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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
65 lines
2.2 KiB
TypeScript
65 lines
2.2 KiB
TypeScript
import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import { AbilityId } from "#enums/ability-id";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { MoveResult } from "#app/field/pokemon";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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describe("Moves - Torment", () => {
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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("single")
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset([MoveId.TORMENT, MoveId.SPLASH])
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.enemySpecies(SpeciesId.SHUCKLE)
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.enemyLevel(30)
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.moveset([MoveId.TACKLE])
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.ability(AbilityId.BALL_FETCH);
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});
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it("Pokemon should not be able to use the same move consecutively", async () => {
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await game.classicMode.startBattle([SpeciesId.CHANSEY]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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// First turn, Player Pokemon uses Tackle successfully
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game.move.select(MoveId.TACKLE);
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await game.move.selectEnemyMove(MoveId.TORMENT);
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await game.toNextTurn();
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const move1 = playerPokemon.getLastXMoves(1)[0]!;
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expect(move1.move).toBe(MoveId.TACKLE);
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expect(move1.result).toBe(MoveResult.SUCCESS);
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expect(playerPokemon?.getTag(BattlerTagType.TORMENT)).toBeDefined();
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// Second turn, Torment forces Struggle to occur
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game.move.select(MoveId.TACKLE);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.toNextTurn();
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const move2 = playerPokemon.getLastXMoves(1)[0]!;
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expect(move2.move).toBe(MoveId.STRUGGLE);
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// Third turn, Tackle can be used.
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game.move.select(MoveId.TACKLE);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.phaseInterceptor.to(TurnEndPhase);
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const move3 = playerPokemon.getLastXMoves(1)[0]!;
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expect(move3.move).toBe(MoveId.TACKLE);
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});
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});
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