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* Move game-mode to its own file Reduces circular imports to 325 * Move battler-index to own file Reduces circular deps to 314 * Move trainer-variant to own file Reduces circ deps to 313 * Move enums in pokemon to their own file * Move arena-tag-type to its own file * Move pokemon-moves to its own file * Move command to own file * Move learnMoveType to own file * Move form change item to own file * Move battlerTagLapseType to own file * Move anim enums to own shared file * Move enums out of challenges * Move species form change triggers to own file Reduces circ imports to 291 * Update test importing pokemon move * Replace move attribute imports with string names * Untangle circular deps from game data * Fix missing string call in switch summon phase * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Ensure ChargeMove's is method calls super * Use InstanceType for proper narrowing * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
255 lines
9.5 KiB
TypeScript
255 lines
9.5 KiB
TypeScript
import type { 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 "#enums/arena-tag-type";
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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, it, vi } from "vitest";
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import { BattlerIndex } from "#enums/battler-index";
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import { StatusEffect } from "#enums/status-effect";
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import { PokemonInstantReviveModifier } from "#app/modifier/modifier";
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describe("Moves - Destiny Bond", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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const defaultParty = [SpeciesId.BULBASAUR, SpeciesId.SQUIRTLE];
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const enemyFirst = [BattlerIndex.ENEMY, BattlerIndex.PLAYER];
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const playerFirst = [BattlerIndex.PLAYER, BattlerIndex.ENEMY];
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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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.ability(AbilityId.UNNERVE) // Pre-emptively prevent flakiness from opponent berries
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.enemySpecies(SpeciesId.RATTATA)
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.enemyAbility(AbilityId.RUN_AWAY)
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.startingLevel(100) // Make sure tested moves KO
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.enemyLevel(5)
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.enemyMoveset(MoveId.DESTINY_BOND);
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});
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it("should KO the opponent on the same turn", async () => {
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const moveToUse = MoveId.TACKLE;
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game.override.moveset(moveToUse);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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});
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it("should KO the opponent on the next turn", async () => {
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const moveToUse = MoveId.TACKLE;
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game.override.moveset([MoveId.SPLASH, moveToUse]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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// Turn 1: Enemy uses Destiny Bond and doesn't faint
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game.move.select(MoveId.SPLASH);
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await game.setTurnOrder(playerFirst);
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await game.toNextTurn();
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expect(enemyPokemon?.isFainted()).toBe(false);
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expect(playerPokemon?.isFainted()).toBe(false);
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// Turn 2: Player KO's the enemy before the enemy's turn
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game.move.select(moveToUse);
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await game.setTurnOrder(playerFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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});
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it("should fail if used twice in a row", async () => {
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const moveToUse = MoveId.TACKLE;
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game.override.moveset([MoveId.SPLASH, moveToUse]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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// Turn 1: Enemy uses Destiny Bond and doesn't faint
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game.move.select(MoveId.SPLASH);
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await game.setTurnOrder(enemyFirst);
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await game.toNextTurn();
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expect(enemyPokemon?.isFainted()).toBe(false);
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expect(playerPokemon?.isFainted()).toBe(false);
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// Turn 2: Enemy should fail Destiny Bond then get KO'd
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(false);
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});
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it("should not KO the opponent if the user dies to weather", async () => {
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// Opponent will be reduced to 1 HP by False Swipe, then faint to Sandstorm
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const moveToUse = MoveId.FALSE_SWIPE;
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game.override.moveset(moveToUse).ability(AbilityId.SAND_STREAM);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(false);
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});
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it("should not KO the opponent if the user had another turn", async () => {
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const moveToUse = MoveId.TACKLE;
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game.override.moveset([MoveId.SPORE, moveToUse]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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// Turn 1: Enemy uses Destiny Bond and doesn't faint
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game.move.select(MoveId.SPORE);
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await game.setTurnOrder(enemyFirst);
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await game.toNextTurn();
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expect(enemyPokemon?.isFainted()).toBe(false);
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expect(playerPokemon?.isFainted()).toBe(false);
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expect(enemyPokemon?.status?.effect).toBe(StatusEffect.SLEEP);
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// Turn 2: Enemy should skip a turn due to sleep, then get KO'd
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(false);
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});
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it("should not KO an ally", async () => {
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game.override.moveset([MoveId.DESTINY_BOND, MoveId.CRUNCH]).battleStyle("double");
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await game.classicMode.startBattle([SpeciesId.SHEDINJA, SpeciesId.BULBASAUR, SpeciesId.SQUIRTLE]);
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const enemyPokemon0 = game.scene.getEnemyField()[0];
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const enemyPokemon1 = game.scene.getEnemyField()[1];
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const playerPokemon0 = game.scene.getPlayerField()[0];
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const playerPokemon1 = game.scene.getPlayerField()[1];
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// Shedinja uses Destiny Bond, then ally Bulbasaur KO's Shedinja with Crunch
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game.move.select(MoveId.DESTINY_BOND, 0);
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game.move.select(MoveId.CRUNCH, 1, BattlerIndex.PLAYER);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon0?.isFainted()).toBe(false);
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expect(enemyPokemon1?.isFainted()).toBe(false);
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expect(playerPokemon0?.isFainted()).toBe(true);
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expect(playerPokemon1?.isFainted()).toBe(false);
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});
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it("should not cause a crash if the user is KO'd by Ceaseless Edge", async () => {
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const moveToUse = MoveId.CEASELESS_EDGE;
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vi.spyOn(allMoves[moveToUse], "accuracy", "get").mockReturnValue(100);
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game.override.moveset(moveToUse);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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// Ceaseless Edge spikes effect should still activate
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter.tagType).toBe(ArenaTagType.SPIKES);
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expect(tagAfter.layers).toBe(1);
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});
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it("should not cause a crash if the user is KO'd by Pledge moves", async () => {
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game.override.moveset([MoveId.GRASS_PLEDGE, MoveId.WATER_PLEDGE]).battleStyle("double");
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon0 = game.scene.getEnemyField()[0];
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const enemyPokemon1 = game.scene.getEnemyField()[1];
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const playerPokemon0 = game.scene.getPlayerField()[0];
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const playerPokemon1 = game.scene.getPlayerField()[1];
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game.move.select(MoveId.GRASS_PLEDGE, 0, BattlerIndex.ENEMY);
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game.move.select(MoveId.WATER_PLEDGE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon0?.isFainted()).toBe(true);
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expect(enemyPokemon1?.isFainted()).toBe(false);
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expect(playerPokemon0?.isFainted()).toBe(false);
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expect(playerPokemon1?.isFainted()).toBe(true);
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// Pledge secondary effect should still activate
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.GRASS_WATER_PLEDGE, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter.tagType).toBe(ArenaTagType.GRASS_WATER_PLEDGE);
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});
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/**
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* In particular, this should prevent something like
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* {@link https://github.com/pagefaultgames/pokerogue/issues/4219}
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* from occurring with fainting by KO'ing a Destiny Bond user with U-Turn.
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*/
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it("should not allow the opponent to revive via Reviver Seed", async () => {
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const moveToUse = MoveId.TACKLE;
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game.override.moveset(moveToUse).startingHeldItems([{ name: "REVIVER_SEED" }]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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// Check that the Tackle user's Reviver Seed did not activate
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const revSeeds = game.scene
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.getModifiers(PokemonInstantReviveModifier)
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.filter(m => m.pokemonId === playerPokemon?.id);
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expect(revSeeds.length).toBe(1);
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});
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});
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