pokerogue/src/test/utils/helpers/moveHelper.ts

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import { BattlerIndex } from "#app/battle";
import { Moves } from "#app/enums/moves";
import { CommandPhase } from "#app/phases/command-phase";
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
import { Command } from "#app/ui/command-ui-handler";
import { Mode } from "#app/ui/ui";
import { vi } from "vitest";
import { getMovePosition } from "../gameManagerUtils";
import { GameManagerHelper } from "./gameManagerHelper";
/**
* Helper to handle a Pokemon's move
*/
export class MoveHelper extends GameManagerHelper {
/**
* Intercepts {@linkcode MoveEffectPhase} and mocks the
* {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `true`.
* Used to force a move to hit.
*/
async forceHit(): Promise<void> {
await this.game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(this.game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
}
/**
* Intercepts {@linkcode MoveEffectPhase} and mocks the
* {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `false`.
* Used to force a move to miss.
* @param firstTargetOnly Whether the move should force miss on the first target only, in the case of multi-target moves.
*/
async forceMiss(firstTargetOnly: boolean = false): Promise<void> {
await this.game.phaseInterceptor.to(MoveEffectPhase, false);
const hitCheck = vi.spyOn(this.game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck");
if (firstTargetOnly) {
hitCheck.mockReturnValueOnce(false);
} else {
hitCheck.mockReturnValue(false);
}
}
/**
* Select the move to be used by the given Pokemon(-index). Triggers during the next {@linkcode CommandPhase}
* @param move the move to use
* @param pkmIndex the pokemon index. Relevant for double-battles only (defaults to 0)
* @param targetIndex The {@linkcode BattlerIndex} of the Pokemon to target for single-target moves, or `null` if a manual call to `selectTarget()` is required
*/
select(move: Moves, pkmIndex: 0 | 1 = 0, targetIndex?: BattlerIndex | null) {
const movePosition = getMovePosition(this.game.scene, pkmIndex, move);
this.game.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
this.game.scene.ui.setMode(Mode.FIGHT, (this.game.scene.getCurrentPhase() as CommandPhase).getFieldIndex());
});
this.game.onNextPrompt("CommandPhase", Mode.FIGHT, () => {
(this.game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false);
});
if (targetIndex !== null) {
this.game.selectTarget(movePosition, targetIndex);
}
}
}