import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import Phaser from "phaser"; import GameManager from "#test/utils/gameManager"; import { Species } from "#enums/species"; import { SelectTargetPhase, TurnEndPhase } from "#app/phases"; import { Moves } from "#enums/moves"; import { getMovePosition } from "#test/utils/gameManagerUtils"; import { Abilities } from "#app/enums/abilities.js"; import { allAbilities } from "#app/data/ability.js"; import Pokemon from "#app/field/pokemon.js"; describe("Moves - Flame Burst", () => { let phaserGame: Phaser.Game; let game: GameManager; /** * Calculates the effect damage of Flame Burst which is 1/16 of the target ally's max HP * See Flame Burst {@link https://bulbapedia.bulbagarden.net/wiki/Flame_Burst_(move)} * See Flame Burst's move attribute {@linkcode FlameBurstAttr} * @param pokemon {@linkcode Pokemon} - The ally of the move's target * @returns Effect damage of Flame Burst */ const getEffectDamage = (pokemon: Pokemon): number => { return Math.max(1, Math.floor(pokemon.getMaxHp() * 1/16)); }; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override.battleType("double"); game.override.moveset([Moves.FLAME_BURST, Moves.SPLASH]); game.override.disableCrits(); game.override.ability(Abilities.UNNERVE); game.override.startingWave(4); game.override.enemySpecies(Species.SHUCKLE); game.override.enemyAbility(Abilities.BALL_FETCH); game.override.enemyMoveset(new Array(4).fill(Moves.SPLASH)); }); it("inflicts damage to the target's ally equal to 1/16 of its max HP", async () => { await game.startBattle([Species.PIKACHU, Species.PIKACHU]); const [ leftEnemy, rightEnemy ] = game.scene.getEnemyField(); game.doAttack(getMovePosition(game.scene, 0, Moves.FLAME_BURST)); await game.phaseInterceptor.to(SelectTargetPhase, false); game.doSelectTarget(leftEnemy.getBattlerIndex()); game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); await game.phaseInterceptor.to(TurnEndPhase); expect(leftEnemy.hp).toBeLessThan(leftEnemy.getMaxHp()); expect(rightEnemy.hp).toBe(rightEnemy.getMaxHp() - getEffectDamage(rightEnemy)); }); it("does not inflict damage to the target's ally if the target was not affected by Flame Burst", async () => { game.override.enemyAbility(Abilities.FLASH_FIRE); await game.startBattle([Species.PIKACHU, Species.PIKACHU]); const [ leftEnemy, rightEnemy ] = game.scene.getEnemyField(); game.doAttack(getMovePosition(game.scene, 0, Moves.FLAME_BURST)); await game.phaseInterceptor.to(SelectTargetPhase, false); game.doSelectTarget(leftEnemy.getBattlerIndex()); game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); await game.phaseInterceptor.to(TurnEndPhase); expect(leftEnemy.hp).toBe(leftEnemy.getMaxHp()); expect(rightEnemy.hp).toBe(rightEnemy.getMaxHp()); }); it("does not interact with the target ally's abilities", async () => { await game.startBattle([Species.PIKACHU, Species.PIKACHU]); const [ leftEnemy, rightEnemy ] = game.scene.getEnemyField(); vi.spyOn(rightEnemy, "getAbility").mockReturnValue(allAbilities[Abilities.FLASH_FIRE]); game.doAttack(getMovePosition(game.scene, 0, Moves.FLAME_BURST)); await game.phaseInterceptor.to(SelectTargetPhase, false); game.doSelectTarget(leftEnemy.getBattlerIndex()); game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); await game.phaseInterceptor.to(TurnEndPhase); expect(leftEnemy.hp).toBeLessThan(leftEnemy.getMaxHp()); expect(rightEnemy.hp).toBe(rightEnemy.getMaxHp() - getEffectDamage(rightEnemy)); }); it("effect damage is prevented by Magic Guard", async () => { await game.startBattle([Species.PIKACHU, Species.PIKACHU]); const [ leftEnemy, rightEnemy ] = game.scene.getEnemyField(); vi.spyOn(rightEnemy, "getAbility").mockReturnValue(allAbilities[Abilities.MAGIC_GUARD]); game.doAttack(getMovePosition(game.scene, 0, Moves.FLAME_BURST)); await game.phaseInterceptor.to(SelectTargetPhase, false); game.doSelectTarget(leftEnemy.getBattlerIndex()); game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); await game.phaseInterceptor.to(TurnEndPhase); expect(leftEnemy.hp).toBeLessThan(leftEnemy.getMaxHp()); expect(rightEnemy.hp).toBe(rightEnemy.getMaxHp()); }); it("is not affected by protection moves and Endure", async () => { // TODO: update this test when it's possible to select move for each enemy }, { skip: true }); });