adding tests

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PrabbyDD 2024-11-20 15:41:19 -08:00
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commit 8b1bbdfe35
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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/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
describe("Moves - Lunar Dance", () => {
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
.moveset([ Moves.LUNAR_DANCE, Moves.SPLASH ])
.statusEffect(StatusEffect.BURN)
.battleType("double")
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("should full restore HP, PP and status of switched in pokemon, using lunar dance after should fail because no pokemon in party", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR, Species.ODDISH, Species.RATTATA ]);
let leftPlayer = game.scene.getPlayerParty()[0];
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
// Bulbasaur should still be burned and have used a PP for splash and not at max hp
expect(leftPlayer.status?.effect).toBe(StatusEffect.BURN);
expect(leftPlayer.moveset[1]?.ppUsed).toBe(1);
expect(leftPlayer.hp).toBeLessThan(leftPlayer.getMaxHp());
// Switch out Bulbasaur for Rattata so we can swtich bulbasaur back in with lunar dance
game.doSwitchPokemon(2);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.LUNAR_DANCE);
game.doSelectPartyPokemon(2);
await game.phaseInterceptor.to("SwitchPhase", false);
await game.toNextTurn();
// Bulbasaur should NOT have any status and have full PP for splash and be at max hp
expect(leftPlayer.status?.effect).toBeUndefined();
expect(leftPlayer.moveset[1]?.ppUsed).toBe(0);
expect(leftPlayer.hp).toBe(leftPlayer.getMaxHp());
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.LUNAR_DANCE);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
leftPlayer = game.scene.getPlayerParty()[0];
// Using Lunar dance again should fail because nothing in party and rattata should be alive
expect(leftPlayer.status?.effect).toBe(StatusEffect.BURN);
expect(leftPlayer.hp).toBeLessThan(leftPlayer.getMaxHp());
});
});