import { allMoves } from "#app/data/move"; import { Abilities } from "#app/enums/abilities"; import { BattlerTagType } from "#app/enums/battler-tag-type"; import { Moves } from "#app/enums/moves"; import { Species } from "#app/enums/species"; import { BerryPhase } from "#app/phases/berry-phase"; import { TurnEndPhase } from "#app/phases/turn-end-phase"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; describe("Moves - Hyper Beam", () => { 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.ability(Abilities.BALL_FETCH); game.override.enemySpecies(Species.SNORLAX); game.override.enemyAbility(Abilities.BALL_FETCH); game.override.enemyMoveset([ Moves.SPLASH ]); game.override.enemyLevel(100); game.override.moveset([ Moves.HYPER_BEAM, Moves.TACKLE ]); vi.spyOn(allMoves[Moves.HYPER_BEAM], "accuracy", "get").mockReturnValue(100); }); it( "should force the user to recharge on the next turn (and only that turn)", async () => { await game.startBattle([ Species.MAGIKARP ]); const leadPokemon = game.scene.getPlayerPokemon()!; const enemyPokemon = game.scene.getEnemyPokemon()!; game.move.select(Moves.HYPER_BEAM); await game.phaseInterceptor.to(TurnEndPhase); expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp()); expect(leadPokemon.getTag(BattlerTagType.RECHARGING)).toBeDefined(); const enemyPostAttackHp = enemyPokemon.hp; /** Game should progress without a new command from the player */ await game.phaseInterceptor.to(TurnEndPhase); expect(enemyPokemon.hp).toBe(enemyPostAttackHp); expect(leadPokemon.getTag(BattlerTagType.RECHARGING)).toBeUndefined(); game.move.select(Moves.TACKLE); await game.phaseInterceptor.to(BerryPhase, false); expect(enemyPokemon.hp).toBeLessThan(enemyPostAttackHp); } ); });