[Test] Fix/Extend Unit Test for Hard Press (#2992)
This commit is contained in:
parent
5aee958b96
commit
d57a7c91af
|
@ -9,10 +9,29 @@ import {
|
|||
import { Moves } from "#enums/moves";
|
||||
import { getMovePosition } from "#app/test/utils/gameManagerUtils";
|
||||
import { Abilities } from "#enums/abilities";
|
||||
import { NumberHolder } from "#app/utils.js";
|
||||
import Move from "#app/data/move.js";
|
||||
import Pokemon from "#app/field/pokemon.js";
|
||||
import { allMoves, OpponentHighHpPowerAttr } from "#app/data/move.js";
|
||||
import { applyMoveAttrs, VariablePowerAttr } from "#app/data/move";
|
||||
import * as Utils from "#app/utils";
|
||||
import { Stat } from "#enums/stat";
|
||||
|
||||
/**
|
||||
* Checks the base power of the {@linkcode intendedMove} before and after any
|
||||
* {@linkcode VariablePowerAttr}s have been applied.
|
||||
* @param phase current {@linkcode MoveEffectPhase}
|
||||
* @param intendedMove Expected move during this {@linkcode phase}
|
||||
* @param before Expected base power before any base power changes
|
||||
* @param after Expected base power after any base power changes
|
||||
*/
|
||||
const checkBasePowerChanges = (phase: MoveEffectPhase, intendedMove: Moves, before: number, after: number) => {
|
||||
// Double check if the intended move was used and verify its initial base power
|
||||
const move = phase.move.getMove();
|
||||
expect(move.id).toBe(intendedMove);
|
||||
expect(move.power).toBe(before);
|
||||
|
||||
/** Mocking application of {@linkcode VariablePowerAttr} */
|
||||
const power = new Utils.IntegerHolder(move.power);
|
||||
applyMoveAttrs(VariablePowerAttr, phase.getUserPokemon(), phase.getTarget(), move, power);
|
||||
expect(power.value).toBe(after);
|
||||
};
|
||||
|
||||
describe("Moves - Hard Press", () => {
|
||||
let phaserGame: Phaser.Game;
|
||||
|
@ -33,51 +52,96 @@ describe("Moves - Hard Press", () => {
|
|||
vi.spyOn(overrides, "SINGLE_BATTLE_OVERRIDE", "get").mockReturnValue(true);
|
||||
vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.SNORLAX);
|
||||
vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.NONE);
|
||||
vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([Moves.HARD_PRESS]);
|
||||
vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([ Moves.HARD_PRESS ]);
|
||||
});
|
||||
|
||||
it("power varies between 1 and 100, and is greater the more HP the target has", async () => {
|
||||
await game.startBattle([Species.GRAVELER]);
|
||||
const moveToBeUsed = Moves.HARD_PRESS;
|
||||
it("HARD_PRESS varies based on target health ratio (100%)", async () => {
|
||||
await game.startBattle([ Species.GRAVELER ]);
|
||||
const moveToUse = Moves.HARD_PRESS;
|
||||
|
||||
game.doAttack(getMovePosition(game.scene, 0, moveToBeUsed));
|
||||
await game.phaseInterceptor.to(MoveEffectPhase);
|
||||
// Force party to go first
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 100;
|
||||
game.scene.getEnemyParty()[0].stats[Stat.SPD] = 1;
|
||||
|
||||
const enemy = game.scene.getEnemyPokemon();
|
||||
const movePower = getMockedMovePower(enemy, game.scene.getPlayerPokemon(), allMoves[Moves.HARD_PRESS]);
|
||||
const moveMaxBasePower = getMoveMaxBasePower(allMoves[Moves.HARD_PRESS]);
|
||||
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||
|
||||
expect(movePower).toBe(moveMaxBasePower * enemy.getHpRatio());
|
||||
checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, -1, 100);
|
||||
});
|
||||
|
||||
it("HARD_PRESS varies based on target health ratio (50%)", async () => {
|
||||
await game.startBattle([ Species.GRAVELER ]);
|
||||
const moveToUse = Moves.HARD_PRESS;
|
||||
const enemy = game.scene.getEnemyParty()[0];
