pokerogue/test/moves/after_you.test.ts

98 lines
3.5 KiB
TypeScript

import { BattlerIndex } from "#enums/battler-index";
import { AbilityId } from "#enums/ability-id";
import { MoveResult } from "#enums/move-result";
import type { MovePhase } from "#app/phases/move-phase";
import { MoveUseMode } from "#enums/move-use-mode";
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 } from "vitest";
describe("Moves - After You", () => {
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("double")
.enemyLevel(5)
.enemySpecies(SpeciesId.PIKACHU)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH)
.ability(AbilityId.BALL_FETCH)
.moveset([MoveId.AFTER_YOU, MoveId.SPLASH]);
});
it("makes the target move immediately after the user", async () => {
await game.classicMode.startBattle([SpeciesId.REGIELEKI, SpeciesId.SHUCKLE]);
game.move.select(MoveId.AFTER_YOU, 0, BattlerIndex.PLAYER_2);
game.move.select(MoveId.SPLASH, 1);
await game.phaseInterceptor.to("MoveEffectPhase");
await game.phaseInterceptor.to("MovePhase", false);
const phase = game.scene.phaseManager.getCurrentPhase() as MovePhase;
expect(phase.pokemon).toBe(game.scene.getPlayerField()[1]);
await game.phaseInterceptor.to("MoveEndPhase");
});
it("fails if target already moved", async () => {
game.override.enemySpecies(SpeciesId.SHUCKLE);
await game.classicMode.startBattle([SpeciesId.REGIELEKI, SpeciesId.PIKACHU]);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.AFTER_YOU, 1, BattlerIndex.PLAYER);
await game.phaseInterceptor.to("MoveEndPhase");
await game.phaseInterceptor.to("MoveEndPhase");
await game.phaseInterceptor.to("MovePhase");
expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
});
// TODO: Enable once rampaging moves and move queue are fixed.
// Currently does literally nothing because `MoveUseMode` is overridden from move queue
// within `MovePhase`, but should be enabled once that jank is removed
it.todo("should maintain PP ignore status of rampaging moves", async () => {
game.override.moveset([]);
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
const [accelgor, rattata] = game.scene.getPlayerField();
expect(accelgor).toBeDefined();
expect(rattata).toBeDefined();
game.move.changeMoveset(accelgor, [MoveId.SPLASH, MoveId.AFTER_YOU]);
game.move.changeMoveset(rattata, MoveId.OUTRAGE);
game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER);
game.move.select(MoveId.OUTRAGE, BattlerIndex.PLAYER_2);
await game.phaseInterceptor.to("TurnEndPhase");
const outrageMove = rattata.getMoveset().find(m => m.moveId === MoveId.OUTRAGE);
expect(outrageMove?.ppUsed).toBe(1);
game.move.select(MoveId.AFTER_YOU, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2);
await game.phaseInterceptor.to("TurnEndPhase");
expect(accelgor.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
expect(outrageMove?.ppUsed).toBe(1);
expect(rattata.getLastXMoves()[0]).toMatchObject({
move: MoveId.OUTRAGE,
result: MoveResult.SUCCESS,
useMode: MoveUseMode.IGNORE_PP,
});
});
});