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* Reworked status code, fixed bugs and added Rest tests * Fixed rest bug * Fixed bugs, split up status code, re-added required Rest parameter * Cleaned up comments and such * Added edge case to rest about locales * Maybe did stuff * Split up `trySetStatus` fully; fixed rest turn order display to match mainline * Reverted healing changes to move to other PR * Fixed message code a bit * Condensed all status immunity tests under 1 roof * Fixed the tests * Added pollen puff tests back again * Fixed swallow test * Reverted swallow test fixing in other prs * Fixed pollen puff * Fixed cirrc dep isuse * fixed stockpile to no longer fail on stack full * Fixed rest thing...? * readded swallow conds * Fixed tests * wip * Fixed tests * Added pokemon heal phase to the turn queue * ddddd * Fixed the tests * Fixed corrosion test * Ran linting * Fixed infiltrator bug * Fix pokemon.ts * Update move.ts * Update corrosion.test.ts * Update pokemon.ts documentation * Remove missed line in TSDocs * Update pokemon.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update modifier.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update modifier.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update obtain-status-effect-phase.ts * Fix merge issues and apply Biome * Revert pokemon-heal-phase.ts * ddddd * Fixed test file syntax err * Update toxic spikes status set text to be quiet * ran biome * ran boime * Prevent rest failure message from displaying outside of move phase --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
95 lines
3.5 KiB
TypeScript
95 lines
3.5 KiB
TypeScript
import { PostTurnResetStatusAbAttr } from "#abilities/ability";
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import { allAbilities } from "#data/data-lists";
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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 { StatusEffect } from "#enums/status-effect";
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import type { Pokemon } from "#field/pokemon";
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import { GameManager } from "#test/test-utils/game-manager";
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import { isNullOrUndefined } from "#utils/common";
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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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describe("Abilities - Healer", () => {
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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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.moveset([MoveId.SPLASH])
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.ability(AbilityId.BALL_FETCH)
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.battleStyle("double")
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.criticalHits(false)
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.enemySpecies(SpeciesId.MAGIKARP)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH);
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// Mock healer to have a 100% chance of healing its ally
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vi.spyOn(allAbilities[AbilityId.HEALER].getAttrs("PostTurnResetStatusAbAttr")[0], "getCondition").mockReturnValue(
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(pokemon: Pokemon) => !isNullOrUndefined(pokemon.getAlly()),
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);
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});
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it("should not queue a message phase for healing if the ally has fainted", async () => {
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const abSpy = vi.spyOn(PostTurnResetStatusAbAttr.prototype, "canApply");
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game.override.moveset([MoveId.SPLASH, MoveId.LUNAR_DANCE]);
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]);
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const user = game.field.getPlayerPokemon();
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// Only want one magikarp to have the ability
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vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[AbilityId.HEALER]);
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game.move.select(MoveId.SPLASH);
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// faint the ally
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game.move.select(MoveId.LUNAR_DANCE, 1);
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await game.phaseInterceptor.to("TurnEndPhase");
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// It's not enough to just test that the ally still has its status.
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// We need to ensure that the ability failed to meet its condition
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expect(abSpy).toHaveReturnedWith(false);
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});
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it("should heal the status of an ally if the ally has a status", async () => {
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]);
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const [user, ally] = game.scene.getPlayerField();
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// Only want one magikarp to have the ability.
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vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[AbilityId.HEALER]);
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ally.doSetStatus(StatusEffect.BURN);
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game.move.select(MoveId.SPLASH);
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game.move.select(MoveId.SPLASH, 1);
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await game.phaseInterceptor.to("TurnEndPhase");
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await game.toNextTurn();
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expect(ally.status?.effect, "status effect was not healed").toBeFalsy();
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});
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// TODO: Healer is currently checked before the
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it.todo("should heal a burn before its end of turn damage", async () => {
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await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.MAGIKARP]);
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const [user, ally] = game.scene.getPlayerField();
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// Only want one magikarp to have the ability.
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vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[AbilityId.HEALER]);
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ally.doSetStatus(StatusEffect.BURN);
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game.move.select(MoveId.SPLASH);
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game.move.select(MoveId.SPLASH, 1);
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await game.phaseInterceptor.to("TurnEndPhase");
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await game.toNextTurn();
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expect(ally.status?.effect, "status effect was not healed").toBeFalsy();
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expect(ally.hp).toBe(ally.getMaxHp());
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});
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});
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