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