Add tests for Honey Gather

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NightKev 2024-11-18 21:42:27 -08:00
parent bb09fdacdf
commit f7a3c0ea00

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import type { CommandPhase } from "#app/phases/command-phase";
import { Command } from "#app/ui/command-ui-handler";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Abilities - Honey Gather", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([ Moves.SPLASH, Moves.ROAR, Moves.THUNDERBOLT ])
.startingLevel(100)
.ability(Abilities.HONEY_GATHER)
.passiveAbility(Abilities.RUN_AWAY)
.battleType("single")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("should give money when winning a battle", async () => {
await game.classicMode.startBattle([ Species.MILOTIC ]);
game.scene.money = 1000;
game.move.select(Moves.THUNDERBOLT);
await game.toNextWave();
expect(game.scene.money).toBeGreaterThan(1000);
});
it("should not give money when the enemy pokemon flees", async () => {
await game.classicMode.startBattle([ Species.MILOTIC ]);
game.scene.money = 1000;
game.move.select(Moves.ROAR);
await game.toNextTurn();
expect(game.scene.money).toBe(1000);
expect(game.scene.currentBattle.waveIndex).toBe(2);
});
it("should not give money when the player flees", async () => {
await game.classicMode.startBattle([ Species.MILOTIC ]);
game.scene.money = 1000;
// something weird is going on with the test framework, so this is required to prevent a crash
const enemy = game.scene.getEnemyPokemon()!;
vi.spyOn(enemy, "scene", "get").mockReturnValue(game.scene);
const commandPhase = game.scene.getCurrentPhase() as CommandPhase;
commandPhase.handleCommand(Command.RUN, 0);
await game.toNextTurn();
expect(game.scene.money).toBe(1000);
expect(game.scene.currentBattle.waveIndex).toBe(2);
});
});