import GameManager from "#test/utils/gameManager"; import { getMovePosition } from "#test/utils/gameManagerUtils"; import { Abilities } from "#enums/abilities"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; import { MovePhase } from "#app/phases/move-phase.js"; describe("Abilities - Stall", () => { 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.disableCrits(); game.override.enemySpecies(Species.REGIELEKI); game.override.enemyAbility(Abilities.STALL); game.override.enemyMoveset([Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK]); game.override.moveset([Moves.QUICK_ATTACK, Moves.TACKLE]); }); /** * Bulbapedia References: * https://bulbapedia.bulbagarden.net/wiki/Stall_(Ability) * https://bulbapedia.bulbagarden.net/wiki/Priority **/ it("Pokemon with Stall should move last in its priority bracket regardless of speed", async() => { await game.startBattle([ Species.SHUCKLE ]); const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex(); const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex(); game.doAttack(getMovePosition(game.scene, 0, Moves.QUICK_ATTACK)); await game.phaseInterceptor.to(MovePhase, false); // The player Pokemon (without Stall) goes first despite having lower speed than the opponent. expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex); await game.phaseInterceptor.run(MovePhase); await game.phaseInterceptor.to(MovePhase, false); // The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon. expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex); }, 20000); it("Pokemon with Stall will go first if a move that is in a higher priority bracket than the opponent's move is used", async() => { await game.startBattle([ Species.SHUCKLE ]); const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex(); const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex(); game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE)); await game.phaseInterceptor.to(MovePhase, false); // The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent. expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex); await game.phaseInterceptor.run(MovePhase); await game.phaseInterceptor.to(MovePhase, false); // The player Pokemon goes second because its move is in a lower priority bracket. expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex); }, 20000); it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async() => { game.override.ability(Abilities.STALL); await game.startBattle([ Species.SHUCKLE ]); const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex(); const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex(); game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE)); await game.phaseInterceptor.to(MovePhase, false); // The opponent Pokemon (with Stall) goes first because it has a higher speed. expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex); await game.phaseInterceptor.run(MovePhase); await game.phaseInterceptor.to(MovePhase, false); // The player Pokemon (with Stall) goes second because its speed is lower. expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex); }, 20000); });