import { Species } from "#app/enums/species.js"; import GameManager from "#test/utils/gameManager"; import { Abilities } from "#enums/abilities"; import { Moves } from "#enums/moves"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; import { SPLASH_ONLY } from "#test/utils/testUtils"; import { MovePhase, TurnEndPhase } from "#app/phases"; import { getMovePosition } from "#test/utils/gameManagerUtils"; import { Status, StatusEffect } from "#app/data/status-effect.js"; import { BattlerTagType } from "#app/enums/battler-tag-type.js"; import { BattlerIndex } from "#app/battle.js"; describe("Abilities - Flash Fire", () => { 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") .ability(Abilities.FLASH_FIRE) .startingLevel(20) .enemyLevel(20) .disableCrits(); }); it("immune to Fire-type moves", async() => { game.override.enemyMoveset(Array(4).fill(Moves.EMBER)).moveset(SPLASH_ONLY); await game.startBattle([Species.BLISSEY]); const blissey = game.scene.getPlayerPokemon()!; game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH)); await game.phaseInterceptor.to(TurnEndPhase); expect(blissey.hp).toBe(blissey.getMaxHp()); }, 20000); it("not activate if the Pokémon is protected from the Fire-type move", async() => { game.override.enemyMoveset(Array(4).fill(Moves.EMBER)).moveset([Moves.PROTECT]); await game.startBattle([Species.BLISSEY]); const blissey = game.scene.getPlayerPokemon()!; game.doAttack(getMovePosition(game.scene, 0, Moves.PROTECT)); await game.phaseInterceptor.to(TurnEndPhase); expect(blissey!.getTag(BattlerTagType.FIRE_BOOST)).toBeUndefined(); }, 20000); it("activated by Will-O-Wisp", async() => { game.override.enemyMoveset(Array(4).fill(Moves.WILL_O_WISP)).moveset(SPLASH_ONLY); await game.startBattle([Species.BLISSEY]); const blissey = game.scene.getPlayerPokemon()!; game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH)); await game.move.forceHit(); await game.phaseInterceptor.to(MovePhase, false); await game.move.forceHit(); await game.phaseInterceptor.to(TurnEndPhase); expect(blissey!.getTag(BattlerTagType.FIRE_BOOST)).toBeDefined(); }, 20000); it("activated after being frozen", async() => { game.override.enemyMoveset(Array(4).fill(Moves.EMBER)).moveset(SPLASH_ONLY); await game.startBattle([Species.BLISSEY]); const blissey = game.scene.getPlayerPokemon()!; blissey!.status = new Status(StatusEffect.FREEZE); expect(blissey.status?.effect).toBe(StatusEffect.FREEZE); game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH)); await game.phaseInterceptor.to(TurnEndPhase); expect(blissey!.getTag(BattlerTagType.FIRE_BOOST)).toBeDefined(); }, 20000); it("not passing with baton pass", async() => { game.override.enemyMoveset(Array(4).fill(Moves.EMBER)).moveset([Moves.BATON_PASS]); await game.startBattle([Species.BLISSEY, Species.CHANSEY]); // ensure use baton pass after enemy moved game.doAttack(getMovePosition(game.scene, 0, Moves.BATON_PASS)); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); game.doSelectPartyPokemon(1); await game.phaseInterceptor.to(TurnEndPhase); const chansey = game.scene.getPlayerPokemon()!; expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(Species.CHANSEY); expect(chansey!.getTag(BattlerTagType.FIRE_BOOST)).toBeUndefined(); }, 20000); it("boosts Fire-type move when the ability is activated", async() => { game.override.enemyMoveset(Array(4).fill(Moves.FIRE_PLEDGE)).moveset([Moves.EMBER, Moves.SPLASH]); game.override.enemyAbility(Abilities.FLASH_FIRE).ability(Abilities.NONE); await game.startBattle([Species.BLISSEY]); const blissey = game.scene.getPlayerPokemon()!; const initialHP = 1000; blissey.hp = initialHP; // first turn game.doAttack(getMovePosition(game.scene, 0, Moves.EMBER)); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.phaseInterceptor.to(TurnEndPhase); const originalDmg = initialHP - blissey.hp; expect(blissey.hp > 0); blissey.hp = initialHP; // second turn game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH)); await game.phaseInterceptor.to(TurnEndPhase); const flashFireDmg = initialHP - blissey.hp; expect(flashFireDmg).toBeGreaterThan(originalDmg); }, 20000); });