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123 lines
4.6 KiB
TypeScript
123 lines
4.6 KiB
TypeScript
import { BattlerIndex } from "#enums/battler-index";
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import { allMoves } from "#app/data/data-lists";
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import { AbilityId } from "#enums/ability-id";
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import { BattleType } from "#enums/battle-type";
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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 GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi, type MockInstance } from "vitest";
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import { MoveUseMode } from "#enums/move-use-mode";
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describe("Moves - Fishious Rend & Bolt Beak", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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let powerSpy: MockInstance;
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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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.ability(AbilityId.BALL_FETCH)
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.battleStyle("single")
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.battleType(BattleType.TRAINER)
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.criticalHits(false)
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.enemyLevel(100)
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.enemySpecies(SpeciesId.DRACOVISH)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH);
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powerSpy = vi.spyOn(allMoves[MoveId.BOLT_BEAK], "calculateBattlePower");
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});
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it.each<{ name: string; move: MoveId }>([
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{ name: "Bolt Beak", move: MoveId.BOLT_BEAK },
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{ name: "Fishious Rend", move: MoveId.FISHIOUS_REND },
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])("$name should double power if the user moves before the target", async ({ move }) => {
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powerSpy = vi.spyOn(allMoves[move], "calculateBattlePower");
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await game.classicMode.startBattle([SpeciesId.FEEBAS]);
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// turn 1: enemy, then player (no boost)
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game.move.use(move);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toNextTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power);
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// turn 2: player, then enemy (boost)
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game.move.use(move);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toEndOfTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2);
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});
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it("should only consider the selected target in Double Battles", async () => {
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game.override.battleStyle("double");
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await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC]);
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// Use move after everyone but P1 and enemy 1 have already moved
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game.move.use(MoveId.BOLT_BEAK, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
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game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER_2);
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await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toEndOfTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.BOLT_BEAK].power * 2);
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});
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it("should double power on the turn the target switches in", async () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS]);
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game.move.select(MoveId.BOLT_BEAK);
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game.forceEnemyToSwitch();
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await game.toEndOfTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.BOLT_BEAK].power * 2);
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});
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it("should double power on forced switch-induced sendouts", async () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS]);
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game.move.select(MoveId.BOLT_BEAK);
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await game.move.forceEnemyMove(MoveId.U_TURN);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toEndOfTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.BOLT_BEAK].power * 2);
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});
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it.each<{ type: string; allyMove: MoveId }>([
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{ type: "a Dancer-induced", allyMove: MoveId.FIERY_DANCE },
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{ type: "an Instructed", allyMove: MoveId.INSTRUCT },
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])("should double power if $type move is used as the target's first action that turn", async ({ allyMove }) => {
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game.override.battleStyle("double").enemyAbility(AbilityId.DANCER);
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powerSpy = vi.spyOn(allMoves[MoveId.FISHIOUS_REND], "calculateBattlePower");
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await game.classicMode.startBattle([SpeciesId.DRACOVISH, SpeciesId.ARCTOZOLT]);
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// Simulate enemy having used splash last turn to allow Instruct to copy it
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const enemy = game.field.getEnemyPokemon();
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enemy.pushMoveHistory({
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move: MoveId.SPLASH,
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targets: [BattlerIndex.ENEMY],
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turn: game.scene.currentBattle.turn - 1,
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useMode: MoveUseMode.NORMAL,
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});
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game.move.use(MoveId.FISHIOUS_REND, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
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game.move.use(allyMove, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.toEndOfTurn();
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expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.FISHIOUS_REND].power);
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});
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});
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