[Bug] Fixes Lunar Blessing only healing twice on the user instead of ally (#3701)
* Sets Lunar Blessing selfTarget healing to false * Removes redundant lines * Adds unit test for Lunar Blessing * Adjusts unit tests to spy on function calls
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@ -8632,7 +8632,6 @@ export function initMoves() {
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.attr(StatusEffectAttr, StatusEffect.BURN),
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new StatusMove(Moves.JUNGLE_HEALING, Type.GRASS, -1, 10, -1, 0, 8)
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.attr(HealAttr, 0.25, true, false)
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.attr(HealStatusEffectAttr, true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
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.attr(HealStatusEffectAttr, false, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
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.target(MoveTarget.USER_AND_ALLIES),
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new AttackMove(Moves.WICKED_BLOW, Type.DARK, MoveCategory.PHYSICAL, 75, 100, 5, -1, 0, 8)
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@ -8736,8 +8735,7 @@ export function initMoves() {
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.windMove()
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new StatusMove(Moves.LUNAR_BLESSING, Type.PSYCHIC, -1, 5, -1, 0, 8)
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.attr(HealAttr, 0.25)
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.attr(HealStatusEffectAttr, true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
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.attr(HealAttr, 0.25, true, false)
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.attr(HealStatusEffectAttr, false, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
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.target(MoveTarget.USER_AND_ALLIES)
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.triageMove(),
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@ -0,0 +1,83 @@
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import { StatusEffect } from "#app/enums/status-effect.js";
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import { CommandPhase } from "#app/phases/command-phase.js";
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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 { SPLASH_ONLY } from "#test/utils/testUtils";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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describe("Moves - Lunar Blessing", () => {
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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({ type: Phaser.HEADLESS });
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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.battleType("double");
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game.override.enemySpecies(Species.SHUCKLE);
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.enemyAbility(Abilities.BALL_FETCH);
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game.override.moveset([Moves.LUNAR_BLESSING, Moves.SPLASH]);
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game.override.ability(Abilities.BALL_FETCH);
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});
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it("should restore 25% HP of the user and its ally", async () => {
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await game.startBattle([Species.RATTATA, Species.RATTATA]);
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const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
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vi.spyOn(leftPlayer, "getMaxHp").mockReturnValue(100);
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vi.spyOn(rightPlayer, "getMaxHp").mockReturnValue(100);
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const initialHp = 1;
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leftPlayer["hp"] = initialHp;
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rightPlayer["hp"] = initialHp;
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const expectedHeal = 25;
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vi.spyOn(leftPlayer, "heal");
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vi.spyOn(rightPlayer, "heal");
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game.move.select(Moves.LUNAR_BLESSING, 0);
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await game.phaseInterceptor.to(CommandPhase);
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game.move.select(Moves.SPLASH, 1);
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await game.toNextTurn();
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expect(leftPlayer.heal).toHaveBeenCalledOnce();
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expect(leftPlayer.heal).toHaveReturnedWith(expectedHeal);
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expect(rightPlayer.heal).toHaveBeenCalledOnce();
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expect(rightPlayer.heal).toHaveReturnedWith(expectedHeal);
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});
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it("should cure status effect of the user and its ally", async () => {
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game.override.statusEffect(StatusEffect.BURN);
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await game.startBattle([Species.RATTATA, Species.RATTATA]);
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const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
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vi.spyOn(leftPlayer, "resetStatus");
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vi.spyOn(rightPlayer, "resetStatus");
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game.move.select(Moves.LUNAR_BLESSING, 0);
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await game.phaseInterceptor.to(CommandPhase);
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game.move.select(Moves.SPLASH, 1);
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await game.toNextTurn();
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expect(leftPlayer.resetStatus).toHaveBeenCalledOnce();
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expect(rightPlayer.resetStatus).toHaveBeenCalledOnce();
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expect(leftPlayer.status?.effect).toBeUndefined();
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expect(rightPlayer.status?.effect).toBeUndefined();
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});
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});
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