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