pokerogue/test/moves/speed_swap.test.ts
Bertie690 0918985a63
[Test] Remove unneeded mockRestore and testTimeout calls in tests
https://github.com/pagefaultgames/pokerogue/pull/5927/

* Removed unnecessary test timeout parameters from test files

We set it in vitest config anyways

* Removed unneeded `mockRestore` calls

We call `restoreAllMocks` after each test runs anyhow

* Removed accidentall forgotten-about timeout

* Revdrt magic bounce test file for now

* Fixed ting

* Fixed bug

* Fixed import

* Update test/data/status_effect.test.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Update battle.test.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Ran bim

---------

Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-15 00:48:16 -07:00

52 lines
1.5 KiB
TypeScript

import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import Phaser from "phaser";
import GameManager from "#test/testUtils/gameManager";
import { SpeciesId } from "#enums/species-id";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { MoveId } from "#enums/move-id";
import { Stat } from "#enums/stat";
import { AbilityId } from "#enums/ability-id";
describe("Moves - Speed Swap", () => {
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("single")
.enemyAbility(AbilityId.NONE)
.enemyMoveset(MoveId.SPLASH)
.enemySpecies(SpeciesId.MEW)
.enemyLevel(200)
.moveset([MoveId.SPEED_SWAP])
.ability(AbilityId.NONE);
});
it("should swap the user's SPD and the target's SPD stats", async () => {
await game.classicMode.startBattle([SpeciesId.INDEEDEE]);
const player = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!;
const playerSpd = player.getStat(Stat.SPD, false);
const enemySpd = enemy.getStat(Stat.SPD, false);
game.move.select(MoveId.SPEED_SWAP);
await game.phaseInterceptor.to(TurnEndPhase);
expect(player.getStat(Stat.SPD, false)).toBe(enemySpd);
expect(enemy.getStat(Stat.SPD, false)).toBe(playerSpd);
});
});