import { BattlerIndex } from "#app/battle"; import { Abilities } from "#enums/abilities"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import { Stat } from "#enums/stat"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; describe("Abilities - Beast Boost", () => { 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 .battleType("single") .enemySpecies(Species.BULBASAUR) .enemyAbility(Abilities.BEAST_BOOST) .ability(Abilities.BEAST_BOOST) .startingLevel(2000) .moveset([ Moves.FLAMETHROWER ]) .enemyMoveset(Moves.SPLASH); }); it("should prefer highest stat to boost its corresponding stat stage by 1 when winning a battle", async() => { await game.classicMode.startBattle([ Species.SLOWBRO ]); const playerPokemon = game.scene.getPlayerPokemon()!; // Set the pokemon's highest stat to DEF, so it should be picked by Beast Boost vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([ 10000, 100, 1000, 200, 100, 100 ]); console.log(playerPokemon.stats); expect(playerPokemon.getStatStage(Stat.DEF)).toBe(0); game.move.select(Moves.FLAMETHROWER); await game.phaseInterceptor.to("VictoryPhase"); expect(playerPokemon.getStatStage(Stat.DEF)).toBe(1); }, 20000); it("should use in-battle overriden stats when determining the stat stage to raise by 1", async() => { game.override.enemyMoveset([ Moves.GUARD_SPLIT ]); await game.classicMode.startBattle([ Species.SLOWBRO ]); const playerPokemon = game.scene.getPlayerPokemon()!; // If the opponent uses Guard Split, the pokemon's second highest stat (SPATK) should be chosen vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([ 10000, 100, 201, 200, 100, 100 ]); expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0); game.move.select(Moves.FLAMETHROWER); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]); await game.phaseInterceptor.to("VictoryPhase"); expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1); }, 20000); it("should have order preference in case of stat ties", async() => { // Order preference follows the order of EFFECTIVE_STAT await game.classicMode.startBattle([ Species.SLOWBRO ]); const playerPokemon = game.scene.getPlayerPokemon()!; // Set up tie between SPATK, SPDEF, and SPD, where SPATK should win vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([ 10000, 1, 1, 100, 100, 100 ]); expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(0); game.move.select(Moves.FLAMETHROWER); await game.phaseInterceptor.to("VictoryPhase"); expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(1); }, 20000); });