[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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schmidtc1 2024-08-25 15:58:28 -04:00 committed by GitHub
parent 4162762a0e
commit 93f658b624
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2 changed files with 84 additions and 3 deletions

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@ -8632,7 +8632,6 @@ export function initMoves() {
.attr(StatusEffectAttr, StatusEffect.BURN),
new StatusMove(Moves.JUNGLE_HEALING, Type.GRASS, -1, 10, -1, 0, 8)
.attr(HealAttr, 0.25, true, false)
.attr(HealStatusEffectAttr, true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
.attr(HealStatusEffectAttr, false, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
.target(MoveTarget.USER_AND_ALLIES),
new AttackMove(Moves.WICKED_BLOW, Type.DARK, MoveCategory.PHYSICAL, 75, 100, 5, -1, 0, 8)
@ -8736,8 +8735,7 @@ export function initMoves() {
.windMove()
.target(MoveTarget.ALL_NEAR_ENEMIES),
new StatusMove(Moves.LUNAR_BLESSING, Type.PSYCHIC, -1, 5, -1, 0, 8)
.attr(HealAttr, 0.25)
.attr(HealStatusEffectAttr, true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
.attr(HealAttr, 0.25, true, false)
.attr(HealStatusEffectAttr, false, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
.target(MoveTarget.USER_AND_ALLIES)
.triageMove(),

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@ -0,0 +1,83 @@
import { StatusEffect } from "#app/enums/status-effect.js";
import { CommandPhase } from "#app/phases/command-phase.js";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import { SPLASH_ONLY } from "#test/utils/testUtils";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Moves - Lunar Blessing", () => {
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.battleType("double");
game.override.enemySpecies(Species.SHUCKLE);
game.override.enemyMoveset(SPLASH_ONLY);
game.override.enemyAbility(Abilities.BALL_FETCH);
game.override.moveset([Moves.LUNAR_BLESSING, Moves.SPLASH]);
game.override.ability(Abilities.BALL_FETCH);
});
it("should restore 25% HP of the user and its ally", async () => {
await game.startBattle([Species.RATTATA, Species.RATTATA]);
const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
vi.spyOn(leftPlayer, "getMaxHp").mockReturnValue(100);
vi.spyOn(rightPlayer, "getMaxHp").mockReturnValue(100);
const initialHp = 1;
leftPlayer["hp"] = initialHp;
rightPlayer["hp"] = initialHp;
const expectedHeal = 25;
vi.spyOn(leftPlayer, "heal");
vi.spyOn(rightPlayer, "heal");
game.move.select(Moves.LUNAR_BLESSING, 0);
await game.phaseInterceptor.to(CommandPhase);
game.move.select(Moves.SPLASH, 1);
await game.toNextTurn();
expect(leftPlayer.heal).toHaveBeenCalledOnce();
expect(leftPlayer.heal).toHaveReturnedWith(expectedHeal);
expect(rightPlayer.heal).toHaveBeenCalledOnce();
expect(rightPlayer.heal).toHaveReturnedWith(expectedHeal);
});
it("should cure status effect of the user and its ally", async () => {
game.override.statusEffect(StatusEffect.BURN);
await game.startBattle([Species.RATTATA, Species.RATTATA]);
const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
vi.spyOn(leftPlayer, "resetStatus");
vi.spyOn(rightPlayer, "resetStatus");
game.move.select(Moves.LUNAR_BLESSING, 0);
await game.phaseInterceptor.to(CommandPhase);
game.move.select(Moves.SPLASH, 1);
await game.toNextTurn();
expect(leftPlayer.resetStatus).toHaveBeenCalledOnce();
expect(rightPlayer.resetStatus).toHaveBeenCalledOnce();
expect(leftPlayer.status?.effect).toBeUndefined();
expect(rightPlayer.status?.effect).toBeUndefined();
});
});