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* Add abilityAttr.is methods * [WIP] move modifier stuff around * Untangle circular deps from modifiers * Move unlockables to own file * Untangle all circular deps outside of MEs * Move constants in MEs to their own files * Re-add missing import to battle.ts * Add necessary overload for getTag * Add missing type import in weather.ts * Init modifier types and pools in loading-scene * Remove stray commented code * 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>
90 lines
4.2 KiB
TypeScript
90 lines
4.2 KiB
TypeScript
// -- start tsdoc imports --
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// biome-ignore lint/correctness/noUnusedImports: TSDoc import
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import type { globalScene } from "#app/global-scene";
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// -- end tsdoc imports --
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import type { BattlerIndex } from "#enums/battler-index";
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import type { Ability } from "#app/data/abilities/ability";
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import { allAbilities } from "#app/data/data-lists";
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import type Pokemon from "#app/field/pokemon";
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import type { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon";
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import type { AbilityId } from "#enums/ability-id";
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import type { PokemonType } from "#enums/pokemon-type";
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import { Stat } from "#enums/stat";
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import { GameManagerHelper } from "#test/testUtils/helpers/gameManagerHelper";
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import { expect, type MockInstance, vi } from "vitest";
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/** Helper to manage pokemon */
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export class FieldHelper extends GameManagerHelper {
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/**
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* Passthrough for {@linkcode globalScene.getPlayerPokemon} that adds an `undefined` check for
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* the Pokemon so that the return type for the function doesn't have `undefined`.
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* This removes the need to add a `!` like when calling `game.scene.getPlayerPokemon()!`.
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* @param includeSwitching - Whether a pokemon that is currently switching out is valid, default `true`
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* @returns The first {@linkcode PlayerPokemon} that is {@linkcode globalScene.getPlayerField | on the field}
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* and {@linkcode PlayerPokemon.isActive | is active}
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* (aka {@linkcode PlayerPokemon.isAllowedInBattle is allowed in battle}).
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*/
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public getPlayerPokemon(includeSwitching = true): PlayerPokemon {
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const pokemon = this.game.scene.getPlayerPokemon(includeSwitching);
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expect(pokemon).toBeDefined();
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return pokemon!;
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}
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/**
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* Passthrough for {@linkcode globalScene.getEnemyPokemon} that adds an `undefined` check for
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* the Pokemon so that the return type for the function doesn't have `undefined`.
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* This removes the need to add a `!` like when calling `game.scene.getEnemyPokemon()!`.
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* @param includeSwitching Whether a pokemon that is currently switching out is valid, default `true`
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* @returns The first {@linkcode EnemyPokemon} that is {@linkcode globalScene.getEnemyField | on the field}
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* and {@linkcode EnemyPokemon.isActive | is active}
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* (aka {@linkcode EnemyPokemon.isAllowedInBattle | is allowed in battle}).
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*/
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public getEnemyPokemon(includeSwitching = true): EnemyPokemon {
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const pokemon = this.game.scene.getEnemyPokemon(includeSwitching);
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expect(pokemon).toBeDefined();
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return pokemon!;
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}
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/**
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* @returns The {@linkcode BattlerIndex | indexes} of Pokemon on the field in order of decreasing Speed.
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* Speed ties are returned in increasing order of index.
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*
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* @remarks
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* This does not account for Trick Room as it does not modify the _speed_ of Pokemon on the field,
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* only their turn order.
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*/
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public getSpeedOrder(): BattlerIndex[] {
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return this.game.scene
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.getField(true)
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.sort((pA, pB) => pB.getEffectiveStat(Stat.SPD) - pA.getEffectiveStat(Stat.SPD))
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.map(p => p.getBattlerIndex());
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}
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/**
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* Mocks a pokemon's ability, overriding its existing ability (takes precedence over global overrides).
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* Useful for giving exactly 1 Pokemon in a double battle a certain ability (rather than all pokemon).
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* @param pokemon - The pokemon to mock the ability of
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* @param ability - The ability to be mocked
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* @returns A {@linkcode MockInstance} object
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* @see {@linkcode vi.spyOn}
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* @see https://vitest.dev/api/mock#mockreturnvalue
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*/
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public mockAbility(pokemon: Pokemon, ability: AbilityId): MockInstance<(baseOnly?: boolean) => Ability> {
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return vi.spyOn(pokemon, "getAbility").mockReturnValue(allAbilities[ability]);
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}
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/**
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* Force a given Pokemon to be terastallized to the given type.
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*
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* @param pokemon - The pokemon to terastallize.
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* @param teraType - The {@linkcode PokemonType} to terastallize into; defaults to the pokemon's primary type.
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* @remarks
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* This function only mocks the Pokemon's tera-related variables; it does NOT activate any tera-related abilities.
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*/
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public forceTera(pokemon: Pokemon, teraType: PokemonType = pokemon.getSpeciesForm(true).type1): void {
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vi.spyOn(pokemon, "isTerastallized", "get").mockReturnValue(true);
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vi.spyOn(pokemon, "teraType", "get").mockReturnValue(teraType);
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}
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}
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