import { Stat } from "#app/enums/stat"; import { StatusEffect } from "#app/enums/status-effect"; import { MoveResult } from "#app/field/pokemon"; import { Abilities } from "#enums/abilities"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; describe("Moves - Sleep Talk", () => { 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.SLEEP_TALK ]) .statusEffect(StatusEffect.SLEEP) .ability(Abilities.BALL_FETCH) .battleType("single") .disableCrits() .enemySpecies(Species.MAGIKARP) .enemyAbility(Abilities.BALL_FETCH) .enemyMoveset(Moves.SPLASH) .enemyLevel(100); }); it("should fail when the user is not asleep", async () => { game.override.statusEffect(StatusEffect.NONE); await game.classicMode.startBattle([ Species.FEEBAS ]); game.move.select(Moves.SLEEP_TALK); await game.toNextTurn(); expect(game.scene.getPlayerPokemon()!.getLastXMoves()[0].result).toBe(MoveResult.FAIL); }); it("should fail if the user has no valid moves", async () => { game.override.moveset([ Moves.SLEEP_TALK, Moves.DIG, Moves.METRONOME, Moves.SOLAR_BEAM ]); await game.classicMode.startBattle([ Species.FEEBAS ]); game.move.select(Moves.SLEEP_TALK); await game.toNextTurn(); expect(game.scene.getPlayerPokemon()!.getLastXMoves()[0].result).toBe(MoveResult.FAIL); }); it("should call a random valid move if the user is asleep", async () => { game.override.moveset([ Moves.SLEEP_TALK, Moves.DIG, Moves.FLY, Moves.SWORDS_DANCE ]); // Dig and Fly are invalid moves, Swords Dance should always be called await game.classicMode.startBattle([ Species.FEEBAS ]); game.move.select(Moves.SLEEP_TALK); await game.toNextTurn(); expect(game.scene.getPlayerPokemon()!.getStatStage(Stat.ATK)); }); it("should apply secondary effects of a move", async () => { game.override.moveset([ Moves.SLEEP_TALK, Moves.DIG, Moves.FLY, Moves.WOOD_HAMMER ]); // Dig and Fly are invalid moves, Wood Hammer should always be called await game.classicMode.startBattle(); game.move.select(Moves.SLEEP_TALK); await game.toNextTurn(); expect(game.scene.getPlayerPokemon()!.isFullHp()).toBeFalsy(); // Wood Hammer recoil effect should be applied }); });