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* Refactor protection moves * Revert Protected move result change * Fix typo in documentation * Fix merge conflicts in integration tests * Improve readability of apply function * Fix effects applying through Protect * Fix typos in `src/data/egg.ts` comments * [Localization(it)] Added Honey Gather translation (#2301) * Update ability.ts [Localization(it)] * Update ability.ts [Localization(it)] Fixed capitalization * Hitting into protect now records a move as failed * Add check for move success before applying additional effects (Stone Axe) * `Overrides` should be capitalized * Add fail conditions for `RechargeAttr` and Jaw Lock * Update protect test * Add check for protect in Glaive Rush * Update tests to use new overrides helpers * Account for Mat Block and add protect test for Glaive Rush --------- Co-authored-by: Niccolò <123510358+NicusPulcis@users.noreply.github.com> * Crafty Shield now blocks ALL protect-ignoring moves * Crafty Shield test + Fix blocking ally-target moves * ESLint * Mat Block and Wide Guard integration tests * Fix strict-null errors in integration tests * Fix strict-null issue in arena-tag * Fix strict-null in unrelated test :pikamad: * Fix conflicting AbAttr --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Niccolò <123510358+NicusPulcis@users.noreply.github.com>
108 lines
3.2 KiB
TypeScript
108 lines
3.2 KiB
TypeScript
import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
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import GameManager from "../utils/gameManager";
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import { Species } from "#enums/species";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { getMovePosition } from "../utils/gameManagerUtils";
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import { BerryPhase, CommandPhase, TurnEndPhase } from "#app/phases.js";
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import { BattleStat } from "#app/data/battle-stat.js";
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const TIMEOUT = 20 * 1000;
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describe("Moves - Mat Block", () => {
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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.battleType("double");
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game.override.moveset([Moves.MAT_BLOCK, Moves.SPLASH]);
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game.override.enemySpecies(Species.SNORLAX);
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game.override.enemyMoveset(Array(4).fill(Moves.TACKLE));
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game.override.enemyAbility(Abilities.INSOMNIA);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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});
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test(
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"should protect the user and allies from attack moves",
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async () => {
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await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
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const leadPokemon = game.scene.getPlayerField();
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game.doAttack(getMovePosition(game.scene, 0, Moves.MAT_BLOCK));
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await game.phaseInterceptor.to(CommandPhase);
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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await game.phaseInterceptor.to(BerryPhase, false);
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leadPokemon.forEach(p => expect(p.hp).toBe(p.getMaxHp()));
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}, TIMEOUT
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);
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test(
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"should not protect the user and allies from status moves",
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async () => {
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game.override.enemyMoveset(Array(4).fill(Moves.GROWL));
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await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
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const leadPokemon = game.scene.getPlayerField();
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game.doAttack(getMovePosition(game.scene, 0, Moves.MAT_BLOCK));
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await game.phaseInterceptor.to(CommandPhase);
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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await game.phaseInterceptor.to(BerryPhase, false);
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leadPokemon.forEach(p => expect(p.summonData.battleStats[BattleStat.ATK]).toBe(-2));
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}, TIMEOUT
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);
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test(
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"should fail when used after the first turn",
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async () => {
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await game.startBattle([Species.BLASTOISE, Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerField();
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
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await game.phaseInterceptor.to(CommandPhase);
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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await game.phaseInterceptor.to(TurnEndPhase);
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const leadStartingHp = leadPokemon.map(p => p.hp);
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await game.phaseInterceptor.to(CommandPhase, false);
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game.doAttack(getMovePosition(game.scene, 0, Moves.MAT_BLOCK));
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await game.phaseInterceptor.to(CommandPhase);
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game.doAttack(getMovePosition(game.scene, 1, Moves.MAT_BLOCK));
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(leadPokemon.some((p, i) => p.hp < leadStartingHp[i])).toBeTruthy();
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}, TIMEOUT
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);
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});
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