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* 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
99 lines
3.2 KiB
TypeScript
99 lines
3.2 KiB
TypeScript
import { Stat } from "#enums/stat";
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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 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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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { StatStageChangePhase } from "#app/phases/stat-stage-change-phase";
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describe("Moves - Make It Rain", () => {
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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("double");
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game.override.moveset([MoveId.MAKE_IT_RAIN, MoveId.SPLASH]);
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game.override.enemySpecies(SpeciesId.SNORLAX);
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game.override.enemyAbility(AbilityId.INSOMNIA);
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game.override.enemyMoveset(MoveId.SPLASH);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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});
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it("should only lower SPATK stat stage by 1 once in a double battle", async () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.BLASTOISE]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(MoveId.MAKE_IT_RAIN);
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game.move.select(MoveId.SPLASH, 1);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("should apply effects even if the target faints", async () => {
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game.override.enemyLevel(1); // ensures the enemy will faint
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game.override.battleStyle("single");
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await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(MoveId.MAKE_IT_RAIN);
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await game.phaseInterceptor.to(StatStageChangePhase);
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expect(enemyPokemon.isFainted()).toBe(true);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("should reduce Sp. Atk. once after KOing two enemies", async () => {
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game.override.enemyLevel(1); // ensures the enemy will faint
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await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.BLASTOISE]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyField();
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game.move.select(MoveId.MAKE_IT_RAIN);
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game.move.select(MoveId.SPLASH, 1);
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await game.phaseInterceptor.to(StatStageChangePhase);
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enemyPokemon.forEach(p => expect(p.isFainted()).toBe(true));
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("should lower SPATK stat stage by 1 if it only hits the second target", async () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.BLASTOISE]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(MoveId.MAKE_IT_RAIN);
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game.move.select(MoveId.SPLASH, 1);
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// Make Make It Rain miss the first target
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await game.move.forceMiss(true);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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});
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