import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import { Abilities } from "#enums/abilities"; import GameManager from "#test/utils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import { BattlerIndex } from "#app/battle"; import { allAbilities } from "#app/data/ability"; import { allMoves, MoveCategory } from "#app/data/move"; describe("Moves - Friend Guard", () => { 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") .enemyAbility(Abilities.BALL_FETCH) .enemyMoveset([ Moves.TACKLE, Moves.SPLASH, Moves.DRAGON_RAGE ]) .enemySpecies(Species.SHUCKLE) .moveset([ Moves.SPLASH ]) .startingLevel(100); }); it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => { await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]); const [ player1, player2 ] = game.scene.getPlayerField(); const spy = vi.spyOn(player1, "getAttackDamage"); const enemy1 = game.scene.getEnemyField()[0]; game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH, 1); await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER); await game.forceEnemyMove(Moves.SPLASH); await game.toNextTurn(); // Get the last return value from `getAttackDamage` const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; // Making sure the test is controlled; turn 1 damage is equal to base damage (after rounding) expect(turn1Damage).toBe(Math.floor(player1.getBaseDamage(enemy1, allMoves[Moves.TACKLE], MoveCategory.PHYSICAL))); vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]); game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH, 1); await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER); await game.forceEnemyMove(Moves.SPLASH); await game.toNextTurn(); // Get the last return value from `getAttackDamage` const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; // With the ally's Friend Guard, damage should have been reduced from base damage by 25% expect(turn2Damage).toBe(Math.floor(player1.getBaseDamage(enemy1, allMoves[Moves.TACKLE], MoveCategory.PHYSICAL) * 0.75)); }); it("should NOT reduce damage to pokemon with friend guard", async () => { await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]); const player2 = game.scene.getPlayerField()[1]; const spy = vi.spyOn(player2, "getAttackDamage"); game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH, 1); await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2); await game.forceEnemyMove(Moves.SPLASH); await game.toNextTurn(); const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]); game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH, 1); await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2); await game.forceEnemyMove(Moves.SPLASH); await game.toNextTurn(); const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; expect(turn2Damage).toBe(turn1Damage); }); it("should NOT reduce damage from fixed damage attacks", async () => { await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]); const [ player1, player2 ] = game.scene.getPlayerField(); const spy = vi.spyOn(player1, "getAttackDamage"); game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH, 1); await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER); await game.forceEnemyMove(Moves.SPLASH); await game.toNextTurn(); const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; expect(turn1Damage).toBe(40); vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]); game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH, 1); await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER); await game.forceEnemyMove(Moves.SPLASH); await game.toNextTurn(); const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage; expect(turn2Damage).toBe(40); }); });