import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; import Phaser from "phaser"; import GameManager from "#test/utils/gameManager"; import { TurnStartPhase } from "#app/phases"; import { getMovePosition } from "#test/utils/gameManagerUtils"; import { StatusEffect } from "#app/data/status-effect"; import { Species } from "#enums/species"; import { Moves } from "#enums/moves"; describe("Moves - Fusion Flare", () => { let phaserGame: Phaser.Game; let game: GameManager; const fusionFlare = Moves.FUSION_FLARE; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override.moveset([ fusionFlare ]); game.override.startingLevel(1); game.override.enemySpecies(Species.RESHIRAM); game.override.enemyMoveset([ Moves.REST, Moves.REST, Moves.REST, Moves.REST ]); game.override.battleType("single"); game.override.startingWave(97); game.override.disableCrits(); }); it("should thaw freeze status condition", async() => { await game.startBattle([ Species.RESHIRAM, ]); const partyMember = game.scene.getPlayerPokemon()!; game.doAttack(getMovePosition(game.scene, 0, fusionFlare)); await game.phaseInterceptor.to(TurnStartPhase, false); // Inflict freeze quietly and check if it was properly inflicted partyMember.trySetStatus(StatusEffect.FREEZE, false); expect(partyMember.status!.effect).toBe(StatusEffect.FREEZE); await game.toNextTurn(); // Check if FUSION_FLARE thawed freeze expect(partyMember.status?.effect).toBeUndefined(); }); });