import { allMoves } from "#app/data/move.js"; import Overrides from "#app/overrides"; import { CommandPhase } from "#app/phases"; import GameManager from "#app/test/utils/gameManager"; import { getMovePosition } from "#app/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, vi } from "vitest"; import { SPLASH_ONLY } from "../utils/testUtils"; describe("Moves - Rollout", () => { let phaserGame: Phaser.Game; let game: GameManager; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); vi.spyOn(Overrides, "NEVER_CRIT_OVERRIDE", "get").mockReturnValue(true); game.override.battleType("single"); game.override.starterSpecies(Species.RATTATA); vi.spyOn(Overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.NONE); game.override.enemySpecies(Species.BIDOOF); game.override.enemyAbility(Abilities.NONE); game.override.startingLevel(100); vi.spyOn(Overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(100); game.override.enemyMoveset(SPLASH_ONLY); }); it("should double it's dmg on sequential uses but reset after 5", async () => { vi.spyOn(Overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([Moves.ROLLOUT]); vi.spyOn(allMoves[Moves.ROLLOUT], "accuracy", "get").mockReturnValue(100); //always hit const variance = 5; const turns = 6; const dmgHistory: number[] = []; await game.startBattle(); const playerPkm = game.scene.getParty()[0]; vi.spyOn(playerPkm, "stats", "get").mockReturnValue([500000, 1, 1, 1, 1, 1]); // HP, ATK, DEF, SPATK, SPDEF, SPD const enemyPkm = game.scene.getEnemyParty()[0]; vi.spyOn(enemyPkm, "stats", "get").mockReturnValue([500000, 1, 1, 1, 1, 1]); // HP, ATK, DEF, SPATK, SPDEF, SPD vi.spyOn(enemyPkm, "getHeldItems").mockReturnValue([]); //no berries enemyPkm.hp = enemyPkm.getMaxHp(); let previousHp = enemyPkm.hp; for (let i = 0; i < turns; i++) { game.doAttack(getMovePosition(game.scene, 0, Moves.ROLLOUT)); await game.phaseInterceptor.to(CommandPhase); dmgHistory.push(previousHp - enemyPkm.hp); previousHp = enemyPkm.hp; } const [turn1Dmg, turn2Dmg, turn3Dmg, turn4Dmg, turn5Dmg, turn6Dmg] = dmgHistory; expect(turn2Dmg).toBeGreaterThanOrEqual(turn1Dmg * 2 - variance); expect(turn2Dmg).toBeLessThanOrEqual(turn1Dmg * 2 + variance); expect(turn3Dmg).toBeGreaterThanOrEqual(turn2Dmg * 2 - variance); expect(turn3Dmg).toBeLessThanOrEqual(turn2Dmg * 2 + variance); expect(turn4Dmg).toBeGreaterThanOrEqual(turn3Dmg * 2 - variance); expect(turn4Dmg).toBeLessThanOrEqual(turn3Dmg * 2 + variance); expect(turn5Dmg).toBeGreaterThanOrEqual(turn4Dmg * 2 - variance); expect(turn5Dmg).toBeLessThanOrEqual(turn4Dmg * 2 + variance); // reset expect(turn6Dmg).toBeGreaterThanOrEqual(turn1Dmg - variance); expect(turn6Dmg).toBeLessThanOrEqual(turn1Dmg + variance); }); });