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* Rename `Abilities` to `AbilityId` * Rename `abilities.ts` to `ability-id.ts` * Rename `Moves` to `MoveId` * Rename `moves.ts` to `move-id.ts` * Rename `Species` to `SpeciesId` * Rename `species.ts` to `species-id.ts` * Rename `Biome` to `BiomeId` * Rename `biome.ts` to `biome-id.ts` * Replace `Abilities` with `AbilityId` in comments * Replace `Biome` with `BiomeId` in comments * Replace `Moves` with `MoveId` in comments * Replace `Species` with `SpeciesId` in comments
108 lines
3.0 KiB
TypeScript
108 lines
3.0 KiB
TypeScript
import { AbilityId } from "#enums/ability-id";
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import { MoveId } from "#enums/move-id";
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import { Nature } from "#enums/nature";
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import { SpeciesId } from "#enums/species-id";
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import { Stat } from "#enums/stat";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { BattlerIndex } from "#app/battle";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Abilities - Protosynthesis", () => {
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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, MoveId.TACKLE])
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.ability(AbilityId.PROTOSYNTHESIS)
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.battleStyle("single")
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.disableCrits()
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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 not consider temporary items when determining which stat to boost", async () => {
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// Mew has uniform base stats
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game.override
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.startingModifier([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.DEF }])
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.enemyMoveset(MoveId.SUNNY_DAY)
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.startingLevel(100)
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.enemyLevel(100);
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await game.classicMode.startBattle([SpeciesId.MEW]);
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const mew = game.scene.getPlayerPokemon()!;
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// Nature of starting mon is randomized. We need to fix it to a neutral nature for the automated test.
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mew.setNature(Nature.HARDY);
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const enemy = game.scene.getEnemyPokemon()!;
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const def_before_boost = mew.getEffectiveStat(
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Stat.DEF,
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undefined,
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undefined,
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false,
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undefined,
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undefined,
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false,
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false,
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true,
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);
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const atk_before_boost = mew.getEffectiveStat(
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Stat.ATK,
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undefined,
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undefined,
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false,
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undefined,
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undefined,
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false,
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false,
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true,
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);
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const initialHp = enemy.hp;
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game.move.select(MoveId.TACKLE);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toNextTurn();
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const unboosted_dmg = initialHp - enemy.hp;
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enemy.hp = initialHp;
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const def_after_boost = mew.getEffectiveStat(
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Stat.DEF,
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undefined,
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undefined,
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false,
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undefined,
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undefined,
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false,
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false,
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true,
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);
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const atk_after_boost = mew.getEffectiveStat(
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Stat.ATK,
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undefined,
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undefined,
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false,
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undefined,
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undefined,
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false,
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false,
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true,
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);
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game.move.select(MoveId.TACKLE);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toNextTurn();
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const boosted_dmg = initialHp - enemy.hp;
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expect(boosted_dmg).toBeGreaterThan(unboosted_dmg);
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expect(def_after_boost).toEqual(def_before_boost);
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expect(atk_after_boost).toBeGreaterThan(atk_before_boost);
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});
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});
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