pokerogue/test/abilities/protosynthesis.test.ts
NightKev 9dcb904649
[Misc] Improve enum naming (#5933)
* 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
2025-06-04 14:54:27 -07:00

108 lines
3.0 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { Nature } from "#enums/nature";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { BattlerIndex } from "#app/battle";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Protosynthesis", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([MoveId.SPLASH, MoveId.TACKLE])
.ability(AbilityId.PROTOSYNTHESIS)
.battleStyle("single")
.disableCrits()
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should not consider temporary items when determining which stat to boost", async () => {
// Mew has uniform base stats
game.override
.startingModifier([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.DEF }])
.enemyMoveset(MoveId.SUNNY_DAY)
.startingLevel(100)
.enemyLevel(100);
await game.classicMode.startBattle([SpeciesId.MEW]);
const mew = game.scene.getPlayerPokemon()!;
// Nature of starting mon is randomized. We need to fix it to a neutral nature for the automated test.
mew.setNature(Nature.HARDY);
const enemy = game.scene.getEnemyPokemon()!;
const def_before_boost = mew.getEffectiveStat(
Stat.DEF,
undefined,
undefined,
false,
undefined,
undefined,
false,
false,
true,
);
const atk_before_boost = mew.getEffectiveStat(
Stat.ATK,
undefined,
undefined,
false,
undefined,
undefined,
false,
false,
true,
);
const initialHp = enemy.hp;
game.move.select(MoveId.TACKLE);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.toNextTurn();
const unboosted_dmg = initialHp - enemy.hp;
enemy.hp = initialHp;
const def_after_boost = mew.getEffectiveStat(
Stat.DEF,
undefined,
undefined,
false,
undefined,
undefined,
false,
false,
true,
);
const atk_after_boost = mew.getEffectiveStat(
Stat.ATK,
undefined,
undefined,
false,
undefined,
undefined,
false,
false,
true,
);
game.move.select(MoveId.TACKLE);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.toNextTurn();
const boosted_dmg = initialHp - enemy.hp;
expect(boosted_dmg).toBeGreaterThan(unboosted_dmg);
expect(def_after_boost).toEqual(def_before_boost);
expect(atk_after_boost).toBeGreaterThan(atk_before_boost);
});
});