import { BattlerIndex } from "#app/battle.js"; import { Stat } from "#app/data/pokemon-stat"; import { CommandPhase, SelectTargetPhase, TurnEndPhase } from "#app/phases"; import GameManager from "#test/utils/gameManager"; import { getMovePosition } from "#test/utils/gameManagerUtils"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest"; const TIMEOUT = 20 * 1000; describe("Moves - Spotlight", () => { 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("double"); game.override.starterSpecies(Species.AMOONGUSS); game.override.enemySpecies(Species.SNORLAX); game.override.startingLevel(100); game.override.enemyLevel(100); game.override.moveset([ Moves.FOLLOW_ME, Moves.RAGE_POWDER, Moves.SPOTLIGHT, Moves.QUICK_ATTACK ]); game.override.enemyMoveset([Moves.TACKLE,Moves.TACKLE,Moves.TACKLE,Moves.TACKLE]); }); test( "move should redirect attacks to the target", async () => { await game.startBattle([ Species.AMOONGUSS, Species.CHARIZARD ]); const playerPokemon = game.scene.getPlayerField(); expect(playerPokemon.length).toBe(2); playerPokemon.forEach(p => expect(p).not.toBe(undefined)); const enemyPokemon = game.scene.getEnemyField(); expect(enemyPokemon.length).toBe(2); enemyPokemon.forEach(p => expect(p).not.toBe(undefined)); const enemyStartingHp = enemyPokemon.map(p => p.hp); game.doAttack(getMovePosition(game.scene, 0, Moves.SPOTLIGHT)); await game.phaseInterceptor.to(SelectTargetPhase, false); game.doSelectTarget(BattlerIndex.ENEMY); await game.phaseInterceptor.to(CommandPhase); game.doAttack(getMovePosition(game.scene, 1, Moves.QUICK_ATTACK)); await game.phaseInterceptor.to(SelectTargetPhase, false); game.doSelectTarget(BattlerIndex.ENEMY_2); await game.phaseInterceptor.to(TurnEndPhase, false); expect(enemyPokemon[0].hp).toBeLessThan(enemyStartingHp[0]); expect(enemyPokemon[1].hp).toBe(enemyStartingHp[1]); }, TIMEOUT ); test( "move should cause other redirection moves to fail", async () => { game.override.enemyMoveset([ Moves.FOLLOW_ME, Moves.FOLLOW_ME, Moves.FOLLOW_ME, Moves.FOLLOW_ME ]); await game.startBattle([ Species.AMOONGUSS, Species.CHARIZARD ]); const playerPokemon = game.scene.getPlayerField(); expect(playerPokemon.length).toBe(2); playerPokemon.forEach(p => expect(p).not.toBe(undefined)); const enemyPokemon = game.scene.getEnemyField(); expect(enemyPokemon.length).toBe(2); enemyPokemon.forEach(p => expect(p).not.toBe(undefined)); /** * Spotlight will target the slower enemy. In this situation without Spotlight being used, * the faster enemy would normally end up with the Center of Attention tag. */ enemyPokemon.sort((a, b) => b.getBattleStat(Stat.SPD) - a.getBattleStat(Stat.SPD)); const spotTarget = enemyPokemon[1].getBattlerIndex(); const attackTarget = enemyPokemon[0].getBattlerIndex(); const enemyStartingHp = enemyPokemon.map(p => p.hp); game.doAttack(getMovePosition(game.scene, 0, Moves.SPOTLIGHT)); await game.phaseInterceptor.to(SelectTargetPhase, false); game.doSelectTarget(spotTarget); await game.phaseInterceptor.to(CommandPhase); game.doAttack(getMovePosition(game.scene, 1, Moves.QUICK_ATTACK)); await game.phaseInterceptor.to(SelectTargetPhase, false); game.doSelectTarget(attackTarget); await game.phaseInterceptor.to(TurnEndPhase, false); expect(enemyPokemon[1].hp).toBeLessThan(enemyStartingHp[1]); expect(enemyPokemon[0].hp).toBe(enemyStartingHp[0]); }, TIMEOUT ); });