pokerogue/src/test/moves/dragon_tail.test.ts

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import { BattlerIndex } from "#app/battle";
import { allMoves } from "#app/data/move";
import { BattleEndPhase } from "#app/phases/battle-end-phase";
import { BerryPhase } from "#app/phases/berry-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, test, vi } from "vitest";
import GameManager from "../utils/gameManager";
import { SPLASH_ONLY } from "../utils/testUtils";
const TIMEOUT = 20 * 1000;
describe("Moves - Dragon Tail", () => {
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("single")
.moveset([Moves.DRAGON_TAIL, Moves.SPLASH])
.enemySpecies(Species.WAILORD)
.enemyMoveset(SPLASH_ONLY)
.startingLevel(5)
.enemyLevel(5);
vi.spyOn(allMoves[Moves.DRAGON_TAIL], "accuracy", "get").mockReturnValue(100);
});
test(
"Single battle should cause opponent to flee, and not crash",
async () => {
await game.startBattle([Species.DRATINI]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.DRAGON_TAIL);
await game.phaseInterceptor.to(BerryPhase);
const isVisible = enemyPokemon.visible;
const hasFled = enemyPokemon.wildFlee;
expect(!isVisible && hasFled).toBe(true);
// simply want to test that the game makes it this far without crashing
await game.phaseInterceptor.to(BattleEndPhase);
}, TIMEOUT
);
test(
"Single battle should cause opponent to flee, display ability, and not crash",
async () => {
game.override.enemyAbility(Abilities.ROUGH_SKIN);
await game.startBattle([Species.DRATINI]);
const leadPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.DRAGON_TAIL);
await game.phaseInterceptor.to(BerryPhase);
const isVisible = enemyPokemon.visible;
const hasFled = enemyPokemon.wildFlee;
expect(!isVisible && hasFled).toBe(true);
expect(leadPokemon.hp).toBeLessThan(leadPokemon.getMaxHp());
}, TIMEOUT
);
test(
"Double battles should proceed without crashing",
async () => {
game.override.battleType("double").enemyMoveset(SPLASH_ONLY);
game.override.moveset([Moves.DRAGON_TAIL, Moves.SPLASH, Moves.FLAMETHROWER])
.enemyAbility(Abilities.ROUGH_SKIN);
await game.startBattle([Species.DRATINI, Species.DRATINI, Species.WAILORD, Species.WAILORD]);
const leadPokemon = game.scene.getParty()[0]!;
const enemyLeadPokemon = game.scene.getEnemyParty()[0]!;
const enemySecPokemon = game.scene.getEnemyParty()[1]!;
game.move.select(Moves.DRAGON_TAIL, 0, BattlerIndex.ENEMY);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(TurnEndPhase);
const isVisibleLead = enemyLeadPokemon.visible;
const hasFledLead = enemyLeadPokemon.wildFlee;
const isVisibleSec = enemySecPokemon.visible;
const hasFledSec = enemySecPokemon.wildFlee;
expect(!isVisibleLead && hasFledLead && isVisibleSec && !hasFledSec).toBe(true);
expect(leadPokemon.hp).toBeLessThan(leadPokemon.getMaxHp());
// second turn
game.move.select(Moves.FLAMETHROWER, 0, BattlerIndex.ENEMY_2);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(BerryPhase);
expect(enemySecPokemon.hp).toBeLessThan(enemySecPokemon.getMaxHp());
}, TIMEOUT
);
test(
"Flee move redirection works",
async () => {
game.override.battleType("double").enemyMoveset(SPLASH_ONLY);
game.override.moveset([Moves.DRAGON_TAIL, Moves.SPLASH, Moves.FLAMETHROWER]);
game.override.enemyAbility(Abilities.ROUGH_SKIN);
await game.startBattle([Species.DRATINI, Species.DRATINI, Species.WAILORD, Species.WAILORD]);
const leadPokemon = game.scene.getParty()[0]!;
const secPokemon = game.scene.getParty()[1]!;
const enemyLeadPokemon = game.scene.getEnemyParty()[0]!;
const enemySecPokemon = game.scene.getEnemyParty()[1]!;
game.move.select(Moves.DRAGON_TAIL, 0, BattlerIndex.ENEMY);
// target the same pokemon, second move should be redirected after first flees
game.move.select(Moves.DRAGON_TAIL, 1, BattlerIndex.ENEMY);
await game.phaseInterceptor.to(BerryPhase);
const isVisibleLead = enemyLeadPokemon.visible;
const hasFledLead = enemyLeadPokemon.wildFlee;
const isVisibleSec = enemySecPokemon.visible;
const hasFledSec = enemySecPokemon.wildFlee;
expect(!isVisibleLead && hasFledLead && !isVisibleSec && hasFledSec).toBe(true);
expect(leadPokemon.hp).toBeLessThan(leadPokemon.getMaxHp());
expect(secPokemon.hp).toBeLessThan(secPokemon.getMaxHp());
expect(enemyLeadPokemon.hp).toBeLessThan(enemyLeadPokemon.getMaxHp());
expect(enemySecPokemon.hp).toBeLessThan(enemySecPokemon.getMaxHp());
}, TIMEOUT
);
});