pokerogue/test/abilities/zero_to_hero.test.ts
Bertie690 061c987265
[Test] Convert game.override calls into chained line where possible
https://github.com/pagefaultgames/pokerogue/pull/5926

* Condensed all overrides into 1 line where possible

I hope I got them all...

* Fixed tests 0.5

* Cleaned up safeguard test to not use outdated code; fixed rest of errors

* Fixed illusion test

* Revert safeguart etst

* Fixed battle tets

* Fixed stuff

* Fixed things2.0

* Fixed import issues

* Revert changes outside of the tests directory

* Revert changes outside of the tests directory

---------

Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-15 00:40:41 -07:00

108 lines
3.4 KiB
TypeScript

import { Status } from "#app/data/status-effect";
import { QuietFormChangePhase } from "#app/phases/quiet-form-change-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import GameManager from "#test/testUtils/gameManager";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - ZERO TO HERO", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
const baseForm = 0;
const heroForm = 1;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleStyle("single")
.moveset(MoveId.SPLASH)
.enemyMoveset(MoveId.SPLASH)
.enemyAbility(AbilityId.BALL_FETCH);
});
it("should swap to base form on arena reset", async () => {
game.override.startingWave(4).starterForms({
[SpeciesId.PALAFIN]: heroForm,
});
await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.PALAFIN, SpeciesId.PALAFIN]);
const palafin1 = game.scene.getPlayerParty()[1];
const palafin2 = game.scene.getPlayerParty()[2];
expect(palafin1.formIndex).toBe(heroForm);
expect(palafin2.formIndex).toBe(heroForm);
palafin2.hp = 0;
palafin2.status = new Status(StatusEffect.FAINT);
expect(palafin2.isFainted()).toBe(true);
game.move.select(MoveId.SPLASH);
await game.doKillOpponents();
await game.phaseInterceptor.to(TurnEndPhase);
game.doSelectModifier();
await game.phaseInterceptor.to(QuietFormChangePhase);
await game.phaseInterceptor.to(QuietFormChangePhase);
expect(palafin1.formIndex).toBe(baseForm);
expect(palafin2.formIndex).toBe(baseForm);
});
it("should swap to Hero form when switching out during a battle", async () => {
await game.classicMode.startBattle([SpeciesId.PALAFIN, SpeciesId.FEEBAS]);
const palafin = game.scene.getPlayerPokemon()!;
expect(palafin.formIndex).toBe(baseForm);
game.doSwitchPokemon(1);
await game.phaseInterceptor.to(QuietFormChangePhase);
expect(palafin.formIndex).toBe(heroForm);
});
it("should not swap to Hero form if switching due to faint", async () => {
await game.classicMode.startBattle([SpeciesId.PALAFIN, SpeciesId.FEEBAS]);
const palafin = game.scene.getPlayerPokemon()!;
expect(palafin.formIndex).toBe(baseForm);
game.move.select(MoveId.SPLASH);
await game.killPokemon(palafin);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(palafin.formIndex).toBe(baseForm);
});
it("should stay hero form if fainted and then revived", async () => {
game.override.starterForms({
[SpeciesId.PALAFIN]: heroForm,
});
await game.classicMode.startBattle([SpeciesId.PALAFIN, SpeciesId.FEEBAS]);
const palafin = game.scene.getPlayerPokemon()!;
expect(palafin.formIndex).toBe(heroForm);
game.move.select(MoveId.SPLASH);
await game.killPokemon(palafin);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
game.doRevivePokemon(1);
game.doSwitchPokemon(1);
await game.toNextTurn();
expect(palafin.formIndex).toBe(heroForm);
});
});