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* 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
162 lines
5.5 KiB
TypeScript
162 lines
5.5 KiB
TypeScript
import { BattleStat } from "#app/data/battle-stat";
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import { TerrainType } from "#app/data/terrain";
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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import { Abilities } from "#enums/abilities";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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// See also: TypeImmunityAbAttr
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describe("Abilities - Sap Sipper", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override.battleType("single");
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game.override.disableCrits();
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});
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it("raise attack 1 level and block effects when activated against a grass attack", async () => {
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const moveToUse = Moves.LEAFAGE;
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const enemyAbility = Abilities.SAP_SIPPER;
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game.override.moveset([moveToUse]);
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game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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game.override.enemySpecies(Species.DUSKULL);
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game.override.enemyAbility(enemyAbility);
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await game.startBattle();
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const startingOppHp = game.scene.currentBattle.enemyParty[0].hp;
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game.move.select(moveToUse);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0);
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
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});
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it("raise attack 1 level and block effects when activated against a grass status move", async () => {
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const moveToUse = Moves.SPORE;
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const enemyAbility = Abilities.SAP_SIPPER;
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game.override.moveset([moveToUse]);
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game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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game.override.enemySpecies(Species.RATTATA);
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game.override.enemyAbility(enemyAbility);
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await game.startBattle();
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game.move.select(moveToUse);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getEnemyParty()[0].status).toBeUndefined();
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
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});
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it("do not activate against status moves that target the field", async () => {
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const moveToUse = Moves.GRASSY_TERRAIN;
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const enemyAbility = Abilities.SAP_SIPPER;
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game.override.moveset([moveToUse]);
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game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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game.override.enemySpecies(Species.RATTATA);
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game.override.enemyAbility(enemyAbility);
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await game.startBattle();
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game.move.select(moveToUse);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.arena.terrain).toBeDefined();
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expect(game.scene.arena.terrain!.terrainType).toBe(TerrainType.GRASSY);
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(0);
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});
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it("activate once against multi-hit grass attacks", async () => {
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const moveToUse = Moves.BULLET_SEED;
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const enemyAbility = Abilities.SAP_SIPPER;
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game.override.moveset([moveToUse]);
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game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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game.override.enemySpecies(Species.RATTATA);
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game.override.enemyAbility(enemyAbility);
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await game.startBattle();
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const startingOppHp = game.scene.currentBattle.enemyParty[0].hp;
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game.move.select(moveToUse);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0);
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
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});
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it("do not activate against status moves that target the user", async () => {
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const moveToUse = Moves.SPIKY_SHIELD;
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const ability = Abilities.SAP_SIPPER;
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game.override.moveset([moveToUse]);
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game.override.ability(ability);
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game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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game.override.enemySpecies(Species.RATTATA);
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game.override.enemyAbility(Abilities.NONE);
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await game.startBattle();
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game.move.select(moveToUse);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(game.scene.getParty()[0].getTag(BattlerTagType.SPIKY_SHIELD)).toBeDefined();
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(0);
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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});
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// TODO Add METRONOME outcome override
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// To run this testcase, manually modify the METRONOME move to always give SAP_SIPPER, then uncomment
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it.todo("activate once against multi-hit grass attacks (metronome)", async () => {
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const moveToUse = Moves.METRONOME;
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const enemyAbility = Abilities.SAP_SIPPER;
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game.override.moveset([moveToUse]);
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game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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game.override.enemySpecies(Species.RATTATA);
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game.override.enemyAbility(enemyAbility);
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await game.startBattle();
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const startingOppHp = game.scene.currentBattle.enemyParty[0].hp;
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game.move.select(moveToUse);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0);
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
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});
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});
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