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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
63 lines
2.1 KiB
TypeScript
63 lines
2.1 KiB
TypeScript
import { Stat } from "#enums/stat";
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import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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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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describe("Moves - Tackle", () => {
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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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const moveToUse = MoveId.TACKLE;
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game.override
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.battleStyle("single")
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.enemySpecies(SpeciesId.MAGIKARP)
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.startingLevel(1)
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.startingWave(97)
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.moveset([moveToUse])
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.enemyMoveset(MoveId.GROWTH)
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.disableCrits();
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});
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it("TACKLE against ghost", async () => {
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const moveToUse = MoveId.TACKLE;
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game.override.enemySpecies(SpeciesId.GENGAR);
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await game.classicMode.startBattle([SpeciesId.MIGHTYENA]);
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const hpOpponent = game.scene.currentBattle.enemyParty[0].hp;
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game.move.select(moveToUse);
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await game.phaseInterceptor.runFrom(EnemyCommandPhase).to(TurnEndPhase);
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const hpLost = hpOpponent - game.scene.currentBattle.enemyParty[0].hp;
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expect(hpLost).toBe(0);
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}, 20000);
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it("TACKLE against not resistant", async () => {
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const moveToUse = MoveId.TACKLE;
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await game.classicMode.startBattle([SpeciesId.MIGHTYENA]);
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game.scene.currentBattle.enemyParty[0].stats[Stat.DEF] = 50;
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game.scene.getPlayerParty()[0].stats[Stat.ATK] = 50;
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const hpOpponent = game.scene.currentBattle.enemyParty[0].hp;
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game.move.select(moveToUse);
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await game.phaseInterceptor.runFrom(EnemyCommandPhase).to(TurnEndPhase);
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const hpLost = hpOpponent - game.scene.currentBattle.enemyParty[0].hp;
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expect(hpLost).toBeGreaterThan(0);
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expect(hpLost).toBeLessThan(4);
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}, 20000);
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});
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