import { Abilities } from "#enums/abilities"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import { StatusEffect } from "#enums/status-effect"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; describe("Moves - Nightmare", () => { 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.RATTATA) .enemyMoveset(Moves.SPLASH) .enemyAbility(Abilities.BALL_FETCH) .enemyStatusEffect(StatusEffect.SLEEP) .startingLevel(5) .moveset([ Moves.NIGHTMARE, Moves.SPLASH ]); }); it("lowers enemy hp by 1/4 each turn while asleep", async () => { await game.classicMode.startBattle([ Species.HYPNO ]); const enemyPokemon = game.scene.getEnemyPokemon()!; const enemyMaxHP = enemyPokemon.hp; game.move.select(Moves.NIGHTMARE); await game.toNextTurn(); expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4)); // take a second turn to make sure damage occurs again game.move.select(Moves.SPLASH); await game.toNextTurn(); expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4) - Math.floor(enemyMaxHP / 4)); }); });