pokerogue/test/moves/fusion_flare_bolt.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

265 lines
12 KiB
TypeScript

import { Stat } from "#enums/stat";
import { BattlerIndex } from "#app/battle";
import { allMoves } from "#app/data/moves/move";
import { DamageAnimPhase } from "#app/phases/damage-anim-phase";
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
import { MoveEndPhase } from "#app/phases/move-end-phase";
import { MovePhase } from "#app/phases/move-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 - Fusion Flare and Fusion Bolt", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
const fusionFlare = allMoves[Moves.FUSION_FLARE];
const fusionBolt = allMoves[Moves.FUSION_BOLT];
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override.moveset([fusionFlare.id, fusionBolt.id]);
game.override.startingLevel(1);
game.override.enemySpecies(Species.RESHIRAM);
game.override.enemyMoveset([Moves.REST, Moves.REST, Moves.REST, Moves.REST]);
game.override.battleType("double");
game.override.startingWave(97);
game.override.disableCrits();
vi.spyOn(fusionFlare, "calculateBattlePower");
vi.spyOn(fusionBolt, "calculateBattlePower");
});
it("FUSION_FLARE should double power of subsequent FUSION_BOLT", async () => {
await game.startBattle([Species.ZEKROM, Species.ZEKROM]);
game.move.select(fusionFlare.id, 0, BattlerIndex.ENEMY);
game.move.select(fusionBolt.id, 1, BattlerIndex.ENEMY);
// Force user party to act before enemy party
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(100);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(200);
}, 20000);
it("FUSION_BOLT should double power of subsequent FUSION_FLARE", async () => {
await game.startBattle([Species.ZEKROM, Species.ZEKROM]);
game.move.select(fusionBolt.id, 0, BattlerIndex.ENEMY);
game.move.select(fusionFlare.id, 1, BattlerIndex.ENEMY);
// Force user party to act before enemy party
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200);
}, 20000);
it("FUSION_FLARE should double power of subsequent FUSION_BOLT if a move failed in between", async () => {
await game.startBattle([Species.ZEKROM, Species.ZEKROM]);
game.move.select(fusionFlare.id, 0, BattlerIndex.PLAYER);
game.move.select(fusionBolt.id, 1, BattlerIndex.PLAYER);
// Force first enemy to act (and fail) in between party
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY]);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(100);
await game.phaseInterceptor.to(MoveEndPhase);
// Skip enemy move; because the enemy is at full HP, Rest should fail
await game.phaseInterceptor.runFrom(MovePhase).to(MoveEndPhase);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(200);
}, 20000);
it("FUSION_FLARE should not double power of subsequent FUSION_BOLT if a move succeeded in between", async () => {
game.override.enemyMoveset([Moves.SPLASH, Moves.SPLASH, Moves.SPLASH, Moves.SPLASH]);
await game.startBattle([Species.ZEKROM, Species.ZEKROM]);
game.move.select(fusionFlare.id, 0, BattlerIndex.ENEMY);
game.move.select(fusionBolt.id, 1, BattlerIndex.ENEMY);
// Force first enemy to act in between party
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY]);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(100);
await game.phaseInterceptor.to(MoveEndPhase);
// Skip enemy move
await game.phaseInterceptor.runFrom(MovePhase).to(MoveEndPhase);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100);
}, 20000);
it("FUSION_FLARE should double power of subsequent FUSION_BOLT if moves are aimed at allies", async () => {
await game.startBattle([Species.ZEKROM, Species.RESHIRAM]);
game.move.select(fusionBolt.id, 0, BattlerIndex.PLAYER_2);
game.move.select(fusionFlare.id, 1, BattlerIndex.PLAYER);
// Force user party to act before enemy party
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200);
}, 20000);
it("FUSION_FLARE and FUSION_BOLT alternating throughout turn should double power of subsequent moves", async () => {
game.override.enemyMoveset([fusionFlare.id, fusionFlare.id, fusionFlare.id, fusionFlare.id]);
await game.startBattle([Species.ZEKROM, Species.ZEKROM]);
const party = game.scene.getPlayerParty();
const enemyParty = game.scene.getEnemyParty();
// Get rid of any modifiers that may alter power
game.scene.clearEnemyHeldItemModifiers();
game.scene.clearEnemyModifiers();
// Mock stats by replacing entries in copy with desired values for specific stats
const stats = {
enemy: [[...enemyParty[0].stats], [...enemyParty[1].stats]],
player: [[...party[0].stats], [...party[1].stats]],
};
// Ensure survival by reducing enemy Sp. Atk and boosting party Sp. Def
vi.spyOn(enemyParty[0], "stats", "get").mockReturnValue(
stats.enemy[0].map((val, i) => (i === Stat.SPATK ? 1 : val)),
);
vi.spyOn(enemyParty[1], "stats", "get").mockReturnValue(
stats.enemy[1].map((val, i) => (i === Stat.SPATK ? 1 : val)),
);
vi.spyOn(party[1], "stats", "get").mockReturnValue(stats.player[0].map((val, i) => (i === Stat.SPDEF ? 250 : val)));
vi.spyOn(party[1], "stats", "get").mockReturnValue(stats.player[1].map((val, i) => (i === Stat.SPDEF ? 250 : val)));
game.move.select(fusionBolt.id, 0, BattlerIndex.ENEMY);
game.move.select(fusionBolt.id, 1, BattlerIndex.ENEMY);
// Force first enemy to act in between party
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY]);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(200);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200);
}, 20000);
it("FUSION_FLARE and FUSION_BOLT alternating throughout turn should double power of subsequent moves if moves are aimed at allies", async () => {
game.override.enemyMoveset([fusionFlare.id, fusionFlare.id, fusionFlare.id, fusionFlare.id]);
await game.startBattle([Species.ZEKROM, Species.ZEKROM]);
const party = game.scene.getPlayerParty();
const enemyParty = game.scene.getEnemyParty();
// Get rid of any modifiers that may alter power
game.scene.clearEnemyHeldItemModifiers();
game.scene.clearEnemyModifiers();
// Mock stats by replacing entries in copy with desired values for specific stats
const stats = {
enemy: [[...enemyParty[0].stats], [...enemyParty[1].stats]],
player: [[...party[0].stats], [...party[1].stats]],
};
// Ensure survival by reducing enemy Sp. Atk and boosting party Sp. Def
vi.spyOn(enemyParty[0], "stats", "get").mockReturnValue(
stats.enemy[0].map((val, i) => (i === Stat.SPATK ? 1 : val)),
);
vi.spyOn(enemyParty[1], "stats", "get").mockReturnValue(
stats.enemy[1].map((val, i) => (i === Stat.SPATK ? 1 : val)),
);
vi.spyOn(party[1], "stats", "get").mockReturnValue(stats.player[0].map((val, i) => (i === Stat.SPDEF ? 250 : val)));
vi.spyOn(party[1], "stats", "get").mockReturnValue(stats.player[1].map((val, i) => (i === Stat.SPDEF ? 250 : val)));
game.move.select(fusionBolt.id, 0, BattlerIndex.PLAYER_2);
game.move.select(fusionBolt.id, 1, BattlerIndex.PLAYER);
// Force first enemy to act in between party
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY]);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(100);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionBolt.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionBolt.calculateBattlePower).toHaveLastReturnedWith(200);
await game.phaseInterceptor.to(MoveEffectPhase, false);
expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(fusionFlare.id);
await game.phaseInterceptor.to(DamageAnimPhase, false);
expect(fusionFlare.calculateBattlePower).toHaveLastReturnedWith(200);
}, 20000);
});