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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
160 lines
5.7 KiB
TypeScript
160 lines
5.7 KiB
TypeScript
import { BattlerTagType } from "#enums/battler-tag-type";
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import { Challenges } from "#enums/challenges";
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import { Type } from "#enums/type";
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import { MoveResult } from "#app/field/pokemon";
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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 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 { Status } from "#app/data/status-effect";
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import { StatusEffect } from "#enums/status-effect";
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describe("Moves - Whirlwind", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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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
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.battleType("single")
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.moveset(Moves.SPLASH)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset([ Moves.SPLASH, Moves.WHIRLWIND ])
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.enemySpecies(Species.PIDGEY);
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});
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it.each([
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{ move: Moves.FLY, name: "Fly" },
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{ move: Moves.BOUNCE, name: "Bounce" },
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{ move: Moves.SKY_DROP, name: "Sky Drop" },
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])("should not hit a flying target: $name (=$move)", async ({ move }) => {
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game.override.moveset([ move ]);
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await game.classicMode.startBattle([ Species.STARAPTOR ]);
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const staraptor = game.scene.getPlayerPokemon()!;
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game.move.select(move);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(staraptor.findTag((t) => t.tagType === BattlerTagType.FLYING)).toBeDefined();
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expect(game.scene.getEnemyPokemon()!.getLastXMoves(1)[0].result).toBe(MoveResult.MISS);
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});
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it("should force switches randomly", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
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const [ bulbasaur, charmander, squirtle ] = game.scene.getPlayerParty();
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// Turn 1: Mock an RNG call that calls for switching to 1st backup Pokemon (Charmander)
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(bulbasaur.isOnField()).toBe(false);
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expect(charmander.isOnField()).toBe(true);
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expect(squirtle.isOnField()).toBe(false);
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// Turn 2: Mock an RNG call that calls for switching to 2nd backup Pokemon (Squirtle)
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min + 1;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(bulbasaur.isOnField()).toBe(false);
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expect(charmander.isOnField()).toBe(false);
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expect(squirtle.isOnField()).toBe(true);
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});
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it("should not force a switch to a challenge-ineligible Pokemon", async () => {
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// Mono-Water challenge, Eevee is ineligible
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game.challengeMode.addChallenge(Challenges.SINGLE_TYPE, Type.WATER + 1, 0);
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await game.challengeMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
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const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
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// Turn 1: Mock an RNG call that would normally call for switching to Eevee, but it is ineligible
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(lapras.isOnField()).toBe(false);
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expect(eevee.isOnField()).toBe(false);
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expect(toxapex.isOnField()).toBe(true);
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expect(primarina.isOnField()).toBe(false);
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});
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it("should not force a switch to a fainted Pokemon", async () => {
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await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
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const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
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// Turn 1: Eevee faints
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eevee.hp = 0;
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eevee.status = new Status(StatusEffect.FAINT);
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expect(eevee.isFainted()).toBe(true);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(lapras.isOnField()).toBe(false);
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expect(eevee.isOnField()).toBe(false);
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expect(toxapex.isOnField()).toBe(true);
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expect(primarina.isOnField()).toBe(false);
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});
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it("should not force a switch if there are no available Pokemon to switch into", async () => {
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await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE ]);
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const [ lapras, eevee ] = game.scene.getPlayerParty();
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// Turn 1: Eevee faints
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eevee.hp = 0;
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eevee.status = new Status(StatusEffect.FAINT);
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expect(eevee.isFainted()).toBe(true);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(lapras.isOnField()).toBe(true);
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expect(eevee.isOnField()).toBe(false);
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});
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});
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