import { Stat } from "#app/data/pokemon-stat"; import { CommandPhase, EnemyCommandPhase, SelectTargetPhase, TurnStartPhase } from "#app/phases"; import GameManager from "#test/utils/gameManager"; import { getMovePosition } from "#test/utils/gameManagerUtils"; import { Command } from "#app/ui/command-ui-handler"; import TargetSelectUiHandler from "#app/ui/target-select-ui-handler"; import { Mode } from "#app/ui/ui"; import { Abilities } from "#enums/abilities"; import { Button } from "#enums/buttons"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; describe("Battle order", () => { 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.MEWTWO); game.override.enemyAbility(Abilities.INSOMNIA); game.override.ability(Abilities.INSOMNIA); game.override.moveset([Moves.TACKLE]); }); it("opponent faster than player 50 vs 150", async() => { await game.startBattle([ Species.BULBASAUR, ]); game.scene.getParty()[0].stats[Stat.SPD] = 50; game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 150; game.onNextPrompt("CommandPhase", Mode.COMMAND, () => { game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); game.onNextPrompt("CommandPhase", Mode.FIGHT, () => { const movePosition = getMovePosition(game.scene, 0, Moves.TACKLE); (game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); await game.phaseInterceptor.run(EnemyCommandPhase); const phase = game.scene.getCurrentPhase() as TurnStartPhase; const order = phase.getOrder(); expect(order[0]).toBe(2); expect(order[1]).toBe(0); }, 20000); it("Player faster than opponent 150 vs 50", async() => { await game.startBattle([ Species.BULBASAUR, ]); game.scene.getParty()[0].stats[Stat.SPD] = 150; game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 50; game.onNextPrompt("CommandPhase", Mode.COMMAND, () => { game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); game.onNextPrompt("CommandPhase", Mode.FIGHT, () => { const movePosition = getMovePosition(game.scene, 0, Moves.TACKLE); (game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); await game.phaseInterceptor.run(EnemyCommandPhase); const phase = game.scene.getCurrentPhase() as TurnStartPhase; const order = phase.getOrder(); expect(order[0]).toBe(0); expect(order[1]).toBe(2); }, 20000); it("double - both opponents faster than player 50/50 vs 150/150", async() => { game.override.battleType("double"); await game.startBattle([ Species.BULBASAUR, Species.BLASTOISE, ]); game.scene.getParty()[0].stats[Stat.SPD] = 50; game.scene.getParty()[1].stats[Stat.SPD] = 50; game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 150; game.scene.currentBattle.enemyParty[1].stats[Stat.SPD] = 150; game.onNextPrompt("CommandPhase", Mode.COMMAND, () => { game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); game.onNextPrompt("CommandPhase", Mode.FIGHT, () => { const movePosition = getMovePosition(game.scene, 0, Moves.TACKLE); (game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); game.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => { const handler = game.scene.ui.getHandler() as TargetSelectUiHandler; handler.processInput(Button.ACTION); }); game.onNextPrompt("CommandPhase", Mode.COMMAND, () => { game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); game.onNextPrompt("CommandPhase", Mode.FIGHT, () => { const movePosition = getMovePosition(game.scene, 0, Moves.TACKLE); (game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); game.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => { const handler = game.scene.ui.getHandler() as TargetSelectUiHandler; handler.processInput(Button.ACTION); }); await game.phaseInterceptor.runFrom(SelectTargetPhase).to(TurnStartPhase, false); const phase = game.scene.getCurrentPhase() as TurnStartPhase; const order = phase.getOrder(); expect(order.indexOf(0)).toBeGreaterThan(order.indexOf(2)); expect(order.indexOf(0)).toBeGreaterThan(order.indexOf(3)); expect(order.indexOf(1)).toBeGreaterThan(order.indexOf(2)); expect(order.indexOf(1)).toBeGreaterThan(order.indexOf(3)); }, 20000); it("double - speed tie except 1 - 100/100 vs 100/150", async() => { game.override.battleType("double"); await game.startBattle([ Species.BULBASAUR, Species.BLASTOISE, ]); game.scene.getParty()[0].stats[Stat.SPD] = 100; game.scene.getParty()[1].stats[Stat.SPD] = 100; game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 100; game.scene.currentBattle.enemyParty[1].stats[Stat.SPD] = 150; game.onNextPrompt("CommandPhase", Mode.COMMAND, () => { game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); game.onNextPrompt("CommandPhase", Mode.FIGHT, () => { const movePosition = getMovePosition(game.scene, 0, Moves.TACKLE); (game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); game.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => { const handler = game.scene.ui.getHandler() as TargetSelectUiHandler; handler.processInput(Button.ACTION); }); game.onNextPrompt("CommandPhase", Mode.COMMAND, () => { game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); game.onNextPrompt("CommandPhase", Mode.FIGHT, () => { const movePosition = getMovePosition(game.scene, 0, Moves.TACKLE); (game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); game.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => { const handler = game.scene.ui.getHandler() as TargetSelectUiHandler; handler.processInput(Button.ACTION); }); await game.phaseInterceptor.runFrom(SelectTargetPhase).to(TurnStartPhase, false); const phase = game.scene.getCurrentPhase() as TurnStartPhase; const order = phase.getOrder(); expect(order.indexOf(3)).toBeLessThan(order.indexOf(0)); expect(order.indexOf(3)).toBeLessThan(order.indexOf(1)); expect(order.indexOf(3)).toBeLessThan(order.indexOf(2)); }, 20000); it("double - speed tie 100/150 vs 100/150", async() => { game.override.battleType("double"); await game.startBattle([ Species.BULBASAUR, Species.BLASTOISE, ]); game.scene.getParty()[0].stats[Stat.SPD] = 100; game.scene.getParty()[1].stats[Stat.SPD] = 150; game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 100; game.scene.currentBattle.enemyParty[1].stats[Stat.SPD] = 150; game.onNextPrompt("CommandPhase", Mode.COMMAND, () => { game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); game.onNextPrompt("CommandPhase", Mode.FIGHT, () => { const movePosition = getMovePosition(game.scene, 0, Moves.TACKLE); (game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); game.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => { const handler = game.scene.ui.getHandler() as TargetSelectUiHandler; handler.processInput(Button.ACTION); }); game.onNextPrompt("CommandPhase", Mode.COMMAND, () => { game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); game.onNextPrompt("CommandPhase", Mode.FIGHT, () => { const movePosition = getMovePosition(game.scene, 0, Moves.TACKLE); (game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); game.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => { const handler = game.scene.ui.getHandler() as TargetSelectUiHandler; handler.processInput(Button.ACTION); }); await game.phaseInterceptor.runFrom(SelectTargetPhase).to(TurnStartPhase, false); const phase = game.scene.getCurrentPhase() as TurnStartPhase; const order = phase.getOrder(); expect(order.indexOf(1)).toBeLessThan(order.indexOf(0)); expect(order.indexOf(1)).toBeLessThan(order.indexOf(2)); expect(order.indexOf(3)).toBeLessThan(order.indexOf(0)); expect(order.indexOf(3)).toBeLessThan(order.indexOf(2)); }, 20000); });