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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
304 lines
18 KiB
TypeScript
304 lines
18 KiB
TypeScript
import { AttemptRunPhase } from "#app/phases/attempt-run-phase";
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import type { CommandPhase } from "#app/phases/command-phase";
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import { Command } from "#app/ui/command-ui-handler";
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import * as Utils from "#app/utils";
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import { Abilities } from "#enums/abilities";
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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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describe("Escape chance calculations", () => {
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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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.enemySpecies(Species.BULBASAUR)
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.enemyAbility(Abilities.INSOMNIA)
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.ability(Abilities.INSOMNIA);
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});
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it("single non-boss opponent", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR ]);
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const playerPokemon = game.scene.getPlayerField();
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const enemyField = game.scene.getEnemyField();
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const enemySpeed = 100;
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// set enemyPokemon's speed to 100
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vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, enemySpeed ]);
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const commandPhase = game.scene.getCurrentPhase() as CommandPhase;
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commandPhase.handleCommand(Command.RUN, 0);
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await game.phaseInterceptor.to(AttemptRunPhase, false);
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const phase = game.scene.getCurrentPhase() as AttemptRunPhase;
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const escapePercentage = new Utils.NumberHolder(0);
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// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
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const escapeChances: { pokemonSpeedRatio: number, escapeAttempts: number, expectedEscapeChance: number }[] = [
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 0.1, escapeAttempts: 0, expectedEscapeChance: 7 },
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{ pokemonSpeedRatio: 0.25, escapeAttempts: 0, expectedEscapeChance: 11 },
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{ pokemonSpeedRatio: 0.5, escapeAttempts: 0, expectedEscapeChance: 16 },
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{ pokemonSpeedRatio: 0.8, escapeAttempts: 0, expectedEscapeChance: 23 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 28 },
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{ pokemonSpeedRatio: 1.2, escapeAttempts: 0, expectedEscapeChance: 32 },
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{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 39 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 73 },
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{ pokemonSpeedRatio: 3.8, escapeAttempts: 0, expectedEscapeChance: 91 },
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{ pokemonSpeedRatio: 4, escapeAttempts: 0, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 4.2, escapeAttempts: 0, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 10, escapeAttempts: 0, expectedEscapeChance: 95 },
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// retries section
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{ pokemonSpeedRatio: 0.4, escapeAttempts: 1, expectedEscapeChance: 24 },
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{ pokemonSpeedRatio: 1.6, escapeAttempts: 2, expectedEscapeChance: 61 },
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{ pokemonSpeedRatio: 3.7, escapeAttempts: 5, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 0.2, escapeAttempts: 2, expectedEscapeChance: 30 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 3, expectedEscapeChance: 58 },
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{ pokemonSpeedRatio: 2.9, escapeAttempts: 0, expectedEscapeChance: 70 },
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 7, expectedEscapeChance: 75 },
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{ pokemonSpeedRatio: 16.2, escapeAttempts: 4, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 2, escapeAttempts: 3, expectedEscapeChance: 80 },
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];
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for (let i = 0; i < escapeChances.length; i++) {
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// sets the number of escape attempts to the required amount
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game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
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// set playerPokemon's speed to a multiple of the enemySpeed
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vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, escapeChances[i].pokemonSpeedRatio * enemySpeed ]);
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phase.attemptRunAway(playerPokemon, enemyField, escapePercentage);
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expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance);
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}
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}, 20000);
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it("double non-boss opponent", async () => {
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game.override.battleType("double");
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.ABOMASNOW ]);
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const playerPokemon = game.scene.getPlayerField();
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const enemyField = game.scene.getEnemyField();
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const enemyASpeed = 70;
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const enemyBSpeed = 30;
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// gets the sum of the speed of the two pokemon
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const totalEnemySpeed = enemyASpeed + enemyBSpeed;
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// this is used to find the ratio of the player's first pokemon
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const playerASpeedPercentage = 0.4;
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// set enemyAPokemon's speed to 70
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vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, enemyASpeed ]);
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// set enemyBPokemon's speed to 30
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vi.spyOn(enemyField[1], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, enemyBSpeed ]);
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const commandPhase = game.scene.getCurrentPhase() as CommandPhase;
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commandPhase.handleCommand(Command.RUN, 0);
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await game.phaseInterceptor.to(AttemptRunPhase, false);
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const phase = game.scene.getCurrentPhase() as AttemptRunPhase;
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const escapePercentage = new Utils.NumberHolder(0);
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// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
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const escapeChances: { pokemonSpeedRatio: number, escapeAttempts: number, expectedEscapeChance: number }[] = [
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{ pokemonSpeedRatio: 0.3, escapeAttempts: 0, expectedEscapeChance: 12 },
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{ pokemonSpeedRatio: 0.7, escapeAttempts: 0, expectedEscapeChance: 21 },
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{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 39 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 73 },
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{ pokemonSpeedRatio: 9, escapeAttempts: 0, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 28 },
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{ pokemonSpeedRatio: 4.3, escapeAttempts: 0, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 2.7, escapeAttempts: 0, expectedEscapeChance: 66 },
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{ pokemonSpeedRatio: 2.1, escapeAttempts: 0, expectedEscapeChance: 52 },
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{ pokemonSpeedRatio: 1.8, escapeAttempts: 0, expectedEscapeChance: 46 },
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{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 95 },
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// retries section
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{ pokemonSpeedRatio: 0.9, escapeAttempts: 1, expectedEscapeChance: 35 },
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{ pokemonSpeedRatio: 3.6, escapeAttempts: 2, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 0.03, escapeAttempts: 7, expectedEscapeChance: 76 },
