pokerogue/test/moves/nightmare.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

54 lines
1.5 KiB
TypeScript

import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import { StatusEffect } from "#enums/status-effect";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Moves - Nightmare", () => {
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
.battleType("single")
.enemySpecies(Species.RATTATA)
.enemyMoveset(Moves.SPLASH)
.enemyAbility(Abilities.BALL_FETCH)
.enemyStatusEffect(StatusEffect.SLEEP)
.startingLevel(5)
.moveset([Moves.NIGHTMARE, Moves.SPLASH]);
});
it("lowers enemy hp by 1/4 each turn while asleep", async () => {
await game.classicMode.startBattle([Species.HYPNO]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
const enemyMaxHP = enemyPokemon.hp;
game.move.select(Moves.NIGHTMARE);
await game.toNextTurn();
expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4));
// take a second turn to make sure damage occurs again
game.move.select(Moves.SPLASH);
await game.toNextTurn();
expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4) - Math.floor(enemyMaxHP / 4));
});
});