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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 * Fixed tests 0.5 * Cleaned up safeguard test to not use outdated code; fixed rest of errors * Fixed illusion test * Revert safeguart etst * Fixed battle tets * Fixed stuff * Fixed things2.0 * Fixed import issues * Revert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>
101 lines
3.1 KiB
TypeScript
101 lines
3.1 KiB
TypeScript
import { Stat } from "#enums/stat";
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import { AbilityId } from "#enums/ability-id";
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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 } from "vitest";
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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { StatStageChangePhase } from "#app/phases/stat-stage-change-phase";
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describe("Moves - Make It Rain", () => {
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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("double")
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.moveset([MoveId.MAKE_IT_RAIN, MoveId.SPLASH])
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.enemySpecies(SpeciesId.SNORLAX)
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.enemyAbility(AbilityId.INSOMNIA)
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.enemyMoveset(MoveId.SPLASH)
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.startingLevel(100)
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.enemyLevel(100);
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});
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it("should only lower SPATK stat stage by 1 once in a double battle", async () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.BLASTOISE]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(MoveId.MAKE_IT_RAIN);
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game.move.select(MoveId.SPLASH, 1);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("should apply effects even if the target faints", async () => {
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game.override
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.enemyLevel(1) // ensures the enemy will faint
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.battleStyle("single");
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await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(MoveId.MAKE_IT_RAIN);
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await game.phaseInterceptor.to(StatStageChangePhase);
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expect(enemyPokemon.isFainted()).toBe(true);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("should reduce Sp. Atk. once after KOing two enemies", async () => {
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game.override.enemyLevel(1); // ensures the enemy will faint
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await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.BLASTOISE]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyField();
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game.move.select(MoveId.MAKE_IT_RAIN);
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game.move.select(MoveId.SPLASH, 1);
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await game.phaseInterceptor.to(StatStageChangePhase);
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enemyPokemon.forEach(p => expect(p.isFainted()).toBe(true));
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("should lower SPATK stat stage by 1 if it only hits the second target", async () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD, SpeciesId.BLASTOISE]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(MoveId.MAKE_IT_RAIN);
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game.move.select(MoveId.SPLASH, 1);
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// Make Make It Rain miss the first target
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await game.move.forceMiss(true);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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});
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