2025-01-12 15:33:05 -08:00
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import type { ArenaTrapTag } from "#app/data/arena-tag";
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import { ArenaTagSide } from "#app/data/arena-tag";
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2024-10-16 10:30:38 -04:00
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import { allMoves } from "#app/data/move";
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import { Abilities } from "#enums/abilities";
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import { ArenaTagType } from "#enums/arena-tag-type";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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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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2024-10-16 10:30:38 -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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import { BattlerIndex } from "#app/battle";
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import { StatusEffect } from "#enums/status-effect";
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import { PokemonInstantReviveModifier } from "#app/modifier/modifier";
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describe("Moves - Destiny Bond", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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const defaultParty = [ Species.BULBASAUR, Species.SQUIRTLE ];
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const enemyFirst = [ BattlerIndex.ENEMY, BattlerIndex.PLAYER ];
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const playerFirst = [ BattlerIndex.PLAYER, BattlerIndex.ENEMY ];
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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.battleType("single")
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.ability(Abilities.UNNERVE) // Pre-emptively prevent flakiness from opponent berries
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.enemySpecies(Species.RATTATA)
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.enemyAbility(Abilities.RUN_AWAY)
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.startingLevel(100) // Make sure tested moves KO
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.enemyLevel(5)
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.enemyMoveset(Moves.DESTINY_BOND);
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});
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it("should KO the opponent on the same turn", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset(moveToUse);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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});
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it("should KO the opponent on the next turn", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset([ Moves.SPLASH, moveToUse ]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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// Turn 1: Enemy uses Destiny Bond and doesn't faint
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game.move.select(Moves.SPLASH);
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await game.setTurnOrder(playerFirst);
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await game.toNextTurn();
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expect(enemyPokemon?.isFainted()).toBe(false);
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expect(playerPokemon?.isFainted()).toBe(false);
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// Turn 2: Player KO's the enemy before the enemy's turn
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game.move.select(moveToUse);
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await game.setTurnOrder(playerFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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});
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it("should fail if used twice in a row", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset([ Moves.SPLASH, moveToUse ]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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// Turn 1: Enemy uses Destiny Bond and doesn't faint
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game.move.select(Moves.SPLASH);
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await game.setTurnOrder(enemyFirst);
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await game.toNextTurn();
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expect(enemyPokemon?.isFainted()).toBe(false);
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expect(playerPokemon?.isFainted()).toBe(false);
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// Turn 2: Enemy should fail Destiny Bond then get KO'd
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(false);
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});
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it("should not KO the opponent if the user dies to weather", async () => {
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// Opponent will be reduced to 1 HP by False Swipe, then faint to Sandstorm
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const moveToUse = Moves.FALSE_SWIPE;
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game.override.moveset(moveToUse)
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.ability(Abilities.SAND_STREAM);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(false);
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});
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it("should not KO the opponent if the user had another turn", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset([ Moves.SPORE, moveToUse ]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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// Turn 1: Enemy uses Destiny Bond and doesn't faint
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game.move.select(Moves.SPORE);
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await game.setTurnOrder(enemyFirst);
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await game.toNextTurn();
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expect(enemyPokemon?.isFainted()).toBe(false);
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expect(playerPokemon?.isFainted()).toBe(false);
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expect(enemyPokemon?.status?.effect).toBe(StatusEffect.SLEEP);
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// Turn 2: Enemy should skip a turn due to sleep, then get KO'd
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(false);
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});
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it("should not KO an ally", async () => {
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game.override.moveset([ Moves.DESTINY_BOND, Moves.CRUNCH ])
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.battleType("double");
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await game.classicMode.startBattle([ Species.SHEDINJA, Species.BULBASAUR, Species.SQUIRTLE ]);
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const enemyPokemon0 = game.scene.getEnemyField()[0];
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const enemyPokemon1 = game.scene.getEnemyField()[1];
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const playerPokemon0 = game.scene.getPlayerField()[0];
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const playerPokemon1 = game.scene.getPlayerField()[1];
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// Shedinja uses Destiny Bond, then ally Bulbasaur KO's Shedinja with Crunch
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game.move.select(Moves.DESTINY_BOND, 0);
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game.move.select(Moves.CRUNCH, 1, BattlerIndex.PLAYER);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon0?.isFainted()).toBe(false);
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expect(enemyPokemon1?.isFainted()).toBe(false);
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expect(playerPokemon0?.isFainted()).toBe(true);
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expect(playerPokemon1?.isFainted()).toBe(false);
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});
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it("should not cause a crash if the user is KO'd by Ceaseless Edge", async () => {
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const moveToUse = Moves.CEASELESS_EDGE;
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vi.spyOn(allMoves[moveToUse], "accuracy", "get").mockReturnValue(100);
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game.override.moveset(moveToUse);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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// Ceaseless Edge spikes effect should still activate
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter.tagType).toBe(ArenaTagType.SPIKES);
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expect(tagAfter.layers).toBe(1);
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});
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it("should not cause a crash if the user is KO'd by Pledge moves", async () => {
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game.override.moveset([ Moves.GRASS_PLEDGE, Moves.WATER_PLEDGE ])
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.battleType("double");
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon0 = game.scene.getEnemyField()[0];
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const enemyPokemon1 = game.scene.getEnemyField()[1];
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const playerPokemon0 = game.scene.getPlayerField()[0];
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const playerPokemon1 = game.scene.getPlayerField()[1];
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game.move.select(Moves.GRASS_PLEDGE, 0, BattlerIndex.ENEMY);
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game.move.select(Moves.WATER_PLEDGE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2 ]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon0?.isFainted()).toBe(true);
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expect(enemyPokemon1?.isFainted()).toBe(false);
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expect(playerPokemon0?.isFainted()).toBe(false);
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expect(playerPokemon1?.isFainted()).toBe(true);
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// Pledge secondary effect should still activate
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.GRASS_WATER_PLEDGE, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter.tagType).toBe(ArenaTagType.GRASS_WATER_PLEDGE);
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});
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/**
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* In particular, this should prevent something like
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* {@link https://github.com/pagefaultgames/pokerogue/issues/4219}
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* from occurring with fainting by KO'ing a Destiny Bond user with U-Turn.
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*/
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it("should not allow the opponent to revive via Reviver Seed", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset(moveToUse)
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.startingHeldItems([{ name: "REVIVER_SEED" }]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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// Check that the Tackle user's Reviver Seed did not activate
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const revSeeds = game.scene.getModifiers(PokemonInstantReviveModifier).filter(m => m.pokemonId === playerPokemon?.id);
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expect(revSeeds.length).toBe(1);
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});
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});
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