pokerogue/test/moves/quash.test.ts
Sirz Benjie 48e911e03c
[Refactor] Remove circular deps 3 (#5959)
* Move game-mode to its own file

Reduces circular imports to 325

* Move battler-index to own file

Reduces circular deps to 314

* Move trainer-variant to own file

Reduces circ deps to 313

* Move enums in pokemon to their own file

* Move arena-tag-type to its own file

* Move pokemon-moves to its own file

* Move command to own file

* Move learnMoveType to own file

* Move form change item to own file

* Move battlerTagLapseType to own file

* Move anim enums to own shared file

* Move enums out of challenges

* Move species form change triggers to own file

Reduces circ imports to 291

* Update test importing pokemon move

* Replace move attribute imports with string names

* Untangle circular deps from game data

* Fix missing string call in switch summon phase

* Apply kev's suggestions from code review

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

* Ensure ChargeMove's is method calls super

* Use InstanceType for proper narrowing

* 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>
2025-06-09 16:24:13 -07:00

98 lines
3.7 KiB
TypeScript

import { SpeciesId } from "#enums/species-id";
import { MoveId } from "#enums/move-id";
import { AbilityId } from "#enums/ability-id";
import { BattlerIndex } from "#enums/battler-index";
import { WeatherType } from "#enums/weather-type";
import { MoveResult } from "#enums/move-result";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest";
describe("Moves - Quash", () => {
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("double")
.enemyLevel(1)
.enemySpecies(SpeciesId.SLOWPOKE)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset([MoveId.RAIN_DANCE, MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.moveset([MoveId.QUASH, MoveId.SUNNY_DAY, MoveId.RAIN_DANCE, MoveId.SPLASH]);
});
it("makes the target move last in a turn, ignoring priority", async () => {
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
game.move.select(MoveId.QUASH, 0, BattlerIndex.PLAYER_2);
game.move.select(MoveId.SUNNY_DAY, 1);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.move.selectEnemyMove(MoveId.RAIN_DANCE);
await game.phaseInterceptor.to("TurnEndPhase", false);
// will be sunny if player_2 moved last because of quash, rainy otherwise
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
it("fails if the target has already moved", async () => {
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
game.move.select(MoveId.SPLASH, 0);
game.move.select(MoveId.QUASH, 1, BattlerIndex.PLAYER);
await game.phaseInterceptor.to("MoveEndPhase");
await game.phaseInterceptor.to("MoveEndPhase");
expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
});
it("makes multiple quashed targets move in speed order at the end of the turn", async () => {
game.override.enemySpecies(SpeciesId.NINJASK).enemyLevel(100);
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
// both users are quashed - rattata is slower so sun should be up at end of turn
game.move.select(MoveId.RAIN_DANCE, 0);
game.move.select(MoveId.SUNNY_DAY, 1);
await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER_2);
await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
it("respects trick room", async () => {
game.override.enemyMoveset([MoveId.RAIN_DANCE, MoveId.SPLASH, MoveId.TRICK_ROOM]);
await game.classicMode.startBattle([SpeciesId.ACCELGOR, SpeciesId.RATTATA]);
game.move.select(MoveId.SPLASH, 0);
game.move.select(MoveId.SPLASH, 1);
await game.move.selectEnemyMove(MoveId.TRICK_ROOM);
await game.move.selectEnemyMove(MoveId.SPLASH);
await game.phaseInterceptor.to("TurnInitPhase");
// both users are quashed - accelgor should move last w/ TR so rain should be up at end of turn
game.move.select(MoveId.RAIN_DANCE, 0);
game.move.select(MoveId.SUNNY_DAY, 1);
await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER);
await game.move.selectEnemyMove(MoveId.QUASH, BattlerIndex.PLAYER_2);
await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
});
});