pokerogue/src/test/moves/magnet_rise.test.ts
NightKev af473ba4ff
[Refactor] Clean up various methods in battle-scene.ts and pokemon.ts (#4412)
* Update `battle-scene.ts` and `data/field/pokemon.ts`

`battle-scene.ts` changes:
- `getParty()` renamed to `getPlayerParty()` for clarity
- `getNonSwitchedXPokemon()` consolidated into `getXPokemon()`
- Some tsdocs were added/updated for
`getXParty()`, `getXField()` and `getXPokemon()`;
and those functions were explicitly marked as `public`
- Helper function `getPokemonAllowedInBattle()` added

`pokemon.ts` changes:
- `isAllowed()` renamed to `isAllowedInChallenge()` for clarity
- A redundant check for an active scene is removed in `isActive()`
- Some tsdocs were added/updated for `isFainted()`,
`isAllowedInChallenge()`, `isAllowedInBattle()` and `isActive()`;
and those functions were explicitly marked as `public`
- `isFainted()` now checks for `hp <= 0` instead of `!hp`

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* Backport eslint change to reduce merge conflicts

* Fix merge issues

---------

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
Co-authored-by: Tempoanon <163687446+Tempo-anon@users.noreply.github.com>
2024-11-03 21:53:52 -05:00

62 lines
2.0 KiB
TypeScript

import { CommandPhase } from "#app/phases/command-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Moves - Magnet Rise", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
const moveToUse = Moves.MAGNET_RISE;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override.battleType("single");
game.override.starterSpecies(Species.MAGNEZONE);
game.override.enemySpecies(Species.RATTATA);
game.override.enemyMoveset([ Moves.DRILL_RUN, Moves.DRILL_RUN, Moves.DRILL_RUN, Moves.DRILL_RUN ]);
game.override.disableCrits();
game.override.enemyLevel(1);
game.override.moveset([ moveToUse, Moves.SPLASH, Moves.GRAVITY, Moves.BATON_PASS ]);
});
it("MAGNET RISE", async () => {
await game.startBattle();
const startingHp = game.scene.getPlayerParty()[0].hp;
game.move.select(moveToUse);
await game.phaseInterceptor.to(TurnEndPhase);
const finalHp = game.scene.getPlayerParty()[0].hp;
const hpLost = finalHp - startingHp;
expect(hpLost).toBe(0);
}, 20000);
it("MAGNET RISE - Gravity", async () => {
await game.startBattle();
const startingHp = game.scene.getPlayerParty()[0].hp;
game.move.select(moveToUse);
await game.phaseInterceptor.to(CommandPhase);
let finalHp = game.scene.getPlayerParty()[0].hp;
let hpLost = finalHp - startingHp;
expect(hpLost).toBe(0);
game.move.select(Moves.GRAVITY);
await game.phaseInterceptor.to(TurnEndPhase);
finalHp = game.scene.getPlayerParty()[0].hp;
hpLost = finalHp - startingHp;
expect(hpLost).not.toBe(0);
}, 20000);
});