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[Test] Mock turn order in Miracle Eye test (#3437)
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@ -2,10 +2,11 @@ import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import Phaser from "phaser";
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import GameManager from "#test/utils/gameManager";
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import { Species } from "#app/enums/species.js";
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import { SPLASH_ONLY } from "../utils/testUtils";
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import { mockTurnOrder, SPLASH_ONLY } from "../utils/testUtils";
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import { Moves } from "#app/enums/moves.js";
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import { getMovePosition } from "../utils/gameManagerUtils";
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import { MoveEffectPhase } from "#app/phases.js";
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import { BattlerIndex } from "#app/battle.js";
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describe("Internals", () => {
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let phaserGame: Phaser.Game;
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@ -38,6 +39,7 @@ describe("Internals", () => {
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const enemy = game.scene.getEnemyPokemon()!;
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game.doAttack(getMovePosition(game.scene, 0, Moves.CONFUSION));
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await mockTurnOrder(game, [BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toNextTurn();
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expect(enemy.hp).toBe(enemy.getMaxHp());
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