pokerogue/test/items/mystical_rock.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

61 lines
1.6 KiB
TypeScript

import { globalScene } from "#app/global-scene";
import { Moves } from "#enums/moves";
import { Abilities } from "#enums/abilities";
import { Species } from "#enums/species";
import GameManager from "#test/testUtils/gameManager";
import Phase from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Items - Mystical Rock", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phase.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.enemySpecies(Species.SHUCKLE)
.enemyMoveset(Moves.SPLASH)
.enemyAbility(Abilities.BALL_FETCH)
.moveset([Moves.SUNNY_DAY, Moves.GRASSY_TERRAIN])
.startingHeldItems([{ name: "MYSTICAL_ROCK", count: 2 }])
.battleStyle("single");
});
it("should increase weather duration by +2 turns per stack", async () => {
await game.classicMode.startBattle([Species.GASTLY]);
game.move.select(Moves.SUNNY_DAY);
await game.phaseInterceptor.to("MoveEndPhase");
const weather = globalScene.arena.weather;
expect(weather).toBeDefined();
expect(weather!.turnsLeft).to.equal(9);
});
it("should increase terrain duration by +2 turns per stack", async () => {
await game.classicMode.startBattle([Species.GASTLY]);
game.move.select(Moves.GRASSY_TERRAIN);
await game.phaseInterceptor.to("MoveEndPhase");
const terrain = globalScene.arena.terrain;
expect(terrain).toBeDefined();
expect(terrain!.turnsLeft).to.equal(9);
});
});