import { Abilities } from "#enums/abilities"; import { Biome } from "#enums/biome"; import { Moves } from "#enums/moves"; import { Stat } from "#enums/stat"; import { allMoves } from "#app/data/move"; import { Species } from "#enums/species"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import { StatusEffect } from "#enums/status-effect"; import { BattlerIndex } from "#app/battle"; import { ArenaTagType } from "#enums/arena-tag-type"; import { ArenaTagSide } from "#app/data/arena-tag"; import { allAbilities, MoveEffectChanceMultiplierAbAttr } from "#app/data/ability"; describe("Moves - Secret Power", () => { 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.SECRET_POWER ]) .ability(Abilities.BALL_FETCH) .battleType("single") .disableCrits() .enemySpecies(Species.MAGIKARP) .enemyLevel(60) .enemyAbility(Abilities.BALL_FETCH); }); it("Secret Power checks for an active terrain first then looks at the biome for its secondary effect", async () => { game.override .startingBiome(Biome.VOLCANO) .enemyMoveset([ Moves.SPLASH, Moves.MISTY_TERRAIN ]); vi.spyOn(allMoves[Moves.SECRET_POWER], "chance", "get").mockReturnValue(100); await game.classicMode.startBattle([ Species.FEEBAS ]); const enemyPokemon = game.scene.getEnemyPokemon()!; // No Terrain + Biome.VOLCANO --> Burn game.move.select(Moves.SECRET_POWER); await game.forceEnemyMove(Moves.SPLASH); await game.phaseInterceptor.to("TurnEndPhase"); expect(enemyPokemon.status?.effect).toBe(StatusEffect.BURN); // Misty Terrain --> SpAtk -1 game.move.select(Moves.SECRET_POWER); await game.forceEnemyMove(Moves.MISTY_TERRAIN); await game.phaseInterceptor.to("TurnEndPhase"); expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(-1); }); it("Secret Power's effect chance is doubled by Serene Grace, but not by the 'rainbow' effect from Fire/Water Pledge", async () => { game.override .moveset([ Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.SECRET_POWER, Moves.SPLASH ]) .ability(Abilities.SERENE_GRACE) .enemyMoveset([ Moves.SPLASH ]) .battleType("double"); await game.classicMode.startBattle([ Species.BLASTOISE, Species.CHARIZARD ]); const sereneGraceAttr = allAbilities[Abilities.SERENE_GRACE].getAttrs(MoveEffectChanceMultiplierAbAttr)[0]; vi.spyOn(sereneGraceAttr, "apply"); game.move.select(Moves.WATER_PLEDGE, 0, BattlerIndex.ENEMY); game.move.select(Moves.FIRE_PLEDGE, 1, BattlerIndex.ENEMY_2); await game.phaseInterceptor.to("TurnEndPhase"); let rainbowEffect = game.scene.arena.getTagOnSide(ArenaTagType.WATER_FIRE_PLEDGE, ArenaTagSide.PLAYER); expect(rainbowEffect).toBeDefined(); rainbowEffect = rainbowEffect!; vi.spyOn(rainbowEffect, "apply"); game.move.select(Moves.SECRET_POWER, 0, BattlerIndex.ENEMY); game.move.select(Moves.SPLASH, 1); await game.phaseInterceptor.to("BerryPhase", false); expect(sereneGraceAttr.apply).toHaveBeenCalledOnce(); expect(sereneGraceAttr.apply).toHaveLastReturnedWith(true); expect(rainbowEffect.apply).toHaveBeenCalledTimes(0); } ); });