pokerogue/test/abilities/steely_spirit.test.ts
NightKev 9dcb904649
[Misc] Improve enum naming (#5933)
* Rename `Abilities` to `AbilityId`

* Rename `abilities.ts` to `ability-id.ts`

* Rename `Moves` to `MoveId`

* Rename `moves.ts` to `move-id.ts`

* Rename `Species` to `SpeciesId`

* Rename `species.ts` to `species-id.ts`

* Rename `Biome` to `BiomeId`

* Rename `biome.ts` to `biome-id.ts`

* Replace `Abilities` with `AbilityId` in comments

* Replace `Biome` with `BiomeId` in comments

* Replace `Moves` with `MoveId` in comments

* Replace `Species` with `SpeciesId` in comments
2025-06-04 14:54:27 -07:00

109 lines
4.1 KiB
TypeScript

import { allAbilities } from "#app/data/data-lists";
import { allMoves } from "#app/data/data-lists";
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, vi } from "vitest";
describe("Abilities - Steely Spirit", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
const steelySpiritMultiplier = 1.5;
const moveToCheck = MoveId.IRON_HEAD;
let ironHeadPower: number;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
ironHeadPower = allMoves[moveToCheck].power;
game = new GameManager(phaserGame);
game.override.battleStyle("double");
game.override.enemySpecies(SpeciesId.SHUCKLE);
game.override.enemyAbility(AbilityId.BALL_FETCH);
game.override.moveset([MoveId.IRON_HEAD, MoveId.SPLASH]);
game.override.enemyMoveset(MoveId.SPLASH);
vi.spyOn(allMoves[moveToCheck], "calculateBattlePower");
});
it("increases Steel-type moves' power used by the user and its allies by 50%", async () => {
await game.classicMode.startBattle([SpeciesId.PIKACHU, SpeciesId.SHUCKLE]);
const boostSource = game.scene.getPlayerField()[1];
const enemyToCheck = game.scene.getEnemyPokemon()!;
vi.spyOn(boostSource, "getAbility").mockReturnValue(allAbilities[AbilityId.STEELY_SPIRIT]);
expect(boostSource.hasAbility(AbilityId.STEELY_SPIRIT)).toBe(true);
game.move.select(moveToCheck, 0, enemyToCheck.getBattlerIndex());
game.move.select(MoveId.SPLASH, 1);
await game.phaseInterceptor.to("MoveEffectPhase");
expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower * steelySpiritMultiplier);
});
it("stacks if multiple users with this ability are on the field.", async () => {
await game.classicMode.startBattle([SpeciesId.PIKACHU, SpeciesId.PIKACHU]);
const enemyToCheck = game.scene.getEnemyPokemon()!;
game.scene.getPlayerField().forEach(p => {
vi.spyOn(p, "getAbility").mockReturnValue(allAbilities[AbilityId.STEELY_SPIRIT]);
});
expect(game.scene.getPlayerField().every(p => p.hasAbility(AbilityId.STEELY_SPIRIT))).toBe(true);
game.move.select(moveToCheck, 0, enemyToCheck.getBattlerIndex());
game.move.select(moveToCheck, 1, enemyToCheck.getBattlerIndex());
await game.phaseInterceptor.to("MoveEffectPhase");
expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(
ironHeadPower * Math.pow(steelySpiritMultiplier, 2),
);
});
it("does not take effect when suppressed", async () => {
await game.classicMode.startBattle([SpeciesId.PIKACHU, SpeciesId.SHUCKLE]);
const boostSource = game.scene.getPlayerField()[1];
const enemyToCheck = game.scene.getEnemyPokemon()!;
vi.spyOn(boostSource, "getAbility").mockReturnValue(allAbilities[AbilityId.STEELY_SPIRIT]);
expect(boostSource.hasAbility(AbilityId.STEELY_SPIRIT)).toBe(true);
boostSource.summonData.abilitySuppressed = true;
expect(boostSource.hasAbility(AbilityId.STEELY_SPIRIT)).toBe(false);
expect(boostSource.summonData.abilitySuppressed).toBe(true);
game.move.select(moveToCheck, 0, enemyToCheck.getBattlerIndex());
game.move.select(MoveId.SPLASH, 1);
await game.phaseInterceptor.to("MoveEffectPhase");
expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower);
});
it("affects variable-type moves if their resolved type is Steel", async () => {
game.override.ability(AbilityId.STEELY_SPIRIT).moveset([MoveId.REVELATION_DANCE]);
const revelationDance = allMoves[MoveId.REVELATION_DANCE];
vi.spyOn(revelationDance, "calculateBattlePower");
await game.classicMode.startBattle([SpeciesId.KLINKLANG]);
game.move.select(MoveId.REVELATION_DANCE);
await game.phaseInterceptor.to("MoveEffectPhase");
expect(revelationDance.calculateBattlePower).toHaveReturnedWith(revelationDance.power * 1.5);
});
});