import { Stat } from "#enums/stat"; import { BattlerIndex } from "#app/battle"; import { allMoves } from "#app/data/move"; import { DamageAnimPhase } from "#app/phases/damage-anim-phase"; import { MoveEffectPhase } from "#app/phases/move-effect-phase"; import { MoveEndPhase } from "#app/phases/move-end-phase"; import { MovePhase } from "#app/phases/move-phase"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; describe("Moves - Fusion Flare and Fusion Bolt", () => { let phaserGame: Phaser.Game; let game: GameManager; const fusionFlare = allMoves[Moves.FUSION_FLARE]; const fusionBolt = allMoves[Moves.FUSION_BOLT]; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override.moveset([ fusionFlare.id, fusionBolt.id ]); game.override.startingLevel(1); game.override.enemySpecies(Species.RESHIRAM); game.override.enemyMoveset([ Moves.REST, Moves.REST, Moves.REST, Moves.REST ]); game.override.battleType("double"); game.override.startingWave(97); game.override.disableCrits(); vi.spyOn(fusionFlare, "calculateBattlePower"); vi.spyOn(fusionBolt, "calculateBattlePower"); }); it("FUSION_FLARE should double power of subsequent FUSION_BOLT", async () => { await game.startBattle([ Species.ZEKROM, Species.ZEKROM ]); game.move.select(fusionFlare.id, 0, BattlerIndex.ENEMY); game.move.select(fusionBolt.id, 1, BattlerIndex.ENEMY); // Force user party to act before enemy party await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(100); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(200); }, 20000); it("FUSION_BOLT should double power of subsequent FUSION_FLARE", async () => { await game.startBattle([ Species.ZEKROM, Species.ZEKROM ]); game.move.select(fusionBolt.id, 0, BattlerIndex.ENEMY); game.move.select(fusionFlare.id, 1, BattlerIndex.ENEMY); // Force user party to act before enemy party await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200); }, 20000); it("FUSION_FLARE should double power of subsequent FUSION_BOLT if a move failed in between", async () => { await game.startBattle([ Species.ZEKROM, Species.ZEKROM ]); game.move.select(fusionFlare.id, 0, BattlerIndex.PLAYER); game.move.select(fusionBolt.id, 1, BattlerIndex.PLAYER); // Force first enemy to act (and fail) in between party await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY ]); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(100); await game.phaseInterceptor.to(MoveEndPhase); // Skip enemy move; because the enemy is at full HP, Rest should fail await game.phaseInterceptor.runFrom(MovePhase).to(MoveEndPhase); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(200); }, 20000); it("FUSION_FLARE should not double power of subsequent FUSION_BOLT if a move succeeded in between", async () => { game.override.enemyMoveset([ Moves.SPLASH, Moves.SPLASH, Moves.SPLASH, Moves.SPLASH ]); await game.startBattle([ Species.ZEKROM, Species.ZEKROM ]); game.move.select(fusionFlare.id, 0, BattlerIndex.ENEMY); game.move.select(fusionBolt.id, 1, BattlerIndex.ENEMY); // Force first enemy to act in between party await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY ]); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(100); await game.phaseInterceptor.to(MoveEndPhase); // Skip enemy move await game.phaseInterceptor.runFrom(MovePhase).to(MoveEndPhase); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100); }, 20000); it("FUSION_FLARE should double power of subsequent FUSION_BOLT if moves are aimed at allies", async () => { await game.startBattle([ Species.ZEKROM, Species.RESHIRAM ]); game.move.select(fusionBolt.id, 0, BattlerIndex.PLAYER_2); game.move.select(fusionFlare.id, 1, BattlerIndex.PLAYER); // Force user party to act before enemy party await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200); }, 20000); it("FUSION_FLARE and FUSION_BOLT alternating throughout turn should double power of subsequent moves", async () => { game.override.enemyMoveset([ fusionFlare.id, fusionFlare.id, fusionFlare.id, fusionFlare.id ]); await game.startBattle([ Species.ZEKROM, Species.ZEKROM ]); const party = game.scene.getPlayerParty(); const enemyParty = game.scene.getEnemyParty(); // Get rid of any modifiers that may alter power game.scene.clearEnemyHeldItemModifiers(); game.scene.clearEnemyModifiers(); // Mock stats by replacing entries in copy with desired values for specific stats const stats = { enemy: [ [ ...enemyParty[0].stats ], [ ...enemyParty[1].stats ], ], player: [ [ ...party[0].stats ], [ ...party[1].stats ], ] }; // Ensure survival by reducing enemy Sp. Atk and boosting party Sp. Def vi.spyOn(enemyParty[0], "stats", "get").mockReturnValue(stats.enemy[0].map((val, i) => (i === Stat.SPATK ? 1 : val))); vi.spyOn(enemyParty[1], "stats", "get").mockReturnValue(stats.enemy[1].map((val, i) => (i === Stat.SPATK ? 1 : val))); vi.spyOn(party[1], "stats", "get").mockReturnValue(stats.player[0].map((val, i) => (i === Stat.SPDEF ? 250 : val))); vi.spyOn(party[1], "stats", "get").mockReturnValue(stats.player[1].map((val, i) => (i === Stat.SPDEF ? 250 : val))); game.move.select(fusionBolt.id, 0, BattlerIndex.ENEMY); game.move.select(fusionBolt.id, 1, BattlerIndex.ENEMY); // Force first enemy to act in between party await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY ]); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(200); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200); }, 20000); it("FUSION_FLARE and FUSION_BOLT alternating throughout turn should double power of subsequent moves if moves are aimed at allies", async () => { game.override.enemyMoveset([ fusionFlare.id, fusionFlare.id, fusionFlare.id, fusionFlare.id ]); await game.startBattle([ Species.ZEKROM, Species.ZEKROM ]); const party = game.scene.getPlayerParty(); const enemyParty = game.scene.getEnemyParty(); // Get rid of any modifiers that may alter power game.scene.clearEnemyHeldItemModifiers(); game.scene.clearEnemyModifiers(); // Mock stats by replacing entries in copy with desired values for specific stats const stats = { enemy: [ [ ...enemyParty[0].stats ], [ ...enemyParty[1].stats ], ], player: [ [ ...party[0].stats ], [ ...party[1].stats ], ] }; // Ensure survival by reducing enemy Sp. Atk and boosting party Sp. Def vi.spyOn(enemyParty[0], "stats", "get").mockReturnValue(stats.enemy[0].map((val, i) => (i === Stat.SPATK ? 1 : val))); vi.spyOn(enemyParty[1], "stats", "get").mockReturnValue(stats.enemy[1].map((val, i) => (i === Stat.SPATK ? 1 : val))); vi.spyOn(party[1], "stats", "get").mockReturnValue(stats.player[0].map((val, i) => (i === Stat.SPDEF ? 250 : val))); vi.spyOn(party[1], "stats", "get").mockReturnValue(stats.player[1].map((val, i) => (i === Stat.SPDEF ? 250 : val))); game.move.select(fusionBolt.id, 0, BattlerIndex.PLAYER_2); game.move.select(fusionBolt.id, 1, BattlerIndex.PLAYER); // Force first enemy to act in between party await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY ]); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(200); await game.phaseInterceptor.to(MoveEffectPhase, false); expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id); await game.phaseInterceptor.to(DamageAnimPhase, false); expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200); }, 20000); });