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[Test] Fix some test flakiness involving doKillOpponents()
(#4571)
* [Test] Fix some test flakiness involving game.doKillOpponents() * PR Feedback * Fix linting --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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@ -5,6 +5,7 @@ import { Moves } from "#app/enums/moves";
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import { Biome } from "#app/enums/biome";
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import { Mode } from "#app/ui/ui";
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import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler";
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import { Species } from "#enums/species";
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//const TIMEOUT = 20 * 1000;
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@ -53,12 +54,11 @@ describe("Shop modifications", async () => {
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game.override
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.startingWave(9)
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.startingBiome(Biome.ICE_CAVE) // Will lead to Snowy Forest with randomly generated weather
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.startingBiome(Biome.ICE_CAVE)
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.battleType("single")
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.startingLevel(100) // Avoid levelling up
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.enemyLevel(1000) // Avoid opponent dying before game.doKillOpponents()
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.disableTrainerWaves()
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.moveset([ Moves.KOWTOW_CLEAVE ])
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.moveset([ Moves.SPLASH ])
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.enemyMoveset(Moves.SPLASH);
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game.modifiers
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.addCheck("EVIOLITE")
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@ -71,9 +71,8 @@ describe("Shop modifications", async () => {
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});
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it("should not have Eviolite and Mini Black Hole available in Classic if not unlocked", async () => {
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await game.classicMode.startBattle();
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game.move.select(Moves.KOWTOW_CLEAVE);
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await game.phaseInterceptor.to("DamagePhase");
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await game.classicMode.startBattle([ Species.BULBASAUR ]);
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game.move.select(Moves.SPLASH);
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await game.doKillOpponents();
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await game.phaseInterceptor.to("BattleEndPhase");
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game.onNextPrompt("SelectModifierPhase", Mode.MODIFIER_SELECT, () => {
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@ -86,8 +85,7 @@ describe("Shop modifications", async () => {
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it("should have Eviolite and Mini Black Hole available in Daily", async () => {
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await game.dailyMode.startBattle();
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game.move.select(Moves.KOWTOW_CLEAVE);
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await game.phaseInterceptor.to("DamagePhase");
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game.move.select(Moves.SPLASH);
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await game.doKillOpponents();
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await game.phaseInterceptor.to("BattleEndPhase");
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game.onNextPrompt("SelectModifierPhase", Mode.MODIFIER_SELECT, () => {
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@ -44,15 +44,13 @@ describe("Reload", () => {
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.startingWave(10)
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.battleType("single")
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.startingLevel(100) // Avoid levelling up
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.enemyLevel(1000) // Avoid opponent dying before game.doKillOpponents()
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.disableTrainerWaves()
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.moveset([ Moves.KOWTOW_CLEAVE ])
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.moveset([ Moves.SPLASH ])
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.enemyMoveset(Moves.SPLASH);
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await game.dailyMode.startBattle();
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// Transition from Wave 10 to Wave 11 in order to trigger biome switch
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game.move.select(Moves.KOWTOW_CLEAVE);
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await game.phaseInterceptor.to("DamagePhase");
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game.move.select(Moves.SPLASH);
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await game.doKillOpponents();
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game.onNextPrompt("SelectBiomePhase", Mode.OPTION_SELECT, () => {
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(game.scene.time as MockClock).overrideDelay = null;
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@ -79,15 +77,13 @@ describe("Reload", () => {
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.startingBiome(Biome.ICE_CAVE) // Will lead to Snowy Forest with randomly generated weather
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.battleType("single")
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.startingLevel(100) // Avoid levelling up
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.enemyLevel(1000) // Avoid opponent dying before game.doKillOpponents()
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.disableTrainerWaves()
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.moveset([ Moves.KOWTOW_CLEAVE ])
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.moveset([ Moves.SPLASH ])
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.enemyMoveset(Moves.SPLASH);
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await game.classicMode.startBattle(); // Apparently daily mode would override the biome
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// Transition from Wave 10 to Wave 11 in order to trigger biome switch
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game.move.select(Moves.KOWTOW_CLEAVE);
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await game.phaseInterceptor.to("DamagePhase");
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game.move.select(Moves.SPLASH);
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await game.doKillOpponents();
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await game.toNextWave();
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expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
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