From d57a7c91af5dee24d3fb90bd66a1f3168f2654a6 Mon Sep 17 00:00:00 2001 From: Amani H <109637146+xsn34kzx@users.noreply.github.com> Date: Fri, 12 Jul 2024 00:01:52 -0400 Subject: [PATCH] [Test] Fix/Extend Unit Test for Hard Press (#2992) --- src/test/moves/hard_press.test.ts | 154 +++++++++++++++++++++--------- 1 file changed, 109 insertions(+), 45 deletions(-) diff --git a/src/test/moves/hard_press.test.ts b/src/test/moves/hard_press.test.ts index d27f7fd9a14..85067f58845 100644 --- a/src/test/moves/hard_press.test.ts +++ b/src/test/moves/hard_press.test.ts @@ -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"]; -};