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