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https://github.com/pagefaultgames/pokerogue/pull/5926 * Condensed all overrides into 1 line where possible I hope I got them all... * Fixed tests 0.5 * Cleaned up safeguard test to not use outdated code; fixed rest of errors * Fixed illusion test * Revert safeguart etst * Fixed battle tets * Fixed stuff * Fixed things2.0 * Fixed import issues * Revert changes outside of the tests directory * Revert changes outside of the tests directory --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
109 lines
4.4 KiB
TypeScript
109 lines
4.4 KiB
TypeScript
import { ArenaTrapTag } from "#app/data/arena-tag";
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import { ArenaTagSide } from "#enums/arena-tag-side";
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import { allMoves } from "#app/data/data-lists";
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import { AbilityId } from "#enums/ability-id";
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import { ArenaTagType } from "#app/enums/arena-tag-type";
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import { MoveEffectPhase } from "#app/phases/move-effect-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, test, vi } from "vitest";
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describe("Moves - Ceaseless Edge", () => {
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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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game.override
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.battleStyle("single")
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.enemySpecies(SpeciesId.RATTATA)
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.enemyAbility(AbilityId.RUN_AWAY)
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.enemyPassiveAbility(AbilityId.RUN_AWAY)
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.startingLevel(100)
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.enemyLevel(100)
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.moveset([MoveId.CEASELESS_EDGE, MoveId.SPLASH, MoveId.ROAR])
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.enemyMoveset(MoveId.SPLASH);
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vi.spyOn(allMoves[MoveId.CEASELESS_EDGE], "accuracy", "get").mockReturnValue(100);
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});
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test("move should hit and apply spikes", async () => {
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await game.classicMode.startBattle([SpeciesId.ILLUMISE]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const enemyStartingHp = enemyPokemon.hp;
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game.move.select(MoveId.CEASELESS_EDGE);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Spikes should not have any layers before move effect is applied
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagBefore instanceof ArenaTrapTag).toBeFalsy();
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await game.phaseInterceptor.to(TurnEndPhase);
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter instanceof ArenaTrapTag).toBeTruthy();
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expect(tagAfter.layers).toBe(1);
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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});
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test("move should hit twice with multi lens and apply two layers of spikes", async () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS" }]);
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await game.classicMode.startBattle([SpeciesId.ILLUMISE]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const enemyStartingHp = enemyPokemon.hp;
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game.move.select(MoveId.CEASELESS_EDGE);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Spikes should not have any layers before move effect is applied
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagBefore instanceof ArenaTrapTag).toBeFalsy();
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await game.phaseInterceptor.to(TurnEndPhase);
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter instanceof ArenaTrapTag).toBeTruthy();
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expect(tagAfter.layers).toBe(2);
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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});
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test("trainer - move should hit twice, apply two layers of spikes, force switch opponent - opponent takes damage", async () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS" }]).startingWave(25);
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await game.classicMode.startBattle([SpeciesId.ILLUMISE]);
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game.move.select(MoveId.CEASELESS_EDGE);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Spikes should not have any layers before move effect is applied
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagBefore instanceof ArenaTrapTag).toBeFalsy();
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await game.toNextTurn();
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter instanceof ArenaTrapTag).toBeTruthy();
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expect(tagAfter.layers).toBe(2);
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const hpBeforeSpikes = game.scene.currentBattle.enemyParty[1].hp;
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// Check HP of pokemon that WILL BE switched in (index 1)
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game.forceEnemyToSwitch();
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to(TurnEndPhase, false);
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expect(game.scene.currentBattle.enemyParty[0].hp).toBeLessThan(hpBeforeSpikes);
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});
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});
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