[Test] Add test for final boss fight phase switch (#3847)

* implement test for final boss encounter phase switch

* Update Eternatus tests & helper function

* fix endless_boss test following GameManager update

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
This commit is contained in:
MokaStitcher 2024-09-02 04:47:22 +02:00 committed by GitHub
parent 14e0c66ed9
commit dcb03f4ee9
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4 changed files with 110 additions and 30 deletions

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@ -32,7 +32,7 @@ describe("Endless Boss", () => {
it(`should spawn a minor boss every ${EndlessBossWave.Minor} waves in END biome in Endless`, async () => { it(`should spawn a minor boss every ${EndlessBossWave.Minor} waves in END biome in Endless`, async () => {
game.override.startingWave(EndlessBossWave.Minor); game.override.startingWave(EndlessBossWave.Minor);
await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.ENDLESS); await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.ENDLESS);
expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Minor); expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Minor);
expect(game.scene.arena.biomeType).toBe(Biome.END); expect(game.scene.arena.biomeType).toBe(Biome.END);
@ -44,7 +44,7 @@ describe("Endless Boss", () => {
it(`should spawn a major boss every ${EndlessBossWave.Major} waves in END biome in Endless`, async () => { it(`should spawn a major boss every ${EndlessBossWave.Major} waves in END biome in Endless`, async () => {
game.override.startingWave(EndlessBossWave.Major); game.override.startingWave(EndlessBossWave.Major);
await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.ENDLESS); await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.ENDLESS);
expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Major); expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Major);
expect(game.scene.arena.biomeType).toBe(Biome.END); expect(game.scene.arena.biomeType).toBe(Biome.END);
@ -56,7 +56,7 @@ describe("Endless Boss", () => {
it(`should spawn a minor boss every ${EndlessBossWave.Minor} waves in END biome in Spliced Endless`, async () => { it(`should spawn a minor boss every ${EndlessBossWave.Minor} waves in END biome in Spliced Endless`, async () => {
game.override.startingWave(EndlessBossWave.Minor); game.override.startingWave(EndlessBossWave.Minor);
await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.SPLICED_ENDLESS); await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.SPLICED_ENDLESS);
expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Minor); expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Minor);
expect(game.scene.arena.biomeType).toBe(Biome.END); expect(game.scene.arena.biomeType).toBe(Biome.END);
@ -68,7 +68,7 @@ describe("Endless Boss", () => {
it(`should spawn a major boss every ${EndlessBossWave.Major} waves in END biome in Spliced Endless`, async () => { it(`should spawn a major boss every ${EndlessBossWave.Major} waves in END biome in Spliced Endless`, async () => {
game.override.startingWave(EndlessBossWave.Major); game.override.startingWave(EndlessBossWave.Major);
await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.SPLICED_ENDLESS); await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.SPLICED_ENDLESS);
expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Major); expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Major);
expect(game.scene.arena.biomeType).toBe(Biome.END); expect(game.scene.arena.biomeType).toBe(Biome.END);
@ -80,7 +80,7 @@ describe("Endless Boss", () => {
it(`should NOT spawn major or minor boss outside wave ${EndlessBossWave.Minor}s in END biome`, async () => { it(`should NOT spawn major or minor boss outside wave ${EndlessBossWave.Minor}s in END biome`, async () => {
game.override.startingWave(EndlessBossWave.Minor - 1); game.override.startingWave(EndlessBossWave.Minor - 1);
await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.ENDLESS); await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.ENDLESS);
expect(game.scene.currentBattle.waveIndex).not.toBe(EndlessBossWave.Minor); expect(game.scene.currentBattle.waveIndex).not.toBe(EndlessBossWave.Minor);
expect(game.scene.getEnemyPokemon()!.species.speciesId).not.toBe(Species.ETERNATUS); expect(game.scene.getEnemyPokemon()!.species.speciesId).not.toBe(Species.ETERNATUS);

