import { BattlerIndex } from "#app/battle"; import { Abilities } from "#enums/abilities"; import { BattlerTagType } from "#enums/battler-tag-type"; import { StatusEffect } from "#enums/status-effect"; 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, it, expect } from "vitest"; describe("Frenzy Move Reset", () => { 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") .disableCrits() .starterSpecies(Species.MAGIKARP) .moveset(Moves.THRASH) .statusEffect(StatusEffect.PARALYSIS) .enemyMoveset(Moves.SPLASH) .enemyLevel(100) .enemySpecies(Species.SHUCKLE) .enemyAbility(Abilities.BALL_FETCH); }); /* * Thrash (or frenzy moves in general) should not continue to run if attack fails due to paralysis * * This is a 3-turn Thrash test: * 1. Thrash is selected and succeeds to hit the enemy -> Enemy Faints * * 2. Thrash is automatically selected but misses due to paralysis * Note: After missing the Pokemon should stop automatically attacking * * 3. At the start of the 3rd turn the Player should be able to select a move/switch Pokemon/etc. * Note: This means that BattlerTag.FRENZY is not anymore in pokemon.summonData.tags and pokemon.summonData.moveQueue is empty * */ it("should cancel frenzy move if move fails turn 2", async () => { await game.classicMode.startBattle(); const playerPokemon = game.scene.getPlayerPokemon()!; game.move.select(Moves.THRASH); await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]); await game.move.forceStatusActivation(false); await game.toNextTurn(); expect(playerPokemon.summonData.moveQueue.length).toBe(2); expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(true); await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]); await game.move.forceStatusActivation(true); await game.toNextTurn(); expect(playerPokemon.summonData.moveQueue.length).toBe(0); expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(false); }); });