import { Abilities } from "#enums/abilities"; import { Moves } from "#enums/moves"; import { Nature } from "#enums/nature"; import { Species } from "#enums/species"; import { Stat } from "#enums/stat"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { BattlerIndex } from "#app/battle"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; describe("Abilities - Protosynthesis", () => { 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 .moveset([ Moves.SPLASH, Moves.TACKLE ]) .ability(Abilities.PROTOSYNTHESIS) .battleType("single") .disableCrits() .enemySpecies(Species.MAGIKARP) .enemyAbility(Abilities.BALL_FETCH) .enemyMoveset(Moves.SPLASH); }); it("should not consider temporary items when determining which stat to boost", async() => { // Mew has uniform base stats game.override.startingModifier([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.DEF }]) .enemyMoveset(Moves.SUNNY_DAY) .startingLevel(100) .enemyLevel(100); await game.classicMode.startBattle([ Species.MEW ]); const mew = game.scene.getPlayerPokemon()!; // Nature of starting mon is randomized. We need to fix it to a neutral nature for the automated test. mew.setNature(Nature.HARDY); const enemy = game.scene.getEnemyPokemon()!; const def_before_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true); const atk_before_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true); const initialHp = enemy.hp; game.move.select(Moves.TACKLE); await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]); await game.toNextTurn(); const unboosted_dmg = initialHp - enemy.hp; enemy.hp = initialHp; const def_after_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true); const atk_after_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true); game.move.select(Moves.TACKLE); await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]); await game.toNextTurn(); const boosted_dmg = initialHp - enemy.hp; expect(boosted_dmg).toBeGreaterThan(unboosted_dmg); expect(def_after_boost).toEqual(def_before_boost); expect(atk_after_boost).toBeGreaterThan(atk_before_boost); }); });