mirror of
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90 lines
3.3 KiB
TypeScript
90 lines
3.3 KiB
TypeScript
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import { Biome } from "#app/enums/biome.js";
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import { Species } from "#app/enums/species.js";
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import { GameModes, getGameMode } from "#app/game-mode.js";
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import { EncounterPhase, SelectStarterPhase } from "#app/phases.js";
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import { Mode } from "#app/ui/ui.js";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import GameManager from "./utils/gameManager";
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import { generateStarter } from "./utils/gameManagerUtils";
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const FinalWave = {
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Classic: 200,
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};
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describe("Final Boss", () => {
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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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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override.startingWave(FinalWave.Classic).startingBiome(Biome.END).disableCrits();
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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it("should spawn Eternatus on wave 200 in END biome", async () => {
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await runToFinalBossEncounter(game, [Species.BIDOOF]);
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expect(game.scene.currentBattle.waveIndex).toBe(FinalWave.Classic);
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expect(game.scene.arena.biomeType).toBe(Biome.END);
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expect(game.scene.getEnemyPokemon().species.speciesId).toBe(Species.ETERNATUS);
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});
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it("should NOT spawn Eternatus before wave 200 in END biome", async () => {
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game.override.startingWave(FinalWave.Classic - 1);
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await runToFinalBossEncounter(game, [Species.BIDOOF]);
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expect(game.scene.currentBattle.waveIndex).not.toBe(FinalWave.Classic);
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expect(game.scene.arena.biomeType).toBe(Biome.END);
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expect(game.scene.getEnemyPokemon().species.speciesId).not.toBe(Species.ETERNATUS);
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});
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it("should NOT spawn Eternatus outside of END biome", async () => {
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game.override.startingBiome(Biome.FOREST);
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await runToFinalBossEncounter(game, [Species.BIDOOF]);
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expect(game.scene.currentBattle.waveIndex).toBe(FinalWave.Classic);
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expect(game.scene.arena.biomeType).not.toBe(Biome.END);
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expect(game.scene.getEnemyPokemon().species.speciesId).not.toBe(Species.ETERNATUS);
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});
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it.todo("should change form on direct hit down to last boss fragment", () => {});
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});
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/**
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* Helper function to run to the final boss encounter as it's a bit tricky due to extra dialogue
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* @param game - The game manager
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*/
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async function runToFinalBossEncounter(game: GameManager, species: Species[]) {
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console.log("===to final boss encounter===");
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await game.runToTitle();
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game.onNextPrompt("TitlePhase", Mode.TITLE, () => {
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game.scene.gameMode = getGameMode(GameModes.CLASSIC);
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const starters = generateStarter(game.scene, species);
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const selectStarterPhase = new SelectStarterPhase(game.scene);
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game.scene.pushPhase(new EncounterPhase(game.scene, false));
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selectStarterPhase.initBattle(starters);
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});
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game.onNextPrompt("EncounterPhase", Mode.MESSAGE, async () => {
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// This will skip all entry dialogue (I can't figure out a way to sequentially handle the 8 chained messages via 1 prompt handler)
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game.setMode(Mode.MESSAGE);
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const encounterPhase = game.scene.getCurrentPhase() as EncounterPhase;
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// No need to end phase, this will do it for you
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encounterPhase.doEncounterCommon(false);
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});
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await game.phaseInterceptor.to(EncounterPhase, true);
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console.log("===finished run to final boss encounter===");
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}
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