pokerogue/test/abilities/beast_boost.test.ts
Bertie690 0918985a63
[Test] Remove unneeded mockRestore and testTimeout calls in tests
https://github.com/pagefaultgames/pokerogue/pull/5927/

* Removed unnecessary test timeout parameters from test files

We set it in vitest config anyways

* Removed unneeded `mockRestore` calls

We call `restoreAllMocks` after each test runs anyhow

* Removed accidentall forgotten-about timeout

* Revdrt magic bounce test file for now

* Fixed ting

* Fixed bug

* Fixed import

* Update test/data/status_effect.test.ts

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

* Update battle.test.ts

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

* Apply suggestions from code review

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

* Ran bim

---------

Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-15 00:48:16 -07:00

89 lines
3.0 KiB
TypeScript

import { BattlerIndex } from "#enums/battler-index";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { Stat } from "#enums/stat";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Abilities - Beast Boost", () => {
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("single")
.enemySpecies(SpeciesId.BULBASAUR)
.enemyAbility(AbilityId.BEAST_BOOST)
.ability(AbilityId.BEAST_BOOST)
.startingLevel(2000)
.moveset([MoveId.FLAMETHROWER])
.enemyMoveset(MoveId.SPLASH);
});
it("should prefer highest stat to boost its corresponding stat stage by 1 when winning a battle", async () => {
await game.classicMode.startBattle([SpeciesId.SLOWBRO]);
const playerPokemon = game.scene.getPlayerPokemon()!;
// Set the pokemon's highest stat to DEF, so it should be picked by Beast Boost
vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 100, 1000, 200, 100, 100]);
console.log(playerPokemon.stats);
expect(playerPokemon.getStatStage(Stat.DEF)).toBe(0);
game.move.select(MoveId.FLAMETHROWER);
await game.phaseInterceptor.to("VictoryPhase");
expect(playerPokemon.getStatStage(Stat.DEF)).toBe(1);
});
it("should use in-battle overriden stats when determining the stat stage to raise by 1", async () => {
game.override.enemyMoveset([MoveId.GUARD_SPLIT]);
await game.classicMode.startBattle([SpeciesId.SLOWBRO]);
const playerPokemon = game.scene.getPlayerPokemon()!;
// If the opponent uses Guard Split, the pokemon's second highest stat (SPATK) should be chosen
vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 100, 201, 200, 100, 100]);
expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0);
game.move.select(MoveId.FLAMETHROWER);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.phaseInterceptor.to("VictoryPhase");
expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1);
});
it("should have order preference in case of stat ties", async () => {
// Order preference follows the order of EFFECTIVE_STAT
await game.classicMode.startBattle([SpeciesId.SLOWBRO]);
const playerPokemon = game.scene.getPlayerPokemon()!;
// Set up tie between SPATK, SPDEF, and SPD, where SPATK should win
vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([10000, 1, 1, 100, 100, 100]);
expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0);
game.move.select(MoveId.FLAMETHROWER);
await game.phaseInterceptor.to("VictoryPhase");
expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1);
});
});