pokerogue/test/phases/frenzy-move-reset.test.ts
Sirz Benjie 48e911e03c
[Refactor] Remove circular deps 3 (#5959)
* Move game-mode to its own file

Reduces circular imports to 325

* Move battler-index to own file

Reduces circular deps to 314

* Move trainer-variant to own file

Reduces circ deps to 313

* Move enums in pokemon to their own file

* Move arena-tag-type to its own file

* Move pokemon-moves to its own file

* Move command to own file

* Move learnMoveType to own file

* Move form change item to own file

* Move battlerTagLapseType to own file

* Move anim enums to own shared file

* Move enums out of challenges

* Move species form change triggers to own file

Reduces circ imports to 291

* Update test importing pokemon move

* Replace move attribute imports with string names

* Untangle circular deps from game data

* Fix missing string call in switch summon phase

* Apply kev's suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Ensure ChargeMove's is method calls super

* Use InstanceType for proper narrowing

* Apply kev's suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-09 16:24:13 -07:00

73 lines
2.5 KiB
TypeScript

import { BattlerIndex } from "#enums/battler-index";
import { AbilityId } from "#enums/ability-id";
import { BattlerTagType } from "#enums/battler-tag-type";
import { StatusEffect } from "#enums/status-effect";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
describe("Frenzy Move Reset", () => {
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("single")
.disableCrits()
.starterSpecies(SpeciesId.MAGIKARP)
.moveset(MoveId.THRASH)
.statusEffect(StatusEffect.PARALYSIS)
.enemyMoveset(MoveId.SPLASH)
.enemyLevel(100)
.enemySpecies(SpeciesId.SHUCKLE)
.enemyAbility(AbilityId.BALL_FETCH);
});
/*
* Thrash (or frenzy moves in general) should not continue to run if attack fails due to paralysis
*
* This is a 3-turn Thrash test:
* 1. Thrash is selected and succeeds to hit the enemy -> Enemy Faints
*
* 2. Thrash is automatically selected but misses due to paralysis
* Note: After missing the Pokemon should stop automatically attacking
*
* 3. At the start of the 3rd turn the Player should be able to select a move/switch Pokemon/etc.
* Note: This means that BattlerTag.FRENZY is not anymore in pokemon.summonData.tags and pokemon.summonData.moveQueue is empty
*
*/
it("should cancel frenzy move if move fails turn 2", async () => {
await game.classicMode.startBattle();
const playerPokemon = game.scene.getPlayerPokemon()!;
game.move.select(MoveId.THRASH);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.move.forceStatusActivation(false);
await game.toNextTurn();
expect(playerPokemon.summonData.moveQueue.length).toBe(2);
expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(true);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.move.forceStatusActivation(true);
await game.toNextTurn();
expect(playerPokemon.summonData.moveQueue.length).toBe(0);
expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(false);
});
});