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@ -1,8 +1,13 @@
import { StatusEffect } from "#app/data/status-effect";
import { Abilities } from "#app/enums/abilities";
import { Biome } from "#app/enums/biome"; import { Biome } from "#app/enums/biome";
import { Moves } from "#app/enums/moves";
import { Species } from "#app/enums/species"; import { Species } from "#app/enums/species";
import { GameModes } from "#app/game-mode"; import { GameModes } from "#app/game-mode";
import { TurnHeldItemTransferModifier } from "#app/modifier/modifier";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import GameManager from "./utils/gameManager"; import GameManager from "./utils/gameManager";
import { SPLASH_ONLY } from "./utils/testUtils";
const FinalWave = { const FinalWave = {
Classic: 200, Classic: 200,
@ -20,7 +25,13 @@ describe("Final Boss", () => {
beforeEach(() => { beforeEach(() => {
game = new GameManager(phaserGame); game = new GameManager(phaserGame);
game.override.startingWave(FinalWave.Classic).startingBiome(Biome.END).disableCrits(); game.override
.startingWave(FinalWave.Classic)
.startingBiome(Biome.END)
.disableCrits()
.enemyMoveset(SPLASH_ONLY)
.moveset([ Moves.SPLASH, Moves.WILL_O_WISP, Moves.DRAGON_PULSE ])
.startingLevel(10000);
}); });
afterEach(() => { afterEach(() => {
@ -28,7 +39,7 @@ describe("Final Boss", () => {
}); });
it("should spawn Eternatus on wave 200 in END biome", async () => { it("should spawn Eternatus on wave 200 in END biome", async () => {
await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.CLASSIC); await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
expect(game.scene.currentBattle.waveIndex).toBe(FinalWave.Classic); expect(game.scene.currentBattle.waveIndex).toBe(FinalWave.Classic);
expect(game.scene.arena.biomeType).toBe(Biome.END); expect(game.scene.arena.biomeType).toBe(Biome.END);
@ -37,7 +48,7 @@ describe("Final Boss", () => {
it("should NOT spawn Eternatus before wave 200 in END biome", async () => { it("should NOT spawn Eternatus before wave 200 in END biome", async () => {
game.override.startingWave(FinalWave.Classic - 1); game.override.startingWave(FinalWave.Classic - 1);
await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.CLASSIC); await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
expect(game.scene.currentBattle.waveIndex).not.toBe(FinalWave.Classic); expect(game.scene.currentBattle.waveIndex).not.toBe(FinalWave.Classic);
expect(game.scene.arena.biomeType).toBe(Biome.END); expect(game.scene.arena.biomeType).toBe(Biome.END);
@ -46,7 +57,7 @@ describe("Final Boss", () => {
it("should NOT spawn Eternatus outside of END biome", async () => { it("should NOT spawn Eternatus outside of END biome", async () => {
game.override.startingBiome(Biome.FOREST); game.override.startingBiome(Biome.FOREST);
await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.CLASSIC); await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
expect(game.scene.currentBattle.waveIndex).toBe(FinalWave.Classic); expect(game.scene.currentBattle.waveIndex).toBe(FinalWave.Classic);
expect(game.scene.arena.biomeType).not.toBe(Biome.END); expect(game.scene.arena.biomeType).not.toBe(Biome.END);
@ -54,12 +65,81 @@ describe("Final Boss", () => {
}); });
it("should not have passive enabled on Eternatus", async () => { it("should not have passive enabled on Eternatus", async () => {
await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.CLASSIC); await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
const eternatus = game.scene.getEnemyPokemon(); const eternatus = game.scene.getEnemyPokemon()!;
expect(eternatus?.species.speciesId).toBe(Species.ETERNATUS); expect(eternatus.species.speciesId).toBe(Species.ETERNATUS);
expect(eternatus?.hasPassive()).toBe(false); expect(eternatus.hasPassive()).toBe(false);
});
it("should change form on direct hit down to last boss fragment", async () => {
await game.runToFinalBossEncounter([Species.KYUREM], GameModes.CLASSIC);
await game.phaseInterceptor.to("CommandPhase");
// Eternatus phase 1
const eternatus = game.scene.getEnemyPokemon()!;
const phase1Hp = eternatus.getMaxHp();
expect(eternatus.species.speciesId).toBe(Species.ETERNATUS);
expect(eternatus.formIndex).toBe(0);
expect(eternatus.bossSegments).toBe(4);
expect(eternatus.bossSegmentIndex).toBe(3);
game.move.select(Moves.DRAGON_PULSE);
await game.toNextTurn();
// Eternatus phase 2: changed form, healed and restored its shields
expect(eternatus.species.speciesId).toBe(Species.ETERNATUS);
expect(eternatus.hp).toBeGreaterThan(phase1Hp);
expect(eternatus.hp).toBe(eternatus.getMaxHp());
expect(eternatus.formIndex).toBe(1);
expect(eternatus.bossSegments).toBe(5);
expect(eternatus.bossSegmentIndex).toBe(4);
const miniBlackHole = eternatus.getHeldItems().find(m => m instanceof TurnHeldItemTransferModifier);
expect(miniBlackHole).toBeDefined();
expect(miniBlackHole?.stackCount).toBe(1);
});
it("should change form on status damage down to last boss fragment", async () => {
game.override.ability(Abilities.NO_GUARD);
await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
await game.phaseInterceptor.to("CommandPhase");
// Eternatus phase 1
const eternatus = game.scene.getEnemyPokemon()!;
const phase1Hp = eternatus.getMaxHp();
expect(eternatus.species.speciesId).toBe(Species.ETERNATUS);
expect(eternatus.formIndex).toBe(0);
expect(eternatus.bossSegments).toBe(4);
expect(eternatus.bossSegmentIndex).toBe(3);
game.move.select(Moves.WILL_O_WISP);
await game.toNextTurn();
expect(eternatus.status?.effect).toBe(StatusEffect.BURN);
const tickDamage = phase1Hp - eternatus.hp;
const lastShieldHp = Math.ceil(phase1Hp / eternatus.bossSegments);
// Stall until the burn is one hit away from breaking the last shield
while (eternatus.hp - tickDamage > lastShieldHp) {
game.move.select(Moves.SPLASH);
await game.toNextTurn();
}
expect(eternatus.bossSegmentIndex).toBe(1);
game.move.select(Moves.SPLASH);
await game.toNextTurn();
// Eternatus phase 2: changed form, healed and restored its shields
expect(eternatus.hp).toBeGreaterThan(phase1Hp);
expect(eternatus.hp).toBe(eternatus.getMaxHp());
expect(eternatus.status).toBeFalsy();
expect(eternatus.formIndex).toBe(1);
expect(eternatus.bossSegments).toBe(5);
expect(eternatus.bossSegmentIndex).toBe(4);
const miniBlackHole = eternatus.getHeldItems().find(m => m instanceof TurnHeldItemTransferModifier);
expect(miniBlackHole).toBeDefined();
expect(miniBlackHole?.stackCount).toBe(1);
}); });
it.todo("should change form on direct hit down to last boss fragment", () => {});
}); });

