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* move test folder * Update vitest files * rename test/utils to test/testUtils * Remove stray utils/gameManager Got put back from a rebase
59 lines
1.6 KiB
TypeScript
59 lines
1.6 KiB
TypeScript
import { TurnStartPhase } from "#app/phases/turn-start-phase";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { StatusEffect } from "#enums/status-effect";
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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 } from "vitest";
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describe("Moves - Fusion Flare", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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const fusionFlare = Moves.FUSION_FLARE;
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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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game = new GameManager(phaserGame);
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game.override.moveset([ fusionFlare ]);
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game.override.startingLevel(1);
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game.override.enemySpecies(Species.RATTATA);
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game.override.enemyMoveset([ Moves.REST, Moves.REST, Moves.REST, Moves.REST ]);
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game.override.battleType("single");
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game.override.startingWave(97);
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game.override.disableCrits();
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});
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it("should thaw freeze status condition", async () => {
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await game.startBattle([
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Species.RESHIRAM,
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]);
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const partyMember = game.scene.getPlayerPokemon()!;
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game.move.select(fusionFlare);
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await game.phaseInterceptor.to(TurnStartPhase, false);
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// Inflict freeze quietly and check if it was properly inflicted
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partyMember.trySetStatus(StatusEffect.FREEZE, false);
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expect(partyMember.status!.effect).toBe(StatusEffect.FREEZE);
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await game.toNextTurn();
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// Check if FUSION_FLARE thawed freeze
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expect(partyMember.status?.effect).toBeUndefined();
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});
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});
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