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	* Rename `Abilities` to `AbilityId` * Rename `abilities.ts` to `ability-id.ts` * Rename `Moves` to `MoveId` * Rename `moves.ts` to `move-id.ts` * Rename `Species` to `SpeciesId` * Rename `species.ts` to `species-id.ts` * Rename `Biome` to `BiomeId` * Rename `biome.ts` to `biome-id.ts` * Replace `Abilities` with `AbilityId` in comments * Replace `Biome` with `BiomeId` in comments * Replace `Moves` with `MoveId` in comments * Replace `Species` with `SpeciesId` in comments
		
			
				
	
	
		
			117 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
| import { Stat } from "#enums/stat";
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| import { BattlerIndex } from "#app/battle";
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| import { AbilityId } from "#enums/ability-id";
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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 } from "vitest";
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| 
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| describe("Moves - Follow Me", () => {
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|   let phaserGame: Phaser.Game;
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|   let game: GameManager;
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| 
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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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| 
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|   afterEach(() => {
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|     game.phaseInterceptor.restoreOg();
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|   });
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| 
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|   beforeEach(() => {
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|     game = new GameManager(phaserGame);
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|     game.override.battleStyle("double");
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|     game.override.starterSpecies(SpeciesId.AMOONGUSS);
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|     game.override.ability(AbilityId.BALL_FETCH);
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|     game.override.enemySpecies(SpeciesId.SNORLAX);
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|     game.override.startingLevel(100);
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|     game.override.enemyLevel(100);
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|     game.override.moveset([MoveId.FOLLOW_ME, MoveId.RAGE_POWDER, MoveId.SPOTLIGHT, MoveId.QUICK_ATTACK]);
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|     game.override.enemyMoveset([MoveId.TACKLE, MoveId.FOLLOW_ME, MoveId.SPLASH]);
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|   });
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| 
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|   test("move should redirect enemy attacks to the user", async () => {
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|     await game.classicMode.startBattle([SpeciesId.AMOONGUSS, SpeciesId.CHARIZARD]);
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| 
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|     const playerPokemon = game.scene.getPlayerField();
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| 
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|     game.move.select(MoveId.FOLLOW_ME);
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|     game.move.select(MoveId.QUICK_ATTACK, 1, BattlerIndex.ENEMY);
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| 
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|     // Force both enemies to target the player Pokemon that did not use Follow Me
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|     await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
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|     await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
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| 
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|     await game.phaseInterceptor.to(TurnEndPhase, false);
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| 
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|     expect(playerPokemon[0].hp).toBeLessThan(playerPokemon[0].getMaxHp());
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|     expect(playerPokemon[1].hp).toBe(playerPokemon[1].getMaxHp());
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|   });
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| 
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|   test("move should redirect enemy attacks to the first ally that uses it", async () => {
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|     await game.classicMode.startBattle([SpeciesId.AMOONGUSS, SpeciesId.CHARIZARD]);
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| 
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|     const playerPokemon = game.scene.getPlayerField();
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| 
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|     game.move.select(MoveId.FOLLOW_ME);
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|     game.move.select(MoveId.FOLLOW_ME, 1);
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| 
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|     // Each player is targeted by an enemy
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|     await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER);
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|     await game.move.selectEnemyMove(MoveId.TACKLE, BattlerIndex.PLAYER_2);
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| 
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|     await game.phaseInterceptor.to(TurnEndPhase, false);
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| 
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|     playerPokemon.sort((a, b) => a.getEffectiveStat(Stat.SPD) - b.getEffectiveStat(Stat.SPD));
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| 
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|     expect(playerPokemon[1].hp).toBeLessThan(playerPokemon[1].getMaxHp());
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|     expect(playerPokemon[0].hp).toBe(playerPokemon[0].getMaxHp());
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|   });
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| 
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|   test("move effect should be bypassed by Stalwart", async () => {
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|     game.override.ability(AbilityId.STALWART);
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|     game.override.moveset([MoveId.QUICK_ATTACK]);
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| 
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|     await game.classicMode.startBattle([SpeciesId.AMOONGUSS, SpeciesId.CHARIZARD]);
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| 
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|     const enemyPokemon = game.scene.getEnemyField();
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| 
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|     game.move.select(MoveId.QUICK_ATTACK, 0, BattlerIndex.ENEMY);
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|     game.move.select(MoveId.QUICK_ATTACK, 1, BattlerIndex.ENEMY_2);
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| 
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|     // Target doesn't need to be specified if the move is self-targeted
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|     await game.move.selectEnemyMove(MoveId.FOLLOW_ME);
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|     await game.move.selectEnemyMove(MoveId.SPLASH);
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| 
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|     await game.phaseInterceptor.to(TurnEndPhase, false);
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| 
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|     // If redirection was bypassed, both enemies should be damaged
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|     expect(enemyPokemon[0].hp).toBeLessThan(enemyPokemon[0].getMaxHp());
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|     expect(enemyPokemon[1].hp).toBeLessThan(enemyPokemon[1].getMaxHp());
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|   });
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| 
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|   test("move effect should be bypassed by Snipe Shot", async () => {
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|     game.override.moveset([MoveId.SNIPE_SHOT]);
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| 
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|     await game.classicMode.startBattle([SpeciesId.AMOONGUSS, SpeciesId.CHARIZARD]);
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| 
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|     const enemyPokemon = game.scene.getEnemyField();
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| 
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|     game.move.select(MoveId.SNIPE_SHOT, 0, BattlerIndex.ENEMY);
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|     game.move.select(MoveId.SNIPE_SHOT, 1, BattlerIndex.ENEMY_2);
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| 
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|     await game.move.selectEnemyMove(MoveId.FOLLOW_ME);
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|     await game.move.selectEnemyMove(MoveId.SPLASH);
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| 
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|     await game.phaseInterceptor.to(TurnEndPhase, false);
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| 
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|     // If redirection was bypassed, both enemies should be damaged
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|     expect(enemyPokemon[0].hp).toBeLessThan(enemyPokemon[0].getMaxHp());
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|     expect(enemyPokemon[1].hp).toBeLessThan(enemyPokemon[1].getMaxHp());
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|   });
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| });
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