pokerogue/test/battle/double_battle.test.ts

96 lines
3.3 KiB
TypeScript

import { Status } from "#app/data/status-effect";
import { AbilityId } from "#enums/ability-id";
import { getGameMode } from "#app/game-mode";
import { GameModes } from "#enums/game-modes";
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 Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Double Battles", () => {
const DOUBLE_CHANCE = 8; // Normal chance of double battle is 1/8
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
});
// double-battle player's pokemon both fainted in same round, then revive one, and next double battle summons two player's pokemon successfully.
// (There were bugs that either only summon one when can summon two, player stuck in switchPhase etc)
it("3v2 edge case: player summons 2 pokemon on the next battle after being fainted and revived", async () => {
game.override.battleStyle("double").enemyMoveset(MoveId.SPLASH).moveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARIZARD, SpeciesId.SQUIRTLE]);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
for (const pokemon of game.scene.getPlayerField()) {
pokemon.hp = 0;
pokemon.status = new Status(StatusEffect.FAINT);
expect(pokemon.isFainted()).toBe(true);
}
await game.doKillOpponents();
await game.phaseInterceptor.to("BattleEndPhase");
game.doSelectModifier();
const charizard = game.scene.getPlayerParty().findIndex(p => p.species.speciesId === SpeciesId.CHARIZARD);
game.doRevivePokemon(charizard);
await game.phaseInterceptor.to("TurnInitPhase");
expect(game.scene.getPlayerField().filter(p => !p.isFainted())).toHaveLength(2);
});
it("randomly chooses between single and double battles if there is no battle type override", async () => {
let rngSweepProgress = 0; // Will simulate RNG rolls by slowly increasing from 0 to 1
let doubleCount = 0;
let singleCount = 0;
vi.spyOn(Phaser.Math.RND, "realInRange").mockImplementation((min: number, max: number) => {
return rngSweepProgress * (max - min) + min;
});
game.override
.enemyMoveset(MoveId.SPLASH)
.moveset(MoveId.SPLASH)
.enemyAbility(AbilityId.BALL_FETCH)
.ability(AbilityId.BALL_FETCH);
// Play through endless, waves 1 to 9, counting number of double battles from waves 2 to 9
await game.classicMode.startBattle([SpeciesId.BULBASAUR]);
game.scene.gameMode = getGameMode(GameModes.ENDLESS);
for (let i = 0; i < DOUBLE_CHANCE; i++) {
rngSweepProgress = (i + 0.5) / DOUBLE_CHANCE;
game.move.select(MoveId.SPLASH);
await game.doKillOpponents();
await game.toNextWave();
if (game.scene.getEnemyParty().length === 1) {
singleCount++;
} else if (game.scene.getEnemyParty().length === 2) {
doubleCount++;
}
}
expect(doubleCount).toBe(1);
expect(singleCount).toBe(DOUBLE_CHANCE - 1);
});
});