2024-09-02 22:59:48 -07:00
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import { BattlerIndex } from "#app/battle";
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2024-09-02 22:12:34 -04:00
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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2024-09-02 22:59:48 -07:00
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import { Stat } from "#enums/stat";
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2025-02-22 22:52:07 -06:00
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import GameManager from "#test/testUtils/gameManager";
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2024-09-02 22:12:34 -04:00
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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 - Beast Boost", () => {
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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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.battleType("single")
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.enemySpecies(Species.BULBASAUR)
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.enemyAbility(Abilities.BEAST_BOOST)
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.ability(Abilities.BEAST_BOOST)
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.startingLevel(2000)
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.moveset([ Moves.FLAMETHROWER ])
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2024-09-09 09:55:11 -07:00
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.enemyMoveset(Moves.SPLASH);
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2024-09-02 22:12:34 -04:00
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});
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it("should prefer highest stat to boost its corresponding stat stage by 1 when winning a battle", async() => {
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2024-10-04 13:08:31 +08:00
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await game.classicMode.startBattle([ Species.SLOWBRO ]);
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2024-09-02 22:12:34 -04:00
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const playerPokemon = game.scene.getPlayerPokemon()!;
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2024-09-02 22:59:48 -07:00
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// Set the pokemon's highest stat to DEF, so it should be picked by Beast Boost
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vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([ 10000, 100, 1000, 200, 100, 100 ]);
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console.log(playerPokemon.stats);
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2024-09-02 22:12:34 -04:00
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expect(playerPokemon.getStatStage(Stat.DEF)).toBe(0);
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game.move.select(Moves.FLAMETHROWER);
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2024-09-02 22:59:48 -07:00
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await game.phaseInterceptor.to("VictoryPhase");
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2024-09-02 22:12:34 -04:00
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expect(playerPokemon.getStatStage(Stat.DEF)).toBe(1);
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}, 20000);
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it("should use in-battle overriden stats when determining the stat stage to raise by 1", async() => {
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2024-10-04 13:08:31 +08:00
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game.override.enemyMoveset([ Moves.GUARD_SPLIT ]);
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2024-09-02 22:12:34 -04:00
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2024-10-04 13:08:31 +08:00
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await game.classicMode.startBattle([ Species.SLOWBRO ]);
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2024-09-02 22:12:34 -04:00
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const playerPokemon = game.scene.getPlayerPokemon()!;
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2024-09-02 22:59:48 -07:00
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// If the opponent uses Guard Split, the pokemon's second highest stat (SPATK) should be chosen
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vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([ 10000, 100, 201, 200, 100, 100 ]);
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2024-09-02 22:12:34 -04:00
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0);
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game.move.select(Moves.FLAMETHROWER);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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2024-09-02 22:59:48 -07:00
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await game.phaseInterceptor.to("VictoryPhase");
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2024-09-02 22:12:34 -04:00
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1);
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}, 20000);
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it("should have order preference in case of stat ties", async() => {
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// Order preference follows the order of EFFECTIVE_STAT
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2024-10-04 13:08:31 +08:00
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await game.classicMode.startBattle([ Species.SLOWBRO ]);
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2024-09-02 22:12:34 -04:00
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const playerPokemon = game.scene.getPlayerPokemon()!;
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// Set up tie between SPATK, SPDEF, and SPD, where SPATK should win
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vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([ 10000, 1, 1, 100, 100, 100 ]);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0);
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game.move.select(Moves.FLAMETHROWER);
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2024-09-02 22:59:48 -07:00
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await game.phaseInterceptor.to("VictoryPhase");
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2024-09-02 22:12:34 -04:00
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1);
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}, 20000);
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});
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