pokerogue/src/test/moves/multi_target.test.ts
NightKev af473ba4ff
[Refactor] Clean up various methods in battle-scene.ts and pokemon.ts (#4412)
* Update `battle-scene.ts` and `data/field/pokemon.ts`

`battle-scene.ts` changes:
- `getParty()` renamed to `getPlayerParty()` for clarity
- `getNonSwitchedXPokemon()` consolidated into `getXPokemon()`
- Some tsdocs were added/updated for
`getXParty()`, `getXField()` and `getXPokemon()`;
and those functions were explicitly marked as `public`
- Helper function `getPokemonAllowedInBattle()` added

`pokemon.ts` changes:
- `isAllowed()` renamed to `isAllowedInChallenge()` for clarity
- A redundant check for an active scene is removed in `isActive()`
- Some tsdocs were added/updated for `isFainted()`,
`isAllowedInChallenge()`, `isAllowedInBattle()` and `isActive()`;
and those functions were explicitly marked as `public`
- `isFainted()` now checks for `hp <= 0` instead of `!hp`

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* Backport eslint change to reduce merge conflicts

* Fix merge issues

---------

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
Co-authored-by: Tempoanon <163687446+Tempo-anon@users.noreply.github.com>
2024-11-03 21:53:52 -05:00

130 lines
4.5 KiB
TypeScript

import { BattlerIndex } from "#app/battle";
import { Abilities } from "#app/enums/abilities";
import { Species } from "#app/enums/species";
import * as Utils from "#app/utils";
import { Moves } from "#enums/moves";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Multi-target damage reduction", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.disableCrits()
.battleType("double")
.enemyLevel(100)
.startingLevel(100)
.enemySpecies(Species.POLIWAG)
.enemyMoveset(Moves.SPLASH)
.enemyAbility(Abilities.BALL_FETCH)
.moveset([ Moves.TACKLE, Moves.DAZZLING_GLEAM, Moves.EARTHQUAKE, Moves.SPLASH ])
.ability(Abilities.BALL_FETCH);
});
it("should reduce d.gleam damage when multiple enemies but not tackle", async () => {
await game.startBattle([ Species.MAGIKARP, Species.FEEBAS ]);
const [ enemy1, enemy2 ] = game.scene.getEnemyField();
game.move.select(Moves.DAZZLING_GLEAM);
game.move.select(Moves.TACKLE, 1, BattlerIndex.ENEMY);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("MoveEndPhase");
const gleam1 = enemy1.getMaxHp() - enemy1.hp;
enemy1.hp = enemy1.getMaxHp();
await game.phaseInterceptor.to("MoveEndPhase");
const tackle1 = enemy1.getMaxHp() - enemy1.hp;
enemy1.hp = enemy1.getMaxHp();
await game.killPokemon(enemy2);
await game.toNextTurn();
game.move.select(Moves.DAZZLING_GLEAM);
game.move.select(Moves.TACKLE, 1, BattlerIndex.ENEMY);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("MoveEndPhase");
const gleam2 = enemy1.getMaxHp() - enemy1.hp;
enemy1.hp = enemy1.getMaxHp();
await game.phaseInterceptor.to("MoveEndPhase");
const tackle2 = enemy1.getMaxHp() - enemy1.hp;
// Single target moves don't get reduced
expect(tackle1).toBe(tackle2);
// Moves that target all enemies get reduced if there's more than one enemy
expect(gleam1).toBeLessThanOrEqual(Utils.toDmgValue(gleam2 * 0.75) + 1);
expect(gleam1).toBeGreaterThanOrEqual(Utils.toDmgValue(gleam2 * 0.75) - 1);
});
it("should reduce earthquake when more than one pokemon other than user is not fainted", async () => {
await game.startBattle([ Species.MAGIKARP, Species.FEEBAS ]);
const player2 = game.scene.getPlayerParty()[1];
const [ enemy1, enemy2 ] = game.scene.getEnemyField();
game.move.select(Moves.EARTHQUAKE);
game.move.select(Moves.SPLASH, 1);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("MoveEndPhase");
const damagePlayer2Turn1 = player2.getMaxHp() - player2.hp;
const damageEnemy1Turn1 = enemy1.getMaxHp() - enemy1.hp;
player2.hp = player2.getMaxHp();
enemy1.hp = enemy1.getMaxHp();
await game.killPokemon(enemy2);
await game.toNextTurn();
game.move.select(Moves.EARTHQUAKE);
game.move.select(Moves.SPLASH, 1);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("MoveEndPhase");
const damagePlayer2Turn2 = player2.getMaxHp() - player2.hp;
const damageEnemy1Turn2 = enemy1.getMaxHp() - enemy1.hp;
enemy1.hp = enemy1.getMaxHp();
// Turn 1: 3 targets, turn 2: 2 targets
// Both should have damage reduction
expect(damageEnemy1Turn1).toBe(damageEnemy1Turn2);
expect(damagePlayer2Turn1).toBe(damagePlayer2Turn2);
await game.killPokemon(player2);
await game.toNextTurn();
game.move.select(Moves.EARTHQUAKE);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("MoveEndPhase");
const damageEnemy1Turn3 = enemy1.getMaxHp() - enemy1.hp;
// Turn 3: 1 target, should be no damage reduction
expect(damageEnemy1Turn1).toBeLessThanOrEqual(Utils.toDmgValue(damageEnemy1Turn3 * 0.75) + 1);
expect(damageEnemy1Turn1).toBeGreaterThanOrEqual(Utils.toDmgValue(damageEnemy1Turn3 * 0.75) - 1);
});
});