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