[Beta][Test] Fix Scale Shot flaky test (#4564)
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
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@ -1,3 +1,5 @@
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import { BattlerIndex } from "#app/battle";
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import { allMoves } from "#app/data/move";
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import { DamagePhase } from "#app/phases/damage-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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import { MoveEndPhase } from "#app/phases/move-end-phase";
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@ -8,7 +10,7 @@ import { Species } from "#enums/species";
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import { Stat } from "#enums/stat";
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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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import { afterEach, beforeAll, beforeEach, describe, it, expect, vi } from "vitest";
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describe("Moves - Scale Shot", () => {
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let phaserGame: Phaser.Game;
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@ -30,45 +32,54 @@ describe("Moves - Scale Shot", () => {
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.moveset([ Moves.SCALE_SHOT ])
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.battleType("single")
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.disableCrits()
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.starterSpecies(Species.MINCCINO)
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.ability(Abilities.NO_GUARD)
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.passiveAbility(Abilities.SKILL_LINK)
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.enemyAbility(Abilities.SHEER_FORCE)
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.enemyPassiveAbility(Abilities.STALL)
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.enemyMoveset(Moves.SKILL_SWAP)
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.enemyLevel(5);
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.enemyMoveset(Moves.SPLASH)
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.enemyLevel(3);
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});
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it("applies stat changes after last hit", async () => {
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await game.classicMode.startBattle([ Species.FORRETRESS ]);
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game.override.enemySpecies(Species.FORRETRESS);
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await game.classicMode.startBattle([ Species.MINCCINO ]);
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const minccino = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.SCALE_SHOT);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.phaseInterceptor.to(MoveEffectPhase);
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await game.phaseInterceptor.to(DamagePhase);
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//check that stats haven't changed after one or two hits have occurred
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect (minccino?.getStatStage(Stat.DEF)).toBe(0);
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expect (minccino?.getStatStage(Stat.SPD)).toBe(0);
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expect(minccino.getStatStage(Stat.DEF)).toBe(0);
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expect(minccino.getStatStage(Stat.SPD)).toBe(0);
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//check that stats changed on last hit
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(minccino.getStatStage(Stat.DEF)).toBe(-1);
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expect(minccino.getStatStage(Stat.SPD)).toBe(1);
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});
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it("unaffected by sheer force", async () => {
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await game.classicMode.startBattle([ Species.WOBBUFFET ]);
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const moveToCheck = allMoves[Moves.SCALE_SHOT];
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const basePower = moveToCheck.power;
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game.override.enemySpecies(Species.WOBBUFFET);
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vi.spyOn(moveToCheck, "calculateBattlePower");
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await game.classicMode.startBattle([ Species.MINCCINO ]);
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const minccino = game.scene.getPlayerPokemon()!;
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const wobbuffet = game.scene.getEnemyPokemon()!;
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wobbuffet.setStat(Stat.HP, 100, true);
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wobbuffet.hp = 100;
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game.move.select(Moves.SCALE_SHOT);
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await game.phaseInterceptor.to(TurnEndPhase);
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const hpafter1 = wobbuffet.hp;
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//effect not nullified by sheer force
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expect(minccino.getStatStage(Stat.DEF)).toBe(-1);
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expect(minccino.getStatStage(Stat.SPD)).toBe(1);
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game.move.select(Moves.SCALE_SHOT);
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await game.phaseInterceptor.to(MoveEndPhase);
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const hpafter2 = wobbuffet.hp;
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//check damage not boosted- make damage before sheer force a little lower than theoretical boosted sheer force damage
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expect (100 - hpafter1).toBe(hpafter1 - hpafter2);
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//power not boosted by sheer force
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expect(moveToCheck.calculateBattlePower).toHaveReturnedWith(basePower);
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});
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});
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