pokerogue/test/abilities/friend_guard.test.ts
Bertie690 a33638a7a3
[Test] Remove deprecated test funcs (#5906)
* Removed `game.startBattle`

* Removed `game.forceEnemyMove`

* Removed near-unused learn move macro
2025-05-30 16:50:25 -07:00

131 lines
4.8 KiB
TypeScript

import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import { Abilities } from "#enums/abilities";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
import { BattlerIndex } from "#app/battle";
import { allAbilities } from "#app/data/data-lists";
import { allMoves } from "#app/data/data-lists";
import { MoveCategory } from "#enums/MoveCategory";
describe("Moves - Friend Guard", () => {
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
.battleStyle("double")
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset([Moves.TACKLE, Moves.SPLASH, Moves.DRAGON_RAGE])
.enemySpecies(Species.SHUCKLE)
.moveset([Moves.SPLASH])
.startingLevel(100);
});
it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => {
await game.classicMode.startBattle([Species.BULBASAUR, Species.CHARMANDER]);
const [player1, player2] = game.scene.getPlayerField();
const spy = vi.spyOn(player1, "getAttackDamage");
const enemy1 = game.scene.getEnemyField()[0];
game.move.select(Moves.SPLASH);
game.move.select(Moves.SPLASH, 1);
await game.move.selectEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(Moves.SPLASH);
await game.toNextTurn();
// Get the last return value from `getAttackDamage`
const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
// Making sure the test is controlled; turn 1 damage is equal to base damage (after rounding)
expect(turn1Damage).toBe(
Math.floor(
player1.getBaseDamage({ source: enemy1, move: allMoves[Moves.TACKLE], moveCategory: MoveCategory.PHYSICAL }),
),
);
vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
game.move.select(Moves.SPLASH);
game.move.select(Moves.SPLASH, 1);
await game.move.selectEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(Moves.SPLASH);
await game.toNextTurn();
// Get the last return value from `getAttackDamage`
const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
// With the ally's Friend Guard, damage should have been reduced from base damage by 25%
expect(turn2Damage).toBe(
Math.floor(
player1.getBaseDamage({ source: enemy1, move: allMoves[Moves.TACKLE], moveCategory: MoveCategory.PHYSICAL }) *
0.75,
),
);
});
it("should NOT reduce damage to pokemon with friend guard", async () => {
await game.classicMode.startBattle([Species.BULBASAUR, Species.CHARMANDER]);
const player2 = game.scene.getPlayerField()[1];
const spy = vi.spyOn(player2, "getAttackDamage");
game.move.select(Moves.SPLASH);
game.move.select(Moves.SPLASH, 1);
await game.move.selectEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
await game.move.selectEnemyMove(Moves.SPLASH);
await game.toNextTurn();
const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
game.move.select(Moves.SPLASH);
game.move.select(Moves.SPLASH, 1);
await game.move.selectEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
await game.move.selectEnemyMove(Moves.SPLASH);
await game.toNextTurn();
const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
expect(turn2Damage).toBe(turn1Damage);
});
it("should NOT reduce damage from fixed damage attacks", async () => {
await game.classicMode.startBattle([Species.BULBASAUR, Species.CHARMANDER]);
const [player1, player2] = game.scene.getPlayerField();
const spy = vi.spyOn(player1, "getAttackDamage");
game.move.select(Moves.SPLASH);
game.move.select(Moves.SPLASH, 1);
await game.move.selectEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(Moves.SPLASH);
await game.toNextTurn();
const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
expect(turn1Damage).toBe(40);
vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
game.move.select(Moves.SPLASH);
game.move.select(Moves.SPLASH, 1);
await game.move.selectEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(Moves.SPLASH);
await game.toNextTurn();
const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
expect(turn2Damage).toBe(40);
});
});