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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
98 lines
3.7 KiB
TypeScript
98 lines
3.7 KiB
TypeScript
import { SpeciesId } from "#enums/species-id";
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import { MoveId } from "#enums/move-id";
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import { AbilityId } from "#enums/ability-id";
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import { BattlerIndex } from "#app/battle";
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import { WeatherType } from "#enums/weather-type";
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import { MoveResult } from "#app/field/pokemon";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest";
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describe("Moves - Quash", () => {
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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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.battleStyle("double")
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.enemyLevel(1)
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.enemySpecies(SpeciesId.SLOWPOKE)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset([MoveId.RAIN_DANCE, MoveId.SPLASH])
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.ability(AbilityId.BALL_FETCH)
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.moveset([MoveId.QUASH, MoveId.SUNNY_DAY, MoveId.RAIN_DANCE, MoveId.SPLASH]);
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});
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it("makes the target move last in a turn, ignoring priority", async () => {
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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game.move.select(MoveId.QUASH, 0, BattlerIndex.PLAYER_2);
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game.move.select(MoveId.SUNNY_DAY, 1);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.move.selectEnemyMove(MoveId.RAIN_DANCE);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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// will be sunny if player_2 moved last because of quash, rainy otherwise
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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it("fails if the target has already moved", async () => {
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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game.move.select(MoveId.SPLASH, 0);
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game.move.select(MoveId.QUASH, 1, BattlerIndex.PLAYER);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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it("makes multiple quashed targets move in speed order at the end of the turn", async () => {
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game.override.enemySpecies(SpeciesId.NINJASK).enemyLevel(100);
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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// both users are quashed - rattata is slower so sun should be up at end of turn
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game.move.select(MoveId.RAIN_DANCE, 0);
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game.move.select(MoveId.SUNNY_DAY, 1);
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await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER);
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await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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it("respects trick room", async () => {
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game.override.enemyMoveset([MoveId.RAIN_DANCE, MoveId.SPLASH, MoveId.TRICK_ROOM]);
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await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
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game.move.select(MoveId.SPLASH, 0);
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game.move.select(MoveId.SPLASH, 1);
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await game.move.selectEnemyMove(MoveId.TRICK_ROOM);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.phaseInterceptor.to("TurnInitPhase");
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// both users are quashed - accelgor should move last w/ TR so rain should be up at end of turn
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game.move.select(MoveId.RAIN_DANCE, 0);
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game.move.select(MoveId.SUNNY_DAY, 1);
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await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER);
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await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
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});
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});
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