pokerogue/test/abilities/protosynthesis.test.ts
Sirz Benjie 54ce58411b
[Bug] Fix forced switch bugs in enemy partner trainer battles (#5644)
* Add isPartner method to trainer class

* Ensure force switches cannot pull pokemon from the wrong trainer

* Add override for battle type

* Fixup tests and broken assumptions

* Make move fail override semi-invuln check

Bandaid fix because move effect phase does not allow for the move to fail if all of its conditions fail

* Restore overrides

* Apply kev's suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Fix illusion test battle type invocation

* Update struggle and healer tests to use battleStyle

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-04-18 09:35:46 +00:00

108 lines
2.9 KiB
TypeScript

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)
.battleStyle("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,
undefined,
false,
false,
true,
);
const atk_before_boost = mew.getEffectiveStat(
Stat.ATK,
undefined,
undefined,
false,
undefined,
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,
undefined,
false,
false,
true,
);
const atk_after_boost = mew.getEffectiveStat(
Stat.ATK,
undefined,
undefined,
false,
undefined,
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);
});
});