[Test] added revive function in gameManager & a double-battle test (#3298)
* added revive function in gamaManager & a double-battle test * extended timeout of double battle test referencing to battle test * less code, deleted unused param, clearer description of test * add back dbond to move in test * more straight forward testing * reverse back override * polish double battle test a bit
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@ -0,0 +1,64 @@
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import {
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BattleEndPhase,
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TurnInitPhase,
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} from "#app/phases";
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import GameManager from "#app/test/utils/gameManager";
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import { getMovePosition, } from "#app/test/utils/gameManagerUtils";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { SPLASH_ONLY } from "../utils/testUtils";
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import { Status, StatusEffect } from "#app/data/status-effect.js";
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describe("Test Battle Phase", () => {
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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({
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type: Phaser.HEADLESS,
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});
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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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});
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// double-battle player's pokemon both fainted in same round, then revive one, and next double battle summons two player's pokemon successfully.
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// (There were bugs that either only summon one when can summon two, player stuck in switchPhase etc)
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it("3v2 edge case: player summons 2 pokemon on the next battle after being fainted and revived", async() => {
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game.override.battleType("double").enemyMoveset(SPLASH_ONLY).moveset(SPLASH_ONLY);
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await game.startBattle([
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Species.BULBASAUR,
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Species.CHARIZARD,
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Species.SQUIRTLE,
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]);
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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for (const pokemon of game.scene.getPlayerField()) {
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expect(pokemon).toBeDefined();
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pokemon.hp = 0;
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pokemon.status = new Status(StatusEffect.FAINT);
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expect(pokemon.isFainted()).toBe(true);
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}
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await game.doKillOpponents();
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await game.phaseInterceptor.to(BattleEndPhase);
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game.doSelectModifier();
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const charizard = game.scene.getParty().findIndex(p => p.species.speciesId === Species.CHARIZARD);
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game.doRevivePokemon(charizard);
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await game.phaseInterceptor.to(TurnInitPhase);
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expect(game.scene.getPlayerField().filter(p => !p.isFainted())).toHaveLength(2);
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}, 20000);
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});
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@ -35,6 +35,7 @@ import { Button } from "#enums/buttons";
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import { BattlerIndex } from "#app/battle.js";
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import TargetSelectUiHandler from "#app/ui/target-select-ui-handler.js";
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import { OverridesHelper } from "./overridesHelper";
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import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type.js";
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/**
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* Class to manage the game state and transitions between phases.
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@ -328,4 +329,15 @@ export default class GameManager {
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(this.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.POKEMON, pokemonIndex, false);
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});
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}
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/**
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* Revive pokemon, currently player's only.
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* @param pokemonIndex the index of the pokemon in your party to revive
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*/
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doRevivePokemon(pokemonIndex: number) {
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const party = this.scene.getParty();
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const candidate = new ModifierTypeOption(modifierTypes.MAX_REVIVE(), 0);
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const modifier = candidate.type.newModifier(party[pokemonIndex]);
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this.scene.addModifier(modifier, false);
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}
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}
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