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* Crit override stuff * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update game-mode.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
96 lines
3.2 KiB
TypeScript
96 lines
3.2 KiB
TypeScript
import { AbilityId } from "#enums/ability-id";
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import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import { Stat } from "#enums/stat";
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import { WeatherType } from "#enums/weather-type";
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import GameManager from "#test/testUtils/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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describe("Ability Activation Order", () => {
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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
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.moveset([MoveId.SPLASH])
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.ability(AbilityId.BALL_FETCH)
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.battleStyle("single")
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.criticalHits(false)
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.enemySpecies(SpeciesId.MAGIKARP)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH);
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});
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it("should activate the ability of the faster Pokemon first", async () => {
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game.override.enemyLevel(100).ability(AbilityId.DRIZZLE).enemyAbility(AbilityId.DROUGHT);
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await game.classicMode.startBattle([SpeciesId.SLOWPOKE]);
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// Enemy's ability should activate first, so sun ends up replaced with rain
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
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});
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it("should consider base stat boosting items in determining order", async () => {
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game.override
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.startingLevel(25)
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.enemyLevel(50)
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.enemySpecies(SpeciesId.MAGIKARP)
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.enemyAbility(AbilityId.DROUGHT)
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.ability(AbilityId.DRIZZLE)
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.startingHeldItems([{ name: "BASE_STAT_BOOSTER", type: Stat.SPD, count: 100 }]);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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it("should consider stat boosting items in determining order", async () => {
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game.override
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.startingLevel(35)
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.enemyLevel(50)
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.enemySpecies(SpeciesId.DITTO)
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.enemyAbility(AbilityId.DROUGHT)
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.ability(AbilityId.DRIZZLE)
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.startingHeldItems([{ name: "SPECIES_STAT_BOOSTER", type: "QUICK_POWDER" }]);
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await game.classicMode.startBattle([SpeciesId.DITTO]);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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it("should activate priority abilities first", async () => {
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game.override
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.startingLevel(1)
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.enemyLevel(100)
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.enemySpecies(SpeciesId.ACCELGOR)
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.enemyAbility(AbilityId.DROUGHT)
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.ability(AbilityId.NEUTRALIZING_GAS);
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await game.classicMode.startBattle([SpeciesId.SLOWPOKE]);
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expect(game.scene.arena.weather).toBeUndefined();
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});
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it("should update dynamically based on speed order", async () => {
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game.override
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.startingLevel(35)
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.enemyLevel(50)
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.enemySpecies(SpeciesId.MAGIKARP)
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.enemyAbility(AbilityId.SLOW_START)
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.enemyPassiveAbility(AbilityId.DROUGHT)
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.ability(AbilityId.DRIZZLE);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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// Slow start activates and makes enemy slower, so drought activates after drizzle
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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});
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