classicMode.startBattle([SpeciesId.MINIOR]);
game.move.select(MoveId.SPLASH);
await game.move.selectEnemyMove(MoveId.CONFUSE_RAY);
await game.phaseInterceptor.to("TurnEndPhase");
expect(game.scene.getPlayerPokemon()!.findTag(tag => tag.tagType === BattlerTagType.CONFUSED)).not.toBe(undefined);
});
// the `NoTransformAbilityAbAttr` attribute is not checked anywhere, so this test cannot pass.
test.todo("ditto should not be immune to status after transforming", async () => {
game.override.enemySpecies(SpeciesId.DITTO).enemyAbility(AbilityId.IMPOSTER).moveset([MoveId.SPLASH, MoveId.SPORE]);
await game.classicMode.startBattle([SpeciesId.MINIOR]);
game.move.select(MoveId.SPORE);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.phaseInterceptor.to("TurnEndPhase");
expect(game.scene.getEnemyPokemon()!.status?.effect).toBe(StatusEffect.SLEEP);
});
test("should not prevent minior from receiving the fainted status effect in trainer battles", async () => {
game.override
.enemyMoveset([MoveId.TACKLE])
.moveset([MoveId.THUNDERBOLT])
.startingLevel(100)
.startingWave(5)
.enemySpecies(SpeciesId.MINIOR);
await game.classicMode.startBattle([SpeciesId.REGIELEKI]);
const minior = game.scene.getEnemyPokemon()!;
game.move.select(MoveId.THUNDERBOLT);
await game.toNextTurn();
expect(minior.isFainted()).toBe(true);
expect(minior.status?.effect).toBe(StatusEffect.FAINT);
});
});