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https://github.com/pagefaultgames/pokerogue/pull/5926 * Condensed all overrides into 1 line where possible I hope I got them all... * Fixed tests 0.5 * Cleaned up safeguard test to not use outdated code; fixed rest of errors * Fixed illusion test * Revert safeguart etst * Fixed battle tets * Fixed stuff * Fixed things2.0 * Fixed import issues * Revert changes outside of the tests directory * Revert changes outside of the tests directory --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
81 lines
2.6 KiB
TypeScript
81 lines
2.6 KiB
TypeScript
import { StatusEffect } from "#app/enums/status-effect";
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import { CommandPhase } from "#app/phases/command-phase";
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import { AbilityId } from "#enums/ability-id";
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import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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describe("Moves - Lunar Blessing", () => {
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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({ type: Phaser.HEADLESS });
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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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.enemySpecies(SpeciesId.SHUCKLE)
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.enemyMoveset(MoveId.SPLASH)
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.enemyAbility(AbilityId.BALL_FETCH)
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.moveset([MoveId.LUNAR_BLESSING, MoveId.SPLASH])
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.ability(AbilityId.BALL_FETCH);
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});
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it("should restore 25% HP of the user and its ally", async () => {
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await game.classicMode.startBattle([SpeciesId.RATTATA, SpeciesId.RATTATA]);
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const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
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vi.spyOn(leftPlayer, "getMaxHp").mockReturnValue(100);
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vi.spyOn(rightPlayer, "getMaxHp").mockReturnValue(100);
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const initialHp = 1;
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leftPlayer["hp"] = initialHp;
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rightPlayer["hp"] = initialHp;
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const expectedHeal = 25;
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vi.spyOn(leftPlayer, "heal");
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vi.spyOn(rightPlayer, "heal");
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game.move.select(MoveId.LUNAR_BLESSING, 0);
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await game.phaseInterceptor.to(CommandPhase);
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game.move.select(MoveId.SPLASH, 1);
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await game.toNextTurn();
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expect(leftPlayer.heal).toHaveBeenCalledOnce();
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expect(leftPlayer.heal).toHaveReturnedWith(expectedHeal);
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expect(rightPlayer.heal).toHaveBeenCalledOnce();
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expect(rightPlayer.heal).toHaveReturnedWith(expectedHeal);
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});
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it("should cure status effect of the user and its ally", async () => {
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game.override.statusEffect(StatusEffect.BURN);
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await game.classicMode.startBattle([SpeciesId.RATTATA, SpeciesId.RATTATA]);
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const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
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vi.spyOn(leftPlayer, "resetStatus");
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vi.spyOn(rightPlayer, "resetStatus");
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game.move.select(MoveId.LUNAR_BLESSING, 0);
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await game.phaseInterceptor.to(CommandPhase);
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game.move.select(MoveId.SPLASH, 1);
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await game.toNextTurn();
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expect(leftPlayer.resetStatus).toHaveBeenCalledOnce();
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expect(rightPlayer.resetStatus).toHaveBeenCalledOnce();
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expect(leftPlayer.status?.effect).toBeUndefined();
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expect(rightPlayer.status?.effect).toBeUndefined();
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});
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});
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