pokerogue/test/abilities/healer.test.ts
2025-06-19 17:12:01 -06:00

93 lines
3.6 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
import { isNullOrUndefined } from "#app/utils/common";
import { allAbilities } from "#app/data/data-lists";
import type Pokemon from "#app/field/pokemon";
import { PostTurnResetStatusAbAttr } from "#app/data/abilities/ability";
describe("Abilities - Healer", () => {
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
.moveset([MoveId.SPLASH])
.ability(AbilityId.BALL_FETCH)
.battleStyle("double")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
// Mock healer to have a 100% chance of healing its ally
vi.spyOn(allAbilities[AbilityId.HEALER].getAttrs("PostTurnResetStatusAbAttr")[0], "getCondition").mockReturnValue(
(pokemon: Pokemon) => !isNullOrUndefined(pokemon.getAlly()),
);
});
it("should not queue a message phase for healing if the ally has fainted", async () => {
const abSpy = vi.spyOn(PostTurnResetStatusAbAttr.prototype, "canApply");
game.override.moveset([MoveId.SPLASH, MoveId.LUNAR_DANCE]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]);
const user = game.scene.getPlayerPokemon()!;
// Only want one magikarp to have the ability
vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[AbilityId.HEALER]);
game.move.select(MoveId.SPLASH);
// faint the ally
game.move.select(MoveId.LUNAR_DANCE, 1);
await game.phaseInterceptor.to("TurnEndPhase");
// It's not enough to just test that the ally still has its status.
// We need to ensure that the ability failed to meet its condition
expect(abSpy).toHaveReturnedWith(false);
});
it("should heal the status of an ally if the ally has a status", async () => {
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]);
const [user, ally] = game.scene.getPlayerField();
// Only want one magikarp to have the ability.
vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[AbilityId.HEALER]);
expect(ally.trySetStatus(StatusEffect.BURN)).toBe(true);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.phaseInterceptor.to("TurnEndPhase");
await game.toNextTurn();
expect(ally.status?.effect, "status effect was not healed").toBeFalsy();
});
// TODO: Healer is currently checked before the
it.todo("should heal a burn before its end of turn damage", async () => {
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]);
const [user, ally] = game.scene.getPlayerField();
// Only want one magikarp to have the ability.
vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[AbilityId.HEALER]);
expect(ally.trySetStatus(StatusEffect.BURN)).toBe(true);
game.move.select(MoveId.SPLASH);
game.move.select(MoveId.SPLASH, 1);
await game.phaseInterceptor.to("TurnEndPhase");
await game.toNextTurn();
expect(ally.status?.effect, "status effect was not healed").toBeFalsy();
expect(ally.hp).toBe(ally.getMaxHp());
});
});