pokerogue/test/moves/lunar_blessing.test.ts
Bertie690 061c987265
[Test] Convert game.override calls into chained line where possible
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* Cleaned up safeguard test to not use outdated code; fixed rest of errors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>
2025-06-15 00:40:41 -07:00

81 lines
2.6 KiB
TypeScript

import { StatusEffect } from "#app/enums/status-effect";
import { CommandPhase } from "#app/phases/command-phase";
import { AbilityId } from "#enums/ability-id";
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, expect, it, vi } from "vitest";
describe("Moves - Lunar Blessing", () => {
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")
.enemySpecies(SpeciesId.SHUCKLE)
.enemyMoveset(MoveId.SPLASH)
.enemyAbility(AbilityId.BALL_FETCH)
.moveset([MoveId.LUNAR_BLESSING, MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH);
});
it("should restore 25% HP of the user and its ally", async () => {
await game.classicMode.startBattle([SpeciesId.RATTATA, SpeciesId.RATTATA]);
const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
vi.spyOn(leftPlayer, "getMaxHp").mockReturnValue(100);
vi.spyOn(rightPlayer, "getMaxHp").mockReturnValue(100);
const initialHp = 1;
leftPlayer["hp"] = initialHp;
rightPlayer["hp"] = initialHp;
const expectedHeal = 25;
vi.spyOn(leftPlayer, "heal");
vi.spyOn(rightPlayer, "heal");
game.move.select(MoveId.LUNAR_BLESSING, 0);
await game.phaseInterceptor.to(CommandPhase);
game.move.select(MoveId.SPLASH, 1);
await game.toNextTurn();
expect(leftPlayer.heal).toHaveBeenCalledOnce();
expect(leftPlayer.heal).toHaveReturnedWith(expectedHeal);
expect(rightPlayer.heal).toHaveBeenCalledOnce();
expect(rightPlayer.heal).toHaveReturnedWith(expectedHeal);
});
it("should cure status effect of the user and its ally", async () => {
game.override.statusEffect(StatusEffect.BURN);
await game.classicMode.startBattle([SpeciesId.RATTATA, SpeciesId.RATTATA]);
const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
vi.spyOn(leftPlayer, "resetStatus");
vi.spyOn(rightPlayer, "resetStatus");
game.move.select(MoveId.LUNAR_BLESSING, 0);
await game.phaseInterceptor.to(CommandPhase);
game.move.select(MoveId.SPLASH, 1);
await game.toNextTurn();
expect(leftPlayer.resetStatus).toHaveBeenCalledOnce();
expect(rightPlayer.resetStatus).toHaveBeenCalledOnce();
expect(leftPlayer.status?.effect).toBeUndefined();
expect(rightPlayer.status?.effect).toBeUndefined();
});
});