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* Grabbed reverted changes from stuff * Added version migrator for rage fist data + deepMergeSpriteData tests * fixed formattign * Fied a few * Fixed constructor (maybe), moved deepCopy and deepMergeSpriteData to own file `common.ts` is hella bloated so seems legit * Moved empty moveset verification mapping thing to upgrade script bc i wanted to * Fixed tests * test added * Fixed summondata being cleared inside summonPhase, removed `summonDataPrimer` like seriously how come no-one checked this * Fixed test I forgot that we outsped and oneshot * Fixed test * huhjjjjjb * Hopefully fixed bug my sanity and homework are paying the price for this lol * added commented out console.log statement uncomment to see new berry data * Fixed migrate script, re-added deprecated attributes out of necessity * Fixed failing test by not trying to mock rng * Fixed test * Fixed tests * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update overrides.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update berry-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update encounter-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update game-data.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Added utility function `randSeedFloat` basically just `Phaser.math.RND.realInRange(0, 1)` * Applied review comments, cleaned up code a bit * Removed unnecessary null checks for turnData and co. I explicitly made them initialized by default for this very reason * Added tests for Last Resort regarding moveHistory * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle-scene.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update the-winstrate-challenge-encounter.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle-anims.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts comments * Fixed a few outstanding issues with documentation * Updated switch summon phase comment * Re-added BattleSummonData as TempSummonData * Hppefully fixed -1 sprite scale glitch * Fixed comment * Reveted `pokemon-forms.ts` * Fuxed constructor * fixed -1 bug * Revert "Added utility function `randSeedFloat`" This reverts commit 4c3447c851731c989fc591feea0094b6bbde7fd2. --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
203 lines
6.8 KiB
TypeScript
203 lines
6.8 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { allMoves } from "#app/data/moves/move";
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import type Move from "#app/data/moves/move";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { BattleType } from "#enums/battle-type";
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describe("Moves - Rage Fist", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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let move: Move;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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move = allMoves[Moves.RAGE_FIST];
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game = new GameManager(phaserGame);
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game.override
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.battleStyle("single")
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.moveset([Moves.RAGE_FIST, Moves.SPLASH, Moves.SUBSTITUTE, Moves.TIDY_UP])
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.startingLevel(100)
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.enemyLevel(1)
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.DOUBLE_KICK);
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vi.spyOn(move, "calculateBattlePower");
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});
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it("should gain power per hit taken", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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game.move.select(Moves.RAGE_FIST);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(move.calculateBattlePower).toHaveLastReturnedWith(150);
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});
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it("caps at 6 hits taken", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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// spam splash against magikarp hitting us 2 times per turn
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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game.move.select(Moves.RAGE_FIST);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("TurnEndPhase");
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// hit 8 times, but nothing else
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expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(8);
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expect(move.calculateBattlePower).toHaveLastReturnedWith(350);
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});
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it("should not count substitute hits or confusion damage", async () => {
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game.override.enemySpecies(Species.SHUCKLE).enemyMoveset([Moves.CONFUSE_RAY, Moves.DOUBLE_KICK]);
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await game.classicMode.startBattle([Species.REGIROCK]);
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game.move.select(Moves.SUBSTITUTE);
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await game.forceEnemyMove(Moves.DOUBLE_KICK);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toNextTurn();
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// no increase due to substitute
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expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(0);
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// remove substitute and get confused
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game.move.select(Moves.TIDY_UP);
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await game.forceEnemyMove(Moves.CONFUSE_RAY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toNextTurn();
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game.move.select(Moves.RAGE_FIST);
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await game.forceEnemyMove(Moves.CONFUSE_RAY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.move.forceConfusionActivation(true);
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await game.toNextTurn();
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// didn't go up from hitting ourself
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expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(0);
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});
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it("should maintain hits recieved between wild waves", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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game.move.select(Moves.RAGE_FIST);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toNextWave();
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expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(2);
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game.move.select(Moves.RAGE_FIST);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.scene.getPlayerPokemon()?.battleData.hitCount).toBe(4);
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expect(move.calculateBattlePower).toHaveLastReturnedWith(250);
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});
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it("should reset hits recieved before trainer battles", async () => {
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await game.classicMode.startBattle([Species.IRON_HANDS]);
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const ironHands = game.scene.getPlayerPokemon()!;
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expect(ironHands).toBeDefined();
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// beat up a magikarp
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game.move.select(Moves.RAGE_FIST);
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await game.forceEnemyMove(Moves.DOUBLE_KICK);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.isVictory()).toBe(true);
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expect(ironHands.battleData.hitCount).toBe(2);
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expect(move.calculateBattlePower).toHaveLastReturnedWith(150);
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game.override.battleType(BattleType.TRAINER);
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await game.toNextWave();
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expect(ironHands.battleData.hitCount).toBe(0);
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});
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it("should reset hits recieved before new biome", async () => {
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game.override.enemySpecies(Species.MAGIKARP).startingWave(10);
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await game.classicMode.startBattle([Species.MAGIKARP]);
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game.move.select(Moves.RAGE_FIST);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toNextTurn();
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game.move.select(Moves.RAGE_FIST);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(move.calculateBattlePower).toHaveLastReturnedWith(150);
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});
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it("should not reset if switched out or on reload", async () => {
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game.override.enemyMoveset(Moves.TACKLE);
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const getPartyHitCount = () =>
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game.scene
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.getPlayerParty()
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.filter(p => !!p)
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.map(m => m.battleData.hitCount);
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await game.classicMode.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
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// Charizard hit
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game.move.select(Moves.SPLASH);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toNextTurn();
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expect(getPartyHitCount()).toEqual([1, 0]);
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// blastoise switched in & hit
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game.doSwitchPokemon(1);
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await game.toNextTurn();
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expect(getPartyHitCount()).toEqual([1, 1]);
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// charizard switched in & hit
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game.doSwitchPokemon(1);
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await game.toNextTurn();
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expect(getPartyHitCount()).toEqual([2, 1]);
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// Charizard rage fist
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game.move.select(Moves.RAGE_FIST);
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await game.phaseInterceptor.to("MoveEndPhase");
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const charizard = game.scene.getPlayerPokemon()!;
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expect(charizard).toBeDefined();
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expect(charizard.species.speciesId).toBe(Species.CHARIZARD);
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expect(move.calculateBattlePower).toHaveLastReturnedWith(150);
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// go to new wave, reload game and beat up another poor sap
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await game.toNextWave();
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await game.reload.reloadSession();
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// outsped and oneshot means power rmains same as prior
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game.move.select(Moves.RAGE_FIST);
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(move.calculateBattlePower).toHaveLastReturnedWith(150);
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});
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});
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