pokerogue/src/test/moves/mat_block.test.ts
innerthunder a760022c77
[Move] Refactor Conditional Protection and Protect interactions (#2731)
* 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>
2024-08-13 21:47:32 +01:00

108 lines
3.2 KiB
TypeScript

import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
import GameManager from "../utils/gameManager";
import { Species } from "#enums/species";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { getMovePosition } from "../utils/gameManagerUtils";
import { BerryPhase, CommandPhase, TurnEndPhase } from "#app/phases.js";
import { BattleStat } from "#app/data/battle-stat.js";
const TIMEOUT = 20 * 1000;
describe("Moves - Mat Block", () => {
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.battleType("double");
game.override.moveset([Moves.MAT_BLOCK, Moves.SPLASH]);
game.override.enemySpecies(Species.SNORLAX);
game.override.enemyMoveset(Array(4).fill(Moves.TACKLE));
game.override.enemyAbility(Abilities.INSOMNIA);
game.override.startingLevel(100);
game.override.enemyLevel(100);
});
test(
"should protect the user and allies from attack moves",
async () => {
await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
const leadPokemon = game.scene.getPlayerField();
game.doAttack(getMovePosition(game.scene, 0, Moves.MAT_BLOCK));
await game.phaseInterceptor.to(CommandPhase);
game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
await game.phaseInterceptor.to(BerryPhase, false);
leadPokemon.forEach(p => expect(p.hp).toBe(p.getMaxHp()));
}, TIMEOUT
);
test(
"should not protect the user and allies from status moves",
async () => {
game.override.enemyMoveset(Array(4).fill(Moves.GROWL));
await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
const leadPokemon = game.scene.getPlayerField();
game.doAttack(getMovePosition(game.scene, 0, Moves.MAT_BLOCK));
await game.phaseInterceptor.to(CommandPhase);
game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
await game.phaseInterceptor.to(BerryPhase, false);
leadPokemon.forEach(p => expect(p.summonData.battleStats[BattleStat.ATK]).toBe(-2));
}, TIMEOUT
);
test(
"should fail when used after the first turn",
async () => {
await game.startBattle([Species.BLASTOISE, Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerField();
game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
await game.phaseInterceptor.to(CommandPhase);
game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
await game.phaseInterceptor.to(TurnEndPhase);
const leadStartingHp = leadPokemon.map(p => p.hp);
await game.phaseInterceptor.to(CommandPhase, false);
game.doAttack(getMovePosition(game.scene, 0, Moves.MAT_BLOCK));
await game.phaseInterceptor.to(CommandPhase);
game.doAttack(getMovePosition(game.scene, 1, Moves.MAT_BLOCK));
await game.phaseInterceptor.to(BerryPhase, false);
expect(leadPokemon.some((p, i) => p.hp < leadStartingHp[i])).toBeTruthy();
}, TIMEOUT
);
});