import { ArenaTagSide, ArenaTrapTag } from "#app/data/arena-tag"; import { allMoves } from "#app/data/move"; import { Abilities } from "#app/enums/abilities"; import { ArenaTagType } from "#app/enums/arena-tag-type"; import { MoveEffectPhase } from "#app/phases/move-effect-phase"; import { TurnEndPhase } from "#app/phases/turn-end-phase"; 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, test, vi } from "vitest"; describe("Moves - Ceaseless Edge", () => { 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"); game.override.enemySpecies(Species.RATTATA); game.override.enemyAbility(Abilities.RUN_AWAY); game.override.enemyPassiveAbility(Abilities.RUN_AWAY); game.override.startingLevel(100); game.override.enemyLevel(100); game.override.moveset([ Moves.CEASELESS_EDGE, Moves.SPLASH, Moves.ROAR ]); game.override.enemyMoveset(Moves.SPLASH); vi.spyOn(allMoves[Moves.CEASELESS_EDGE], "accuracy", "get").mockReturnValue(100); }); test( "move should hit and apply spikes", async () => { await game.classicMode.startBattle([ Species.ILLUMISE ]); const enemyPokemon = game.scene.getEnemyPokemon()!; const enemyStartingHp = enemyPokemon.hp; game.move.select(Moves.CEASELESS_EDGE); await game.phaseInterceptor.to(MoveEffectPhase, false); // Spikes should not have any layers before move effect is applied const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag; expect(tagBefore instanceof ArenaTrapTag).toBeFalsy(); await game.phaseInterceptor.to(TurnEndPhase); const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag; expect(tagAfter instanceof ArenaTrapTag).toBeTruthy(); expect(tagAfter.layers).toBe(1); expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp); } ); test( "move should hit twice with multi lens and apply two layers of spikes", async () => { game.override.startingHeldItems([{ name: "MULTI_LENS" }]); await game.classicMode.startBattle([ Species.ILLUMISE ]); const enemyPokemon = game.scene.getEnemyPokemon()!; const enemyStartingHp = enemyPokemon.hp; game.move.select(Moves.CEASELESS_EDGE); await game.phaseInterceptor.to(MoveEffectPhase, false); // Spikes should not have any layers before move effect is applied const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag; expect(tagBefore instanceof ArenaTrapTag).toBeFalsy(); await game.phaseInterceptor.to(TurnEndPhase); const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag; expect(tagAfter instanceof ArenaTrapTag).toBeTruthy(); expect(tagAfter.layers).toBe(2); expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp); } ); test( "trainer - move should hit twice, apply two layers of spikes, force switch opponent - opponent takes damage", async () => { game.override.startingHeldItems([{ name: "MULTI_LENS" }]); game.override.startingWave(25); await game.classicMode.startBattle([ Species.ILLUMISE ]); game.move.select(Moves.CEASELESS_EDGE); await game.phaseInterceptor.to(MoveEffectPhase, false); // Spikes should not have any layers before move effect is applied const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag; expect(tagBefore instanceof ArenaTrapTag).toBeFalsy(); await game.toNextTurn(); const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag; expect(tagAfter instanceof ArenaTrapTag).toBeTruthy(); expect(tagAfter.layers).toBe(2); const hpBeforeSpikes = game.scene.currentBattle.enemyParty[1].hp; // Check HP of pokemon that WILL BE switched in (index 1) game.forceEnemyToSwitch(); game.move.select(Moves.SPLASH); await game.phaseInterceptor.to(TurnEndPhase, false); expect(game.scene.currentBattle.enemyParty[0].hp).toBeLessThan(hpBeforeSpikes); } ); });