pokerogue/test/moves/lunar_blessing.test.ts

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import { StatusEffect } from "#app/enums/status-effect";
import { CommandPhase } from "#app/phases/command-phase";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Moves - Lunar Blessing", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({ type: Phaser.HEADLESS });
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override.battleType("double");
game.override.enemySpecies(Species.SHUCKLE);
game.override.enemyMoveset(Moves.SPLASH);
game.override.enemyAbility(Abilities.BALL_FETCH);
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game.override.moveset([ Moves.LUNAR_BLESSING, Moves.SPLASH ]);
game.override.ability(Abilities.BALL_FETCH);
});
it("should restore 25% HP of the user and its ally", async () => {
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await game.startBattle([ Species.RATTATA, Species.RATTATA ]);
const [ leftPlayer, rightPlayer ] = game.scene.getPlayerField();
vi.spyOn(leftPlayer, "getMaxHp").mockReturnValue(100);
vi.spyOn(rightPlayer, "getMaxHp").mockReturnValue(100);
const initialHp = 1;
leftPlayer["hp"] = initialHp;
rightPlayer["hp"] = initialHp;
const expectedHeal = 25;
vi.spyOn(leftPlayer, "heal");
vi.spyOn(rightPlayer, "heal");
game.move.select(Moves.LUNAR_BLESSING, 0);
await game.phaseInterceptor.to(CommandPhase);
game.move.select(Moves.SPLASH, 1);
await game.toNextTurn();
expect(leftPlayer.heal).toHaveBeenCalledOnce();
expect(leftPlayer.heal).toHaveReturnedWith(expectedHeal);
expect(rightPlayer.heal).toHaveBeenCalledOnce();
expect(rightPlayer.heal).toHaveReturnedWith(expectedHeal);
});
it("should cure status effect of the user and its ally", async () => {
game.override.statusEffect(StatusEffect.BURN);
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await game.startBattle([ Species.RATTATA, Species.RATTATA ]);
const [ leftPlayer, rightPlayer ] = game.scene.getPlayerField();
vi.spyOn(leftPlayer, "resetStatus");
vi.spyOn(rightPlayer, "resetStatus");
game.move.select(Moves.LUNAR_BLESSING, 0);
await game.phaseInterceptor.to(CommandPhase);
game.move.select(Moves.SPLASH, 1);
await game.toNextTurn();
expect(leftPlayer.resetStatus).toHaveBeenCalledOnce();
expect(rightPlayer.resetStatus).toHaveBeenCalledOnce();
expect(leftPlayer.status?.effect).toBeUndefined();
expect(rightPlayer.status?.effect).toBeUndefined();
});
});