pokerogue/test/moves/sleep_talk.test.ts
Bertie690 ccceaac877
[Test] Reworked crit override to allow for forced crits (#5738)
* 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>
2025-06-16 05:36:09 -07:00

76 lines
2.7 KiB
TypeScript

import { Stat } from "#app/enums/stat";
import { StatusEffect } from "#app/enums/status-effect";
import { MoveResult } from "#enums/move-result";
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 } from "vitest";
describe("Moves - Sleep Talk", () => {
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
.moveset([MoveId.SPLASH, MoveId.SLEEP_TALK])
.statusEffect(StatusEffect.SLEEP)
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH)
.enemyLevel(100);
});
it("should fail when the user is not asleep", async () => {
game.override.statusEffect(StatusEffect.NONE);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should fail if the user has no valid moves", async () => {
game.override.moveset([MoveId.SLEEP_TALK, MoveId.DIG, MoveId.METRONOME, MoveId.SOLAR_BEAM]);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should call a random valid move if the user is asleep", async () => {
game.override.moveset([MoveId.SLEEP_TALK, MoveId.DIG, MoveId.FLY, MoveId.SWORDS_DANCE]); // Dig and Fly are invalid moves, Swords Dance should always be called
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.getStatStage(Stat.ATK));
});
it("should apply secondary effects of a move", async () => {
game.override.moveset([MoveId.SLEEP_TALK, MoveId.DIG, MoveId.FLY, MoveId.WOOD_HAMMER]); // Dig and Fly are invalid moves, Wood Hammer should always be called
await game.classicMode.startBattle();
game.move.select(MoveId.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.isFullHp()).toBeFalsy(); // Wood Hammer recoil effect should be applied
});
});