import { BattlerIndex } from "#app/battle"; import { Abilities } from "#enums/abilities"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import { allMoves } from "#app/data/moves/move"; import type Move from "#app/data/moves/move"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import { BattleType } from "#enums/battle-type"; describe("Moves - Rage Fist", () => { let phaserGame: Phaser.Game; let game: GameManager; let move: Move; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { move = allMoves[Moves.RAGE_FIST]; game = new GameManager(phaserGame); game.override .battleStyle("single") .moveset([Moves.RAGE_FIST, Moves.SPLASH, Moves.SUBSTITUTE, Moves.TIDY_UP]) .startingLevel(100) .enemyLevel(1) .enemySpecies(Species.MAGIKARP) .enemyAbility(Abilities.BALL_FETCH) .enemyMoveset(Moves.DOUBLE_KICK); vi.spyOn(move, "calculateBattlePower"); }); it("should gain power per hit taken", async () => { await game.classicMode.startBattle([Species.FEEBAS]); game.move.select(Moves.RAGE_FIST); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to("TurnEndPhase"); expect(move.calculateBattlePower).toHaveLastReturnedWith(150); }); it("caps at 6 hits taken", async () => { await game.classicMode.startBattle([Species.FEEBAS]); // spam splash against magikarp hitting us 2 times per turn game.move.select(Moves.SPLASH); await game.toNextTurn(); game.move.select(Moves.SPLASH); await game.toNextTurn(); game.move.select(Moves.SPLASH); await game.toNextTurn(); game.move.select(Moves.RAGE_FIST); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to("TurnEndPhase"); // hit 8 times, but nothing else expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(8); expect(move.calculateBattlePower).toHaveLastReturnedWith(350); }); it("should not count substitute hits or confusion damage", async () => { game.override.enemySpecies(Species.SHUCKLE).enemyMoveset([Moves.CONFUSE_RAY, Moves.DOUBLE_KICK]); await game.classicMode.startBattle([Species.REGIROCK]); game.move.select(Moves.SUBSTITUTE); await game.forceEnemyMove(Moves.DOUBLE_KICK); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toNextTurn(); // no increase due to substitute expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(0); // remove substitute and get confused game.move.select(Moves.TIDY_UP); await game.forceEnemyMove(Moves.CONFUSE_RAY); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.toNextTurn(); game.move.select(Moves.RAGE_FIST); await game.forceEnemyMove(Moves.CONFUSE_RAY); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.move.forceConfusionActivation(true); await game.toNextTurn(); // didn't go up from hitting ourself expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(0); }); it("should maintain hits recieved between wild waves", async () => { await game.classicMode.startBattle([Species.FEEBAS]); game.move.select(Moves.RAGE_FIST); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.toNextWave(); expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(2); game.move.select(Moves.RAGE_FIST); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to("TurnEndPhase"); expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(4); expect(move.calculateBattlePower).toHaveLastReturnedWith(250); }); it("should reset hits recieved before trainer battles", async () => { await game.classicMode.startBattle([Species.IRON_HANDS]); const ironHands = game.scene.getPlayerPokemon()!; expect(ironHands).toBeDefined(); // beat up a magikarp game.move.select(Moves.RAGE_FIST); await game.forceEnemyMove(Moves.DOUBLE_KICK); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to("TurnEndPhase"); expect(game.isVictory()).toBe(true); expect(ironHands.battleData.hitCount).toBe(2); expect(move.calculateBattlePower).toHaveLastReturnedWith(150); game.override.battleType(BattleType.TRAINER); await game.toNextWave(); expect(ironHands.battleData.hitCount).toBe(0); }); it("should reset hits recieved before new biome", async () => { game.override.enemySpecies(Species.MAGIKARP).startingWave(10); await game.classicMode.startBattle([Species.MAGIKARP]); game.move.select(Moves.RAGE_FIST); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.toNextTurn(); game.move.select(Moves.RAGE_FIST); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to("BerryPhase", false); expect(move.calculateBattlePower).toHaveLastReturnedWith(150); }); it("should not reset if switched out or on reload", async () => { game.override.enemyMoveset(Moves.TACKLE); const getPartyHitCount = () => game.scene .getPlayerParty() .filter(p => !!p) .map(m => m.battleData.hitCount); await game.classicMode.startBattle([Species.CHARIZARD, Species.BLASTOISE]); // Charizard hit game.move.select(Moves.SPLASH); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.toNextTurn(); expect(getPartyHitCount()).toEqual([1, 0]); // blastoise switched in & hit game.doSwitchPokemon(1); await game.toNextTurn(); expect(getPartyHitCount()).toEqual([1, 1]); // charizard switched in & hit game.doSwitchPokemon(1); await game.toNextTurn(); expect(getPartyHitCount()).toEqual([2, 1]); // Charizard rage fist game.move.select(Moves.RAGE_FIST); await game.phaseInterceptor.to("MoveEndPhase"); const charizard = game.scene.getPlayerPokemon()!; expect(charizard).toBeDefined(); expect(charizard.species.speciesId).toBe(Species.CHARIZARD); expect(move.calculateBattlePower).toHaveLastReturnedWith(150); // go to new wave, reload game and beat up another poor sap await game.toNextWave(); await game.reload.reloadSession(); // outsped and oneshot means power rmains same as prior game.move.select(Moves.RAGE_FIST); await game.phaseInterceptor.to("MoveEndPhase"); expect(move.calculateBattlePower).toHaveLastReturnedWith(150); }); });