pokerogue/test/battle/battle-order.test.ts

142 lines
6.7 KiB
TypeScript

import type { TurnStartPhase } from "#app/phases/turn-start-phase";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Battle 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
.battleStyle("single")
.enemySpecies(SpeciesId.MEWTWO)
.enemyAbility(AbilityId.INSOMNIA)
.ability(AbilityId.INSOMNIA)
.moveset([MoveId.TACKLE]);
});
it("opponent faster than player 50 vs 150", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
const playerPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 50]); // set playerPokemon's speed to 50
vi.spyOn(enemyPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set enemyPokemon's speed to 150
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to("TurnStartPhase");
const playerPokemonIndex = playerPokemon.getBattlerIndex();
const enemyPokemonIndex = enemyPokemon.getBattlerIndex();
const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
const order = phase.getCommandOrder();
expect(order[0]).toBe(enemyPokemonIndex);
expect(order[1]).toBe(playerPokemonIndex);
});
it("Player faster than opponent 150 vs 50", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
const playerPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set playerPokemon's speed to 150
vi.spyOn(enemyPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 50]); // set enemyPokemon's speed to 50
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to("TurnStartPhase");
const playerPokemonIndex = playerPokemon.getBattlerIndex();
const enemyPokemonIndex = enemyPokemon.getBattlerIndex();
const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
const order = phase.getCommandOrder();
expect(order[0]).toBe(playerPokemonIndex);
expect(order[1]).toBe(enemyPokemonIndex);
});
it("double - both opponents faster than player 50/50 vs 150/150", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.BLASTOISE]);
const playerPokemon = game.scene.getPlayerField();
const enemyPokemon = game.scene.getEnemyField();
playerPokemon.forEach(p => vi.spyOn(p, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 50])); // set both playerPokemons' speed to 50
enemyPokemon.forEach(p => vi.spyOn(p, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150])); // set both enemyPokemons' speed to 150
const playerIndices = playerPokemon.map(p => p?.getBattlerIndex());
const enemyIndices = enemyPokemon.map(p => p?.getBattlerIndex());
game.move.select(MoveId.TACKLE);
game.move.select(MoveId.TACKLE, 1);
await game.phaseInterceptor.to("TurnStartPhase", false);
const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
const order = phase.getCommandOrder();
expect(order.slice(0, 2).includes(enemyIndices[0])).toBe(true);
expect(order.slice(0, 2).includes(enemyIndices[1])).toBe(true);
expect(order.slice(2, 4).includes(playerIndices[0])).toBe(true);
expect(order.slice(2, 4).includes(playerIndices[1])).toBe(true);
});
it("double - speed tie except 1 - 100/100 vs 100/150", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.BLASTOISE]);
const playerPokemon = game.scene.getPlayerField();
const enemyPokemon = game.scene.getEnemyField();
playerPokemon.forEach(p => vi.spyOn(p, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100])); //set both playerPokemons' speed to 100
vi.spyOn(enemyPokemon[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100]); // set enemyPokemon's speed to 100
vi.spyOn(enemyPokemon[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set enemyPokemon's speed to 150
const playerIndices = playerPokemon.map(p => p?.getBattlerIndex());
const enemyIndices = enemyPokemon.map(p => p?.getBattlerIndex());
game.move.select(MoveId.TACKLE);
game.move.select(MoveId.TACKLE, 1);
await game.phaseInterceptor.to("TurnStartPhase", false);
const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
const order = phase.getCommandOrder();
// enemy 2 should be first, followed by some other assortment of the other 3 pokemon
expect(order[0]).toBe(enemyIndices[1]);
expect(order.slice(1, 4)).toEqual(expect.arrayContaining([enemyIndices[0], ...playerIndices]));
});
it("double - speed tie 100/150 vs 100/150", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.BLASTOISE]);
const playerPokemon = game.scene.getPlayerField();
const enemyPokemon = game.scene.getEnemyField();
vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100]); // set one playerPokemon's speed to 100
vi.spyOn(playerPokemon[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set other playerPokemon's speed to 150
vi.spyOn(enemyPokemon[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100]); // set one enemyPokemon's speed to 100
vi.spyOn(enemyPokemon[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set other enemyPokemon's speed to 150
const playerIndices = playerPokemon.map(p => p?.getBattlerIndex());
const enemyIndices = enemyPokemon.map(p => p?.getBattlerIndex());
game.move.select(MoveId.TACKLE);
game.move.select(MoveId.TACKLE, 1);
await game.phaseInterceptor.to("TurnStartPhase", false);
const phase = game.scene.phaseManager.getCurrentPhase() as TurnStartPhase;
const order = phase.getCommandOrder();
// P2/E2 should be randomly first/second, then P1/E1 randomly 3rd/4th
expect(order.slice(0, 2)).toStrictEqual(expect.arrayContaining([playerIndices[1], enemyIndices[1]]));
expect(order.slice(2, 4)).toStrictEqual(expect.arrayContaining([playerIndices[0], enemyIndices[0]]));
});
});