pokerogue/src/test/abilities/ability_timing.test.ts
NightKev 828897316e
[Test] Replace doAttack() with move.select() in tests (#3567)
* Consolidate `doSelectTarget()` into `doAttack()`

* Fix ternary

* Add error message to aid in debugging tests

* Update docs

* [Test] Change `doAttack()` to `selectMove()`

* Add `select()` to `src/test/utils/helpers/moveHelper.ts`

* Replace instances of `game.selectMove()` with `game.move.select()`

* Fix imports

* Replace `selectMove()` with `move.select()` helper

Fix broken tests for Pastel Veil and Sweet Veil

* Update tsdocs
2024-08-22 06:49:33 -07:00

56 lines
1.8 KiB
TypeScript

import { CommandPhase } from "#app/phases/command-phase";
import { MessagePhase } from "#app/phases/message-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import i18next, { initI18n } from "#app/plugins/i18n";
import { Mode } from "#app/ui/ui";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import { SPLASH_ONLY } from "#test/utils/testUtils";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Ability Timing", () => {
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.battleType("single");
game.override.enemySpecies(Species.PIDGEY);
game.override.enemyAbility(Abilities.INTIMIDATE);
game.override.enemyMoveset(SPLASH_ONLY);
game.override.ability(Abilities.BALL_FETCH);
game.override.moveset([Moves.SPLASH, Moves.ICE_BEAM]);
});
it("should trigger after switch check", async() => {
initI18n();
i18next.changeLanguage("en");
await game.classicMode.runToSummon([Species.EEVEE, Species.FEEBAS]);
game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
game.setMode(Mode.MESSAGE);
game.endPhase();
}, () => game.isCurrentPhase(CommandPhase) || game.isCurrentPhase(TurnInitPhase));
await game.phaseInterceptor.to(MessagePhase);
const message = game.textInterceptor.getLatestMessage();
expect(message).toContain("Attack fell");
}, 5000);
});