pokerogue/test/moves/flame_burst.test.ts
Sirz Benjie a51a504155
[Test] Move test folder out of src (#5398)
* move test folder

* Update vitest files

* rename test/utils to test/testUtils

* Remove stray utils/gameManager

Got put back from a rebase
2025-02-22 22:52:07 -06:00

106 lines
4.0 KiB
TypeScript

import { allAbilities } from "#app/data/ability";
import { Abilities } from "#app/enums/abilities";
import type Pokemon from "#app/field/pokemon";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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([ 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.move.select(Moves.FLAME_BURST, 0, leftEnemy.getBattlerIndex());
game.move.select(Moves.SPLASH, 1);
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.move.select(Moves.FLAME_BURST, 0, leftEnemy.getBattlerIndex());
game.move.select(Moves.SPLASH, 1);
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.move.select(Moves.FLAME_BURST, 0, leftEnemy.getBattlerIndex());
game.move.select(Moves.SPLASH, 1);
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.move.select(Moves.FLAME_BURST, 0, leftEnemy.getBattlerIndex());
game.move.select(Moves.SPLASH, 1);
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 });
});