pokerogue/test/moves/rollout.test.ts
Bertie690 06d250d9e7 Fixed Wimp out tests & ME code
finally i think all the booleans are gone
i hope
2025-05-10 10:35:51 -04:00

70 lines
2.3 KiB
TypeScript

import { allMoves } from "#app/data/moves/move";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Moves - Rollout", () => {
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.disableCrits();
game.override.battleStyle("single");
game.override.starterSpecies(Species.RATTATA);
game.override.ability(Abilities.BALL_FETCH);
game.override.enemySpecies(Species.BIDOOF);
game.override.enemyAbility(Abilities.BALL_FETCH);
game.override.startingLevel(100);
game.override.enemyLevel(100);
game.override.enemyMoveset(Moves.SPLASH);
});
it("should double dmg on sequential uses but reset after 5", async () => {
game.override.moveset(Moves.ROLLOUT);
vi.spyOn(allMoves[Moves.ROLLOUT], "accuracy", "get").mockReturnValue(100); // always hit
await game.startBattle();
const playerPkm = game.scene.getPlayerParty()[0];
vi.spyOn(playerPkm, "stats", "get").mockReturnValue([500000, 1, 1, 1, 1, 1]); // HP, ATK, DEF, SPATK, SPDEF, SPD
const enemyPkm = game.scene.getEnemyParty()[0];
vi.spyOn(enemyPkm, "stats", "get").mockReturnValue([500000, 1, 1, 1, 1, 1]); // HP, ATK, DEF, SPATK, SPDEF, SPD
let previousHp = enemyPkm.hp;
const dmgHistory: number[] = [];
for (let i = 0; i < 6; i++) {
game.move.select(Moves.ROLLOUT);
await game.toNextTurn();
dmgHistory.push(previousHp - enemyPkm.hp);
previousHp = enemyPkm.hp;
}
const [turn1Dmg, turn2Dmg, turn3Dmg, turn4Dmg, turn5Dmg, turn6Dmg] = dmgHistory;
// 2 sig figs precision is more than enough
expect(turn2Dmg).toBeCloseTo(turn1Dmg * 2);
expect(turn3Dmg).toBeCloseTo(turn2Dmg * 2);
expect(turn4Dmg).toBeCloseTo(turn3Dmg * 2);
expect(turn5Dmg).toBeCloseTo(turn4Dmg * 2);
// reset on turn 6
expect(turn6Dmg).toBeCloseTo(turn1Dmg);
});
});