2024-09-07 21:37:37 -07:00
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import { StatusEffect } from "#app/enums/status-effect";
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import { CommandPhase } from "#app/phases/command-phase";
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2024-08-25 15:58:28 -04:00
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import { Abilities } from "#enums/abilities";
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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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2024-08-25 15:58:28 -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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describe("Moves - Lunar Blessing", () => {
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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({ type: Phaser.HEADLESS });
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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("double");
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game.override.enemySpecies(Species.SHUCKLE);
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2024-09-09 09:55:11 -07:00
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game.override.enemyMoveset(Moves.SPLASH);
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2024-08-25 15:58:28 -04:00
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game.override.enemyAbility(Abilities.BALL_FETCH);
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2024-10-04 13:08:31 +08:00
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game.override.moveset([ Moves.LUNAR_BLESSING, Moves.SPLASH ]);
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2024-08-25 15:58:28 -04:00
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game.override.ability(Abilities.BALL_FETCH);
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});
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it("should restore 25% HP of the user and its ally", async () => {
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2024-10-04 13:08:31 +08:00
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await game.startBattle([ Species.RATTATA, Species.RATTATA ]);
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const [ leftPlayer, rightPlayer ] = game.scene.getPlayerField();
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2024-08-25 15:58:28 -04:00
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vi.spyOn(leftPlayer, "getMaxHp").mockReturnValue(100);
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vi.spyOn(rightPlayer, "getMaxHp").mockReturnValue(100);
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const initialHp = 1;
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leftPlayer["hp"] = initialHp;
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rightPlayer["hp"] = initialHp;
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const expectedHeal = 25;
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vi.spyOn(leftPlayer, "heal");
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vi.spyOn(rightPlayer, "heal");
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game.move.select(Moves.LUNAR_BLESSING, 0);
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await game.phaseInterceptor.to(CommandPhase);
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game.move.select(Moves.SPLASH, 1);
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await game.toNextTurn();
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expect(leftPlayer.heal).toHaveBeenCalledOnce();
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expect(leftPlayer.heal).toHaveReturnedWith(expectedHeal);
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expect(rightPlayer.heal).toHaveBeenCalledOnce();
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expect(rightPlayer.heal).toHaveReturnedWith(expectedHeal);
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});
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it("should cure status effect of the user and its ally", async () => {
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game.override.statusEffect(StatusEffect.BURN);
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2024-10-04 13:08:31 +08:00
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await game.startBattle([ Species.RATTATA, Species.RATTATA ]);
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const [ leftPlayer, rightPlayer ] = game.scene.getPlayerField();
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2024-08-25 15:58:28 -04:00
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vi.spyOn(leftPlayer, "resetStatus");
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vi.spyOn(rightPlayer, "resetStatus");
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game.move.select(Moves.LUNAR_BLESSING, 0);
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await game.phaseInterceptor.to(CommandPhase);
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game.move.select(Moves.SPLASH, 1);
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await game.toNextTurn();
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expect(leftPlayer.resetStatus).toHaveBeenCalledOnce();
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expect(rightPlayer.resetStatus).toHaveBeenCalledOnce();
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expect(leftPlayer.status?.effect).toBeUndefined();
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expect(rightPlayer.status?.effect).toBeUndefined();
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});
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});
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