pokerogue/test/abilities/fur_coat.test.ts
2025-06-19 17:10:34 -07:00

91 lines
2.9 KiB
TypeScript

import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Fur Coat", () => {
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")
.ability(AbilityId.BALL_FETCH)
.enemySpecies(SpeciesId.MILOTIC)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset([MoveId.SPLASH])
.enemyLevel(20)
.criticalHits(false);
});
it("should reduce damage from a physical move after gaining Fur Coat", async () => {
await game.classicMode.startBattle([SpeciesId.PIKACHU]);
const enemy = game.field.getEnemyPokemon();
// Use Tackle before Fur Coat
game.move.use(MoveId.TACKLE);
await game.toEndOfTurn();
const damageBefore = enemy.getMaxHp() - enemy.hp;
// Give Fur Coat
game.field.mockAbility(enemy, AbilityId.FUR_COAT);
enemy.hp = enemy.getMaxHp();
// Use Tackle after Fur Coat
game.move.use(MoveId.TACKLE);
await game.toEndOfTurn();
const damageAfter = enemy.getMaxHp() - enemy.hp;
expect(damageAfter).toBeLessThan(damageBefore);
});
it("should not reduce damage from a special move", async () => {
await game.classicMode.startBattle([SpeciesId.PIKACHU]);
const enemy = game.field.getEnemyPokemon();
// Use Scald before Fur Coat
game.move.use(MoveId.SCALD);
await game.toEndOfTurn();
const damageBefore = enemy.getMaxHp() - enemy.hp;
// Give Fur Coat
game.field.mockAbility(enemy, AbilityId.FUR_COAT);
enemy.hp = enemy.getMaxHp();
// Use Scald after Fur Coat
game.move.use(MoveId.SCALD);
await game.toEndOfTurn();
const damageAfter = enemy.getMaxHp() - enemy.hp;
expect(damageAfter).toBeCloseTo(damageBefore, 1);
});
it.each([
{ moveName: "Psyshock", moveId: MoveId.PSYSHOCK },
{ moveName: "Psystrike", moveId: MoveId.PSYSTRIKE },
{ moveName: "Secret Sword", moveId: MoveId.SECRET_SWORD },
])("should reduce damage from $moveName after gaining Fur Coat", async ({ moveId }) => {
await game.classicMode.startBattle([SpeciesId.PIKACHU]);
const enemy = game.field.getEnemyPokemon();
game.move.use(moveId);
await game.toEndOfTurn();
const attackDamageBefore = enemy.getMaxHp() - enemy.hp;
game.field.mockAbility(enemy, AbilityId.FUR_COAT);
enemy.hp = enemy.getMaxHp();
game.move.use(moveId);
await game.toEndOfTurn();
const attackDamageAfter = enemy.getMaxHp() - enemy.hp;
expect(attackDamageAfter).toBeLessThan(attackDamageBefore);
});
});