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* Crit override stuff * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update game-mode.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
81 lines
2.8 KiB
TypeScript
81 lines
2.8 KiB
TypeScript
import { BattlerIndex } from "#enums/battler-index";
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import { MoveResult } from "#enums/move-result";
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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 } from "vitest";
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describe("Moves - Metal Burst", () => {
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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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.moveset([MoveId.METAL_BURST, MoveId.FISSURE, MoveId.PRECIPICE_BLADES])
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.ability(AbilityId.PURE_POWER)
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.startingLevel(10)
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.battleStyle("double")
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.criticalHits(false)
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.enemySpecies(SpeciesId.PICHU)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.TACKLE);
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});
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it("should redirect target if intended target faints", async () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.FEEBAS]);
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const [, enemy2] = game.scene.getEnemyField();
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game.move.select(MoveId.METAL_BURST);
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game.move.select(MoveId.FISSURE, 1, BattlerIndex.ENEMY);
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await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
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await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2]);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.move.forceHit();
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(enemy2.isFullHp()).toBe(false);
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});
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it("should not crash if both opponents faint before the move is used", async () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.ARCEUS]);
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const [enemy1, enemy2] = game.scene.getEnemyField();
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game.move.select(MoveId.METAL_BURST);
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game.move.select(MoveId.PRECIPICE_BLADES, 1);
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await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
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await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2]);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.move.forceHit();
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemy1.isFainted()).toBe(true);
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expect(enemy2.isFainted()).toBe(true);
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expect(game.scene.getPlayerField()[0].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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});
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