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