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@ -6,6 +6,7 @@ import { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon";
import Trainer from "#app/field/trainer"; import Trainer from "#app/field/trainer";
import { GameModes, getGameMode } from "#app/game-mode"; import { GameModes, getGameMode } from "#app/game-mode";
import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type"; import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type";
import overrides from "#app/overrides";
import { CommandPhase } from "#app/phases/command-phase"; import { CommandPhase } from "#app/phases/command-phase";
import { EncounterPhase } from "#app/phases/encounter-phase"; import { EncounterPhase } from "#app/phases/encounter-phase";
import { FaintPhase } from "#app/phases/faint-phase"; import { FaintPhase } from "#app/phases/faint-phase";
@ -148,28 +149,26 @@ export default class GameManager {
* @param species * @param species
* @param mode * @param mode
*/ */
async runToFinalBossEncounter(game: GameManager, species: Species[], mode: GameModes) { async runToFinalBossEncounter(species: Species[], mode: GameModes) {
console.log("===to final boss encounter==="); console.log("===to final boss encounter===");
await game.runToTitle(); await this.runToTitle();
game.onNextPrompt("TitlePhase", Mode.TITLE, () => { this.onNextPrompt("TitlePhase", Mode.TITLE, () => {
game.scene.gameMode = getGameMode(mode); this.scene.gameMode = getGameMode(mode);
const starters = generateStarter(game.scene, species); const starters = generateStarter(this.scene, species);
const selectStarterPhase = new SelectStarterPhase(game.scene); const selectStarterPhase = new SelectStarterPhase(this.scene);
game.scene.pushPhase(new EncounterPhase(game.scene, false)); this.scene.pushPhase(new EncounterPhase(this.scene, false));
selectStarterPhase.initBattle(starters); selectStarterPhase.initBattle(starters);
}); });
game.onNextPrompt("EncounterPhase", Mode.MESSAGE, async () => { // This will consider all battle entry dialog as seens and skip them
// This will skip all entry dialogue (I can't figure out a way to sequentially handle the 8 chained messages via 1 prompt handler) vi.spyOn(this.scene.ui, "shouldSkipDialogue").mockReturnValue(true);
game.setMode(Mode.MESSAGE);
const encounterPhase = game.scene.getCurrentPhase() as EncounterPhase;
// No need to end phase, this will do it for you if (overrides.OPP_HELD_ITEMS_OVERRIDE.length === 0) {
encounterPhase.doEncounterCommon(false); this.removeEnemyHeldItems();
}); }
await game.phaseInterceptor.to(EncounterPhase, true); await this.phaseInterceptor.to(EncounterPhase);
console.log("===finished run to final boss encounter==="); console.log("===finished run to final boss encounter===");
} }

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@ -317,10 +317,11 @@ export default class UI extends Phaser.GameObjects.Container {
if (i18next.exists(keyOrText) ) { if (i18next.exists(keyOrText) ) {
const i18nKey = keyOrText; const i18nKey = keyOrText;
hasi18n = true; hasi18n = true;
text = i18next.t(i18nKey, { context: genderStr }); // override text with translation text = i18next.t(i18nKey, { context: genderStr }); // override text with translation
// Skip dialogue if the player has enabled the option and the dialogue has been already seen // Skip dialogue if the player has enabled the option and the dialogue has been already seen
if (battleScene.skipSeenDialogues && battleScene.gameData.getSeenDialogues()[i18nKey] === true) { if (this.shouldSkipDialogue(i18nKey)) {
console.log(`Dialogue ${i18nKey} skipped`); console.log(`Dialogue ${i18nKey} skipped`);
callback(); callback();
return; return;