pokerogue/test/abilities/protosynthesis.test.ts
Sirz Benjie 408b66f913
[Misc][Refactor][GitHub] Ditch eslint for biome, and add a formatter (#5495)
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-03-09 14:13:25 -07:00

68 lines
2.7 KiB
TypeScript

import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Nature } from "#enums/nature";
import { Species } from "#enums/species";
import { Stat } from "#enums/stat";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { BattlerIndex } from "#app/battle";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Protosynthesis", () => {
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
.moveset([Moves.SPLASH, Moves.TACKLE])
.ability(Abilities.PROTOSYNTHESIS)
.battleType("single")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("should not consider temporary items when determining which stat to boost", async () => {
// Mew has uniform base stats
game.override
.startingModifier([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.DEF }])
.enemyMoveset(Moves.SUNNY_DAY)
.startingLevel(100)
.enemyLevel(100);
await game.classicMode.startBattle([Species.MEW]);
const mew = game.scene.getPlayerPokemon()!;
// Nature of starting mon is randomized. We need to fix it to a neutral nature for the automated test.
mew.setNature(Nature.HARDY);
const enemy = game.scene.getEnemyPokemon()!;
const def_before_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true);
const atk_before_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true);
const initialHp = enemy.hp;
game.move.select(Moves.TACKLE);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.toNextTurn();
const unboosted_dmg = initialHp - enemy.hp;
enemy.hp = initialHp;
const def_after_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true);
const atk_after_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true);
game.move.select(Moves.TACKLE);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.toNextTurn();
const boosted_dmg = initialHp - enemy.hp;
expect(boosted_dmg).toBeGreaterThan(unboosted_dmg);
expect(def_after_boost).toEqual(def_before_boost);
expect(atk_after_boost).toBeGreaterThan(atk_before_boost);
});
});