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* Add failure conditions and move failures part 1 * Add second and third failure sequences * Refactor mostly complete, need to recheck tests * Adjust status checks to respect ignoreStatus useModes * Adjust restriction for stuff cheeks * Address bertie's review comments * Add counterRedirectAttr to other counter-like moves * Adjust some documentation for new methods * Make substitute use the move tag * Adjust counter attr to use array.find * Adjust move condition check that occurs in the third failure check sequence * Insert move failure check sequence part 4 into move phase * Revert type adjustment to getBattlerIndex * Make charging moves deduct pp on use instead of on release * Fix first move condition not using 1 based starting wave * Tweak charge move handling and protean timing * Adjust fly tests to expect pp reduction properly * Add missing attribute to counter * Adjust revival blessing hardcore test to respect new return value of isUsable * Adjust copycat test to account for how it actually works * Play sleep animation and message * Remove BYPASS_SLEEP battler tag in favor of boolean holder * Finish unfinished docs * Ensure move restrictions are only checked for players * Adjust pollen puff condition, fix docs on `isOpponent` * Fix failAgainstFinalBossCondition * Fix dig test * Adjust dive's test * Fix missing break in applyConditions * Fix getBattlerIndex for enemyPokemon * Adjust type hint test to not rely on teleport * Minor adjustments from code review Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Add tests for teleport * Minor adjustments from code review Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * PR review changes Fix type hints test name Update Dig/Dive test name Separate TSDoc imports in `pokemon-utils.ts` Add missing `@returns` in `move-phase.ts` Fix comment typos Separate TSDoc imports in `move-phase.ts` Add return hints to `trySelectMove` Minor formatting Remove duplicate `.affectedByGravity()` on Telekinesis Fix docs for `checkRestrictions` Manually format method definition Fix comment spacing Fix variable naming * Address kev's review comments Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Minor adjustments from code review Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Remove optional chaining * fix: type for InferKeys * chore: apply biome * chore: fix merge conflicts from Biome update * Remove latent isNullOrUndefined * Drop readonly on timingModifier * docs: Add class comment * Address comments from code review * Drop readonly from timingModifier * Cleanup proc chance computation * Move `cureStatus` into the Pokemon class * Final touchups --------- Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
123 lines
4.5 KiB
TypeScript
123 lines
4.5 KiB
TypeScript
import { Button } from "#enums/buttons";
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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 { UiMode } from "#enums/ui-mode";
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import { GameManager } from "#test/test-utils/game-manager";
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import type { MockText } from "#test/test-utils/mocks/mocks-container/mock-text";
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import { FightUiHandler } from "#ui/fight-ui-handler";
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import i18next from "i18next";
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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("UI - Type Hints", () => {
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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(async () => {
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game = new GameManager(phaserGame);
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game.settings.typeHints(true); //activate type hints
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game.override.battleStyle("single").startingLevel(100).startingWave(1).enemyMoveset(MoveId.SPLASH);
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});
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it("check immunity color", async () => {
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game.override
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.battleStyle("single")
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.startingLevel(100)
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.startingWave(1)
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.enemySpecies(SpeciesId.FLORGES)
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.enemyMoveset(MoveId.SPLASH)
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.moveset([MoveId.DRAGON_CLAW]);
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game.settings.typeHints(true); //activate type hints
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await game.classicMode.startBattle([SpeciesId.RAYQUAZA]);
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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const { ui } = game.scene;
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const handler = ui.getHandler<FightUiHandler>();
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handler.processInput(Button.ACTION); // select "Fight"
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});
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game.onNextPrompt("CommandPhase", UiMode.FIGHT, () => {
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const { ui } = game.scene;
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const movesContainer = ui.getByName<Phaser.GameObjects.Container>(FightUiHandler.MOVES_CONTAINER_NAME);
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const dragonClawText = movesContainer
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.getAll<Phaser.GameObjects.Text>()
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.find(text => text.text === i18next.t("move:dragonClaw.name"))! as unknown as MockText;
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expect.soft(dragonClawText.color).toBe("#929292");
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ui.getHandler().processInput(Button.ACTION);
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});
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await game.phaseInterceptor.to("CommandPhase");
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});
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it("check status move color", async () => {
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game.override.enemySpecies(SpeciesId.FLORGES).moveset([MoveId.GROWL]);
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await game.classicMode.startBattle([SpeciesId.RAYQUAZA]);
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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const { ui } = game.scene;
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const handler = ui.getHandler<FightUiHandler>();
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handler.processInput(Button.ACTION); // select "Fight"
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});
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game.onNextPrompt("CommandPhase", UiMode.FIGHT, () => {
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const { ui } = game.scene;
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const movesContainer = ui.getByName<Phaser.GameObjects.Container>(FightUiHandler.MOVES_CONTAINER_NAME);
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const growlText = movesContainer
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.getAll<Phaser.GameObjects.Text>()
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.find(text => text.text === i18next.t("move:growl.name"))! as unknown as MockText;
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expect.soft(growlText.color).toBe(undefined);
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ui.getHandler().processInput(Button.ACTION);
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});
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await game.phaseInterceptor.to("CommandPhase");
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});
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it("should show the proper hint for a move in doubles after one of the enemy pokemon faints", async () => {
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game.override
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.enemySpecies(SpeciesId.ABRA)
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.moveset([MoveId.SPLASH, MoveId.SHADOW_BALL, MoveId.SOAK])
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.enemyMoveset([MoveId.SPLASH, MoveId.MEMENTO])
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.battleStyle("double");
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]);
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game.move.select(MoveId.SPLASH);
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// Use soak to change type of remaining abra to water
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game.move.select(MoveId.SOAK, 1);
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await game.move.selectEnemyMove(MoveId.SPLASH);
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await game.move.selectEnemyMove(MoveId.MEMENTO);
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await game.toNextTurn();
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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const { ui } = game.scene;
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const handler = ui.getHandler<FightUiHandler>();
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handler.processInput(Button.ACTION); // select "Fight"
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});
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game.onNextPrompt("CommandPhase", UiMode.FIGHT, () => {
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const { ui } = game.scene;
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const movesContainer = ui.getByName<Phaser.GameObjects.Container>(FightUiHandler.MOVES_CONTAINER_NAME);
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const shadowBallText = movesContainer
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.getAll<Phaser.GameObjects.Text>()
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.find(text => text.text === i18next.t("move:shadowBall.name"))! as unknown as MockText;
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expect.soft(shadowBallText).toBeDefined();
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expect.soft(shadowBallText.color).toBe(undefined);
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ui.getHandler().processInput(Button.ACTION);
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});
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await game.phaseInterceptor.to("CommandPhase");
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});
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});
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