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* Add failure conditions and move failures part 1 * Add second and third failure sequences * Refactor mostly complete, need to recheck tests * Adjust status checks to respect ignoreStatus useModes * Adjust restriction for stuff cheeks * Address bertie's review comments * Add counterRedirectAttr to other counter-like moves * Adjust some documentation for new methods * Make substitute use the move tag * Adjust counter attr to use array.find * Adjust move condition check that occurs in the third failure check sequence * Insert move failure check sequence part 4 into move phase * Revert type adjustment to getBattlerIndex * Make charging moves deduct pp on use instead of on release * Fix first move condition not using 1 based starting wave * Tweak charge move handling and protean timing * Adjust fly tests to expect pp reduction properly * Add missing attribute to counter * Adjust revival blessing hardcore test to respect new return value of isUsable * Adjust copycat test to account for how it actually works * Play sleep animation and message * Remove BYPASS_SLEEP battler tag in favor of boolean holder * Finish unfinished docs * Ensure move restrictions are only checked for players * Adjust pollen puff condition, fix docs on `isOpponent` * Fix failAgainstFinalBossCondition * Fix dig test * Adjust dive's test * Fix missing break in applyConditions * Fix getBattlerIndex for enemyPokemon * Adjust type hint test to not rely on teleport * Minor adjustments from code review Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Add tests for teleport * Minor adjustments from code review Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * PR review changes Fix type hints test name Update Dig/Dive test name Separate TSDoc imports in `pokemon-utils.ts` Add missing `@returns` in `move-phase.ts` Fix comment typos Separate TSDoc imports in `move-phase.ts` Add return hints to `trySelectMove` Minor formatting Remove duplicate `.affectedByGravity()` on Telekinesis Fix docs for `checkRestrictions` Manually format method definition Fix comment spacing Fix variable naming * Address kev's review comments Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Minor adjustments from code review Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Remove optional chaining * fix: type for InferKeys * chore: apply biome * chore: fix merge conflicts from Biome update * Remove latent isNullOrUndefined * Drop readonly on timingModifier * docs: Add class comment * Address comments from code review * Drop readonly from timingModifier * Cleanup proc chance computation * Move `cureStatus` into the Pokemon class * Final touchups --------- Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
134 lines
4.8 KiB
TypeScript
134 lines
4.8 KiB
TypeScript
import { AbilityId } from "#enums/ability-id";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { MoveId } from "#enums/move-id";
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import { MoveResult } from "#enums/move-result";
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import { SpeciesId } from "#enums/species-id";
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import { StatusEffect } from "#enums/status-effect";
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import { WeatherType } from "#enums/weather-type";
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import { GameManager } from "#test/test-utils/game-manager";
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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 - Dive", () => {
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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.DIVE)
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.battleStyle("single")
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.startingLevel(100)
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.enemySpecies(SpeciesId.SNORLAX)
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.enemyLevel(100)
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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 make the user semi-invulnerable, then attack over 2 turns", async () => {
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const playerPokemon = game.field.getPlayerPokemon();
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const enemyPokemon = game.field.getEnemyPokemon();
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game.move.select(MoveId.DIVE);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.getTag(BattlerTagType.UNDERWATER)).toBeDefined();
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expect(enemyPokemon.getLastXMoves(1)[0].result).toBe(MoveResult.MISS);
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expect(playerPokemon.hp).toBe(playerPokemon.getMaxHp());
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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expect(playerPokemon.getMoveQueue()[0].move).toBe(MoveId.DIVE);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.getTag(BattlerTagType.UNDERWATER)).toBeUndefined();
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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expect(playerPokemon.getMoveHistory()).toHaveLength(2);
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const playerDive = playerPokemon.getMoveset().find(mv => mv && mv.moveId === MoveId.DIVE);
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expect(playerDive?.ppUsed).toBe(1);
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});
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it("should not allow the user to evade attacks from Pokemon with No Guard", async () => {
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game.override.enemyAbility(AbilityId.NO_GUARD);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const playerPokemon = game.field.getPlayerPokemon();
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const enemyPokemon = game.field.getEnemyPokemon();
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game.move.select(MoveId.DIVE);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.hp).toBeLessThan(playerPokemon.getMaxHp());
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expect(enemyPokemon.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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});
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it("should expend PP when the attack phase is cancelled by sleep", async () => {
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game.override.enemyAbility(AbilityId.NO_GUARD).enemyMoveset(MoveId.SPORE);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const playerPokemon = game.field.getPlayerPokemon();
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game.move.select(MoveId.DIVE);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.getTag(BattlerTagType.UNDERWATER)).toBeUndefined();
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expect(playerPokemon.status?.effect).toBe(StatusEffect.SLEEP);
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const playerDive = playerPokemon.getMoveset().find(mv => mv && mv.moveId === MoveId.DIVE);
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expect(playerDive?.ppUsed).toBe(1);
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});
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it("should trigger on-contact post-defend ability effects", async () => {
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game.override.enemyAbility(AbilityId.ROUGH_SKIN).enemyMoveset(MoveId.SPLASH);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const playerPokemon = game.field.getPlayerPokemon();
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const enemyPokemon = game.field.getEnemyPokemon();
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game.move.select(MoveId.DIVE);
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await game.phaseInterceptor.to("TurnEndPhase");
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(playerPokemon.hp).toBeLessThan(playerPokemon.getMaxHp());
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expect(enemyPokemon.waveData.abilitiesApplied).toContain(AbilityId.ROUGH_SKIN);
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});
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it("should cancel attack after Harsh Sunlight is set", async () => {
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game.override.enemyMoveset(MoveId.SPLASH);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
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const playerPokemon = game.field.getPlayerPokemon();
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const enemyPokemon = game.field.getEnemyPokemon();
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game.move.select(MoveId.DIVE);
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await game.phaseInterceptor.to("TurnEndPhase");
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await game.phaseInterceptor.to("TurnStartPhase", false);
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game.scene.arena.trySetWeather(WeatherType.HARSH_SUN);
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(playerPokemon.getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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expect(playerPokemon.getTag(BattlerTagType.UNDERWATER)).toBeUndefined();
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const playerDive = playerPokemon.getMoveset().find(mv => mv && mv.moveId === MoveId.DIVE);
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expect(playerDive?.ppUsed).toBe(1);
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});
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});
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