|
||||
|
||||
// Force party to go first
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 100;
|
||||
enemy.stats[Stat.SPD] = 1;
|
||||
|
||||
// Halve the enemy's HP
|
||||
enemy.hp /= 2;
|
||||
|
||||
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||
|
||||
checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, -1, 50);
|
||||
});
|
||||
|
||||
it("HARD_PRESS varies based on target health ratio (1%)", async () => {
|
||||
await game.startBattle([ Species.GRAVELER ]);
|
||||
const moveToUse = Moves.HARD_PRESS;
|
||||
const enemy = game.scene.getEnemyParty()[0];
|
||||
|
||||
// Force party to go first
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 100;
|
||||
enemy.stats[Stat.SPD] = 1;
|
||||
|
||||
// Force enemy to have 1% of full health
|
||||
enemy.stats[Stat.HP] = 100;
|
||||
enemy.hp = 1;
|
||||
|
||||
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||
|
||||
checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, -1, 1);
|
||||
});
|
||||
|
||||
it("HARD_PRESS varies based on target health ratio, (<1%)", async () => {
|
||||
await game.startBattle([ Species.GRAVELER ]);
|
||||
const moveToUse = Moves.HARD_PRESS;
|
||||
const enemy = game.scene.getEnemyParty()[0];
|
||||
|
||||
// Force party to go first
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 100;
|
||||
enemy.stats[Stat.SPD] = 1;
|
||||
|
||||
// Force enemy to have less than 1% of full health
|
||||
enemy.stats[Stat.HP] = 1000;
|
||||
enemy.hp = 1;
|
||||
|
||||
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||
|
||||
checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, -1, 1);
|
||||
});
|
||||
|
||||
it("HARD_PRESS varies based on target health ratio, random", async () => {
|
||||
await game.startBattle([ Species.GRAVELER ]);
|
||||
const moveToUse = Moves.HARD_PRESS;
|
||||
const enemy = game.scene.getEnemyParty()[0];
|
||||
|
||||
// Force party to go first
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 100;
|
||||
enemy.stats[Stat.SPD] = 1;
|
||||
|
||||
// Force a random n / 100 ratio with the enemy's HP
|
||||
enemy.stats[Stat.HP] = 100;
|
||||
enemy.hp = Utils.randInt(99, 1);
|
||||
|
||||
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||
|
||||
// Because the ratio is n / 100 and the max base power of the move is 100, the resultant base power should just be n
|
||||
checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, -1, enemy.hp);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* Calculates the mocked move power based on the attributes of the move and the opponent's high HP.
|
||||
*
|
||||
* @param defender - The defending Pokémon.
|
||||
* @param attacker - The attacking Pokémon.
|
||||
* @param move - The move being used.
|
||||
* @returns The calculated move power.
|
||||
*/
|
||||
const getMockedMovePower = (defender: Pokemon, attacker: Pokemon, move: Move) => {
|
||||
const powerHolder = new NumberHolder(move.power);
|
||||
|
||||
if (move.hasAttr(OpponentHighHpPowerAttr)) {
|
||||
const attr = move.getAttrs(OpponentHighHpPowerAttr);
|
||||
attr[0].apply(attacker, defender, move, [ powerHolder ]);
|
||||
}
|
||||
|
||||
return powerHolder.value;
|
||||
};
|
||||
|
||||
/**
|
||||
* Retrieves the maximum base power of a move based on its attributes.
|
||||
*
|
||||
* @param move - The move which maximum base power is being retrieved.
|
||||
* @returns The maximum base power of the move.
|
||||
*/
|
||||
const getMoveMaxBasePower = (move: Move) => {
|
||||
const attr = move.getAttrs(OpponentHighHpPowerAttr);
|
||||
|
||||
return (attr[0] as OpponentHighHpPowerAttr)["maxBasePower"];
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue