pokerogue/test/moves/quash.test.ts

129 lines
4.8 KiB
TypeScript

import { Species } from "#enums/species";
import { Moves } from "#enums/moves";
import { Abilities } from "#app/enums/abilities";
import { BattlerIndex } from "#app/battle";
import { WeatherType } from "#enums/weather-type";
import { MoveResult } from "#app/field/pokemon";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest";
import { MoveUseType } from "#enums/move-use-type";
describe("Moves - Quash", () => {
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("double")
.enemyLevel(1)
.enemySpecies(Species.SLOWPOKE)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset([Moves.RAIN_DANCE, Moves.SPLASH])
.ability(Abilities.BALL_FETCH)
.moveset([Moves.QUASH, Moves.SUNNY_DAY, Moves.RAIN_DANCE, Moves.SPLASH]);
});
it("makes the target move last in a turn, ignoring priority", async () => {
await game.classicMode.startBattle([Species.ACCELGOR, Species.RATTATA]);
game.move.select(Moves.QUASH, 0, BattlerIndex.PLAYER_2);
game.move.select(Moves.SUNNY_DAY, 1);
await game.forceEnemyMove(Moves.SPLASH);
await game.forceEnemyMove(Moves.RAIN_DANCE);
await game.phaseInterceptor.to("TurnEndPhase", false);
// will be sunny if player_2 moved last because of quash, rainy otherwise
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
it("fails if the target has already moved", async () => {
await game.classicMode.startBattle([Species.ACCELGOR, Species.RATTATA]);
game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
game.move.select(Moves.QUASH, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER);
await game.phaseInterceptor.to("MoveEndPhase");
await game.phaseInterceptor.to("MoveEndPhase");
expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
});
it("should maintain PP ignore status of rampaging moves", async () => {
game.override.moveset([]);
await game.classicMode.startBattle([Species.ACCELGOR, Species.RATTATA]);
const [accelgor, rattata] = game.scene.getPlayerField();
expect(accelgor).toBeDefined();
expect(rattata).toBeDefined();
game.move.changeMoveset(accelgor, [Moves.SPLASH, Moves.QUASH]);
game.move.changeMoveset(rattata, Moves.OUTRAGE);
game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
game.move.select(Moves.OUTRAGE, BattlerIndex.PLAYER_2);
await game.toNextTurn();
const outrageMove = rattata.getMoveset().find(m => m.moveId === Moves.OUTRAGE);
expect(outrageMove?.ppUsed).toBe(1);
game.move.select(Moves.QUASH, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2);
await game.phaseInterceptor.to("TurnEndPhase");
expect(accelgor.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
expect(outrageMove?.ppUsed).toBe(1);
expect(rattata.getLastXMoves()[0]).toMatchObject({
move: Moves.OUTRAGE,
result: MoveResult.SUCCESS,
useType: MoveUseType.IGNORE_PP,
});
});
it("makes multiple quashed targets move in speed order at the end of the turn", async () => {
game.override.enemySpecies(Species.NINJASK).enemyLevel(100);
await game.classicMode.startBattle([Species.ACCELGOR, Species.RATTATA]);
// both users are quashed - rattata is slower so sun should be up at end of turn
game.move.select(Moves.RAIN_DANCE, 0);
game.move.select(Moves.SUNNY_DAY, 1);
await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER);
await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER_2);
await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
it("respects trick room", async () => {
game.override.enemyMoveset([Moves.RAIN_DANCE, Moves.SPLASH, Moves.TRICK_ROOM]);
await game.classicMode.startBattle([Species.ACCELGOR, Species.RATTATA]);
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.SPLASH, 1);
await game.forceEnemyMove(Moves.TRICK_ROOM);
await game.forceEnemyMove(Moves.SPLASH);
await game.phaseInterceptor.to("TurnInitPhase");
// both users are quashed - accelgor should move last w/ TR so rain should be up at end of turn
game.move.select(Moves.RAIN_DANCE, 0);
game.move.select(Moves.SUNNY_DAY, 1);
await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER);
await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER_2);
await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
});
});