import { BattleStat } from "#app/data/battle-stat.js"; import { TerrainType } from "#app/data/terrain.js"; import { MoveEndPhase, TurnEndPhase } from "#app/phases"; import GameManager from "#test/utils/gameManager"; import { getMovePosition } from "#test/utils/gameManagerUtils"; import { Abilities } from "#enums/abilities"; import { BattlerTagType } from "#enums/battler-tag-type"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; // See also: TypeImmunityAbAttr describe("Abilities - Sap Sipper", () => { 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(); }); it("raise attack 1 level and block effects when activated against a grass attack", async() => { const moveToUse = Moves.LEAFAGE; const enemyAbility = Abilities.SAP_SIPPER; game.override.moveset([moveToUse]); game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]); game.override.enemySpecies(Species.DUSKULL); game.override.enemyAbility(enemyAbility); await game.startBattle(); const startingOppHp = game.scene.currentBattle.enemyParty[0].hp; game.doAttack(getMovePosition(game.scene, 0, moveToUse)); await game.phaseInterceptor.to(TurnEndPhase); expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0); expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1); }); it("raise attack 1 level and block effects when activated against a grass status move", async() => { const moveToUse = Moves.SPORE; const enemyAbility = Abilities.SAP_SIPPER; game.override.moveset([moveToUse]); game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]); game.override.enemySpecies(Species.RATTATA); game.override.enemyAbility(enemyAbility); await game.startBattle(); game.doAttack(getMovePosition(game.scene, 0, moveToUse)); await game.phaseInterceptor.to(TurnEndPhase); expect(game.scene.getEnemyParty()[0].status).toBeUndefined(); expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1); }); it("do not activate against status moves that target the field", async() => { const moveToUse = Moves.GRASSY_TERRAIN; const enemyAbility = Abilities.SAP_SIPPER; game.override.moveset([moveToUse]); game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]); game.override.enemySpecies(Species.RATTATA); game.override.enemyAbility(enemyAbility); await game.startBattle(); game.doAttack(getMovePosition(game.scene, 0, moveToUse)); await game.phaseInterceptor.to(TurnEndPhase); expect(game.scene.arena.terrain).toBeDefined(); expect(game.scene.arena.terrain!.terrainType).toBe(TerrainType.GRASSY); expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(0); }); it("activate once against multi-hit grass attacks", async() => { const moveToUse = Moves.BULLET_SEED; const enemyAbility = Abilities.SAP_SIPPER; game.override.moveset([moveToUse]); game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]); game.override.enemySpecies(Species.RATTATA); game.override.enemyAbility(enemyAbility); await game.startBattle(); const startingOppHp = game.scene.currentBattle.enemyParty[0].hp; game.doAttack(getMovePosition(game.scene, 0, moveToUse)); await game.phaseInterceptor.to(TurnEndPhase); expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0); expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1); }); it("do not activate against status moves that target the user", async() => { const moveToUse = Moves.SPIKY_SHIELD; const ability = Abilities.SAP_SIPPER; game.override.moveset([moveToUse]); game.override.ability(ability); game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]); game.override.enemySpecies(Species.RATTATA); game.override.enemyAbility(Abilities.NONE); await game.startBattle(); game.doAttack(getMovePosition(game.scene, 0, moveToUse)); await game.phaseInterceptor.to(MoveEndPhase); expect(game.scene.getParty()[0].getTag(BattlerTagType.SPIKY_SHIELD)).toBeDefined(); await game.phaseInterceptor.to(TurnEndPhase); expect(game.scene.getParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(0); expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase"); }); // TODO Add METRONOME outcome override // To run this testcase, manually modify the METRONOME move to always give SAP_SIPPER, then uncomment it.todo("activate once against multi-hit grass attacks (metronome)", async() => { const moveToUse = Moves.METRONOME; const enemyAbility = Abilities.SAP_SIPPER; game.override.moveset([moveToUse]); game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]); game.override.enemySpecies(Species.RATTATA); game.override.enemyAbility(enemyAbility); await game.startBattle(); const startingOppHp = game.scene.currentBattle.enemyParty[0].hp; game.doAttack(getMovePosition(game.scene, 0, moveToUse)); await game.phaseInterceptor.to(TurnEndPhase); expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0); expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1); }); });