pokerogue/test/abilities/shield_dust.test.ts
Sirz Benjie 1029afcdbf
[Refactor] Remove circular dependencies (part 4) (#5964)
* Add abilityAttr.is methods

* [WIP] move modifier stuff around

* Untangle circular deps from modifiers

* Move unlockables to own file

* Untangle all circular deps outside of MEs

* Move constants in MEs to their own files

* Re-add missing import to battle.ts

* Add necessary overload for getTag

* Add missing type import in weather.ts

* Init modifier types and pools in loading-scene

* Remove stray commented code

* Apply kev's suggestions from code review

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

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-11 19:42:04 -07:00

78 lines
2.3 KiB
TypeScript

import { BattlerIndex } from "#enums/battler-index";
import { applyAbAttrs, applyPreDefendAbAttrs } from "#app/data/abilities/apply-ab-attrs";
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
import { NumberHolder } from "#app/utils/common";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Shield Dust", () => {
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");
game.override.enemySpecies(SpeciesId.ONIX);
game.override.enemyAbility(AbilityId.SHIELD_DUST);
game.override.startingLevel(100);
game.override.moveset(MoveId.AIR_SLASH);
game.override.enemyMoveset(MoveId.TACKLE);
});
it("Shield Dust", async () => {
await game.classicMode.startBattle([SpeciesId.PIDGEOT]);
game.scene.getEnemyPokemon()!.stats[Stat.SPDEF] = 10000;
expect(game.scene.getPlayerPokemon()!.formIndex).toBe(0);
game.move.select(MoveId.AIR_SLASH);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.phaseInterceptor.to(MoveEffectPhase, false);
// Shield Dust negates secondary effect
const phase = game.scene.phaseManager.getCurrentPhase() as MoveEffectPhase;
const move = phase.move;
expect(move.id).toBe(MoveId.AIR_SLASH);
const chance = new NumberHolder(move.chance);
await applyAbAttrs(
"MoveEffectChanceMultiplierAbAttr",
phase.getUserPokemon()!,
null,
false,
chance,
move,
phase.getFirstTarget(),
false,
);
await applyPreDefendAbAttrs(
"IgnoreMoveEffectsAbAttr",
phase.getFirstTarget()!,
phase.getUserPokemon()!,
null,
null,
false,
chance,
);
expect(chance.value).toBe(0);
});
//TODO King's Rock Interaction Unit Test
});