[Test] Update `create-test` script for linting changes (#4587)
Add additional boilerplate code Change prompt to be slightly more accurate Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
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@ -49,7 +49,7 @@ async function promptFileName(selectedType) {
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{
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{
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type: "input",
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type: "input",
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name: "userInput",
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name: "userInput",
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message: `Please provide a file name for the ${selectedType} test:`,
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message: `Please provide the name of the ${selectedType}:`,
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},
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},
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]);
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]);
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@ -110,7 +110,7 @@ import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("${description}", () => {
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describe("${description}", () => {
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let phaserGame: Phaser.Game;
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let phaserGame: Phaser.Game;
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@ -129,15 +129,22 @@ describe("${description}", () => {
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beforeEach(() => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game = new GameManager(phaserGame);
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game.override
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game.override
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.moveset([Moves.SPLASH])
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.moveset([ Moves.SPLASH ])
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.ability(Abilities.BALL_FETCH)
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.battleType("single")
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH);
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.enemyMoveset(Moves.SPLASH);
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});
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});
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it("test case", async () => {
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it("should do X", async () => {
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// await game.classicMode.startBattle([Species.MAGIKARP]);
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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// game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("BerryPhase");
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expect(true).toBe(true);
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});
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});
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});
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});
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`;
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`;
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