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

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import type { BattlerIndex } from "#app/battle";
import type Pokemon from "#app/field/pokemon";
import { PokemonMove } from "#app/field/pokemon";
import Overrides from "#app/overrides";
import type { 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 { Moves } from "#enums/moves";
import { getMovePosition } from "#test/utils/gameManagerUtils";
import { GameManagerHelper } from "#test/utils/helpers/gameManagerHelper";
import { vi } from "vitest";
/**
* 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.
*/
public 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.
*/
public 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
*/
public 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);
}
}
/**
* Forces the Paralysis or Freeze status to activate on the next move by temporarily mocking {@linkcode Overrides.STATUS_ACTIVATION_OVERRIDE},
* advancing to the next `MovePhase`, and then resetting the override to `null`
* @param activated - `true` to force the status to activate, `false` to force the status to not activate (will cause Freeze to heal)
*/
public async forceStatusActivation(activated: boolean): Promise<void> {
vi.spyOn(Overrides, "STATUS_ACTIVATION_OVERRIDE", "get").mockReturnValue(activated);
await this.game.phaseInterceptor.to("MovePhase");
vi.spyOn(Overrides, "STATUS_ACTIVATION_OVERRIDE", "get").mockReturnValue(null);
}
/**
* Used when the normal moveset override can't be used (such as when it's necessary to check updated properties of the moveset).
* @param pokemon - The pokemon being modified
* @param moveset - The moveset to use
*/
public changeMoveset(pokemon: Pokemon, moveset: Moves | Moves[]): void {
if (!Array.isArray(moveset)) {
moveset = [ moveset ];
}
pokemon.moveset = [];
moveset.forEach((move) => {
pokemon.moveset.push(new PokemonMove(move));
});
const movesetStr = moveset.map((moveId) => Moves[moveId]).join(", ");
console.log(`Pokemon ${pokemon.species.name}'s moveset manually set to ${movesetStr} (=[${moveset.join(", ")}])!`);
}
}