mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2025-06-21 00:52:47 +02:00
* Added `MoveUseType` and refactored MEP * Fixed Wimp out tests & ME code finally i think all the booleans are gone i hope * Added version migration for last resort and co. buh gumbug * Fixed various bugs and added tests for previous bugfixes * Reverted a couple doc changes * WIP * Update pokemon-species.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Fixed remaining tests (I think) * Reverted rollout test changes * Fixed command phase bug causing metronome test timeout * Revert early_bird.test.ts * Fix biome.jsonc * Made `MoveUseType` start at 1 As per @DayKev's request * Fixed a thing * Fixed bolt beak condition to be marginally less jank * Applied some review suggestions * Reverted move phase operations * Added helper functions complete with markdown tables * Fixed things * Update battler-tags.ts * Fixed random issues * Fixed code * Fixed comment * Fixed import issues * Fix disable.test.ts conflicts * Update instruct.test.ts * Update `biome.jsonc` * Renamed `MoveUseType` to `MoveUseMode`; applied review comments * Fixed space * Fixed phasemanager bugs * Fixed instruct test to not bork * Fixed gorilla tactics bug * Battler Tags doc fixes * Fixed formatting and suttff * Minor comment updates and remove unused imports in `move.ts` * Re-add `public`, remove unnecessary default value in `battler-tags.ts` * Restore `{}` in `turn-start-phase.ts` Fixes `lint/correctness/noSwitchDeclarations` * Remove extra space in TSDoc in `move-phase.ts` * Use `game.field` instead of `game.scene` in `instruct.test.ts` Also `game.toEndOfTurn()` instead of `game.phaseInterceptor.to("BerryPhase")` * Use `game.field` instead of `game.scene` in `metronome.test.ts` * Use `toEndOfTurn()` instead of `to("BerryPhase")` in `powder.test.ts` * Convert `MoveUseMode` enum to `const` object * Update move-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Add `enumValueToKey` utility function * Apply Biome --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
132 lines
5.1 KiB
TypeScript
132 lines
5.1 KiB
TypeScript
import { SpeciesId } from "#enums/species-id";
|
|
import { MoveId } from "#enums/move-id";
|
|
import { AbilityId } from "#enums/ability-id";
|
|
import { BattlerIndex } from "#enums/battler-index";
|
|
import { WeatherType } from "#enums/weather-type";
|
|
import { MoveResult } from "#enums/move-result";
|
|
import GameManager from "#test/testUtils/gameManager";
|
|
import Phaser from "phaser";
|
|
import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest";
|
|
import { MoveUseMode } from "#enums/move-use-mode";
|
|
|
|
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(SpeciesId.SLOWPOKE)
|
|
.enemyAbility(AbilityId.BALL_FETCH)
|
|
.enemyMoveset([MoveId.RAIN_DANCE, MoveId.SPLASH])
|
|
.ability(AbilityId.BALL_FETCH)
|
|
.moveset([MoveId.QUASH, MoveId.SUNNY_DAY, MoveId.RAIN_DANCE, MoveId.SPLASH]);
|
|
});
|
|
|
|
it("makes the target move last in a turn, ignoring priority", async () => {
|
|
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
|
|
|
|
game.move.select(MoveId.QUASH, 0, BattlerIndex.PLAYER_2);
|
|
game.move.select(MoveId.SUNNY_DAY, 1);
|
|
await game.move.selectEnemyMove(MoveId.SPLASH);
|
|
await game.move.selectEnemyMove(MoveId.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([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
|
|
game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER);
|
|
game.move.select(MoveId.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);
|
|
});
|
|
|
|
// TODO: Enable once rampaging moves and move queue are fixed.
|
|
// Currently does literally nothing because `MoveUseMode` is overridden from move queue
|
|
// within `MovePhase`, but should be enabled once that jank is removed
|
|
it.todo("should maintain PP ignore status of rampaging moves", async () => {
|
|
game.override.moveset([]);
|
|
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
|
|
|
|
const [accelgor, rattata] = game.scene.getPlayerField();
|
|
expect(accelgor).toBeDefined();
|
|
expect(rattata).toBeDefined();
|
|
|
|
game.move.changeMoveset(accelgor, [MoveId.SPLASH, MoveId.QUASH]);
|
|
game.move.changeMoveset(rattata, MoveId.OUTRAGE);
|
|
|
|
game.move.select(MoveId.SPLASH, BattlerIndex.PLAYER);
|
|
game.move.select(MoveId.OUTRAGE, BattlerIndex.PLAYER_2);
|
|
await game.phaseInterceptor.to("TurnEndPhase");
|
|
|
|
const outrageMove = rattata.getMoveset().find(m => m.moveId === MoveId.OUTRAGE);
|
|
expect(outrageMove?.ppUsed).toBe(1);
|
|
|
|
game.move.select(MoveId.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: MoveId.OUTRAGE,
|
|
result: MoveResult.SUCCESS,
|
|
useMode: MoveUseMode.IGNORE_PP,
|
|
});
|
|
});
|
|
|
|
it("makes multiple quashed targets move in speed order at the end of the turn", async () => {
|
|
game.override.enemySpecies(SpeciesId.NINJASK).enemyLevel(100);
|
|
|
|
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
|
|
|
|
// both users are quashed - rattata is slower so sun should be up at end of turn
|
|
game.move.select(MoveId.RAIN_DANCE, 0);
|
|
game.move.select(MoveId.SUNNY_DAY, 1);
|
|
|
|
await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER);
|
|
await game.move.selectEnemyMove(MoveId.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([MoveId.RAIN_DANCE, MoveId.SPLASH, MoveId.TRICK_ROOM]);
|
|
|
|
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
|
|
game.move.select(MoveId.SPLASH, 0);
|
|
game.move.select(MoveId.SPLASH, 1);
|
|
|
|
await game.move.selectEnemyMove(MoveId.TRICK_ROOM);
|
|
await game.move.selectEnemyMove(MoveId.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(MoveId.RAIN_DANCE, 0);
|
|
game.move.select(MoveId.SUNNY_DAY, 1);
|
|
|
|
await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER);
|
|
await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER_2);
|
|
|
|
await game.phaseInterceptor.to("TurnEndPhase", false);
|
|
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
|
|
});
|
|
});
|