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{ pokemonSpeedRatio: 0.02, escapeAttempts: 7, expectedEscapeChance: 75 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 5, expectedEscapeChance: 78 },
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{ pokemonSpeedRatio: 0.7, escapeAttempts: 3, expectedEscapeChance: 51 },
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{ pokemonSpeedRatio: 2.4, escapeAttempts: 9, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 1.8, escapeAttempts: 7, expectedEscapeChance: 95 },
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{ pokemonSpeedRatio: 2, escapeAttempts: 10, expectedEscapeChance: 95 },
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];
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for (let i = 0; i < escapeChances.length; i++) {
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// sets the number of escape attempts to the required amount
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game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
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// set the first playerPokemon's speed to a multiple of the enemySpeed
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vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, Math.floor(escapeChances[i].pokemonSpeedRatio * totalEnemySpeed * playerASpeedPercentage) ]);
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// set the second playerPokemon's speed to the remaining value of speed
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vi.spyOn(playerPokemon[1], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, escapeChances[i].pokemonSpeedRatio * totalEnemySpeed - playerPokemon[0].stats[5] ]);
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phase.attemptRunAway(playerPokemon, enemyField, escapePercentage);
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// checks to make sure the escape values are the same
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expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance);
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// checks to make sure the sum of the player's speed for all pokemon is equal to the appropriate ratio of the total enemy speed
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expect(playerPokemon[0].stats[5] + playerPokemon[1].stats[5]).toBe(escapeChances[i].pokemonSpeedRatio * totalEnemySpeed);
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}
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}, 20000);
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it("single boss opponent", async () => {
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game.override.startingWave(10);
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await game.classicMode.startBattle([ Species.BULBASAUR ]);
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const playerPokemon = game.scene.getPlayerField()!;
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const enemyField = game.scene.getEnemyField()!;
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const enemySpeed = 100;
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// set enemyPokemon's speed to 100
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vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, enemySpeed ]);
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const commandPhase = game.scene.getCurrentPhase() as CommandPhase;
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commandPhase.handleCommand(Command.RUN, 0);
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await game.phaseInterceptor.to(AttemptRunPhase, false);
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const phase = game.scene.getCurrentPhase() as AttemptRunPhase;
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const escapePercentage = new Utils.NumberHolder(0);
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// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
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const escapeChances: { pokemonSpeedRatio: number, escapeAttempts: number, expectedEscapeChance: number }[] = [
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 0.1, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 0.25, escapeAttempts: 0, expectedEscapeChance: 6 },
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{ pokemonSpeedRatio: 0.5, escapeAttempts: 0, expectedEscapeChance: 7 },
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{ pokemonSpeedRatio: 0.8, escapeAttempts: 0, expectedEscapeChance: 8 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 8 },
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{ pokemonSpeedRatio: 1.2, escapeAttempts: 0, expectedEscapeChance: 9 },
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{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 10 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 15 },
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{ pokemonSpeedRatio: 3.8, escapeAttempts: 0, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 4, escapeAttempts: 0, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 4.2, escapeAttempts: 0, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 4.7, escapeAttempts: 0, expectedEscapeChance: 21 },
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{ pokemonSpeedRatio: 5, escapeAttempts: 0, expectedEscapeChance: 22 },
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{ pokemonSpeedRatio: 5.9, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 6.7, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 10, escapeAttempts: 0, expectedEscapeChance: 25 },
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// retries section
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{ pokemonSpeedRatio: 0.4, escapeAttempts: 1, expectedEscapeChance: 8 },
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{ pokemonSpeedRatio: 1.6, escapeAttempts: 2, expectedEscapeChance: 14 },
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{ pokemonSpeedRatio: 3.7, escapeAttempts: 5, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 0.2, escapeAttempts: 2, expectedEscapeChance: 10 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 3, expectedEscapeChance: 14 },
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{ pokemonSpeedRatio: 2.9, escapeAttempts: 0, expectedEscapeChance: 15 },
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 7, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 16.2, escapeAttempts: 4, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 2, escapeAttempts: 3, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 4.5, escapeAttempts: 1, expectedEscapeChance: 22 },
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{ pokemonSpeedRatio: 6.8, escapeAttempts: 6, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 5.2, escapeAttempts: 8, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 4.7, escapeAttempts: 10, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 5.1, escapeAttempts: 1, expectedEscapeChance: 24 },
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{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 5.9, escapeAttempts: 2, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 6.1, escapeAttempts: 3, expectedEscapeChance: 25 },
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];
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for (let i = 0; i < escapeChances.length; i++) {
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// sets the number of escape attempts to the required amount
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game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
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// set playerPokemon's speed to a multiple of the enemySpeed
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vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, escapeChances[i].pokemonSpeedRatio * enemySpeed ]);
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phase.attemptRunAway(playerPokemon, enemyField, escapePercentage);
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expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance);
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}
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}, 20000);
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it("double boss opponent", async () => {
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game.override.battleType("double");
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game.override.startingWave(10);
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.ABOMASNOW ]);
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const playerPokemon = game.scene.getPlayerField();
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const enemyField = game.scene.getEnemyField();
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const enemyASpeed = 70;
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const enemyBSpeed = 30;
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// gets the sum of the speed of the two pokemon
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const totalEnemySpeed = enemyASpeed + enemyBSpeed;
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// this is used to find the ratio of the player's first pokemon
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const playerASpeedPercentage = 0.8;
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// set enemyAPokemon's speed to 70
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vi.spyOn(enemyField[0], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, enemyASpeed ]);
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// set enemyBPokemon's speed to 30
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vi.spyOn(enemyField[1], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, enemyBSpeed ]);
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const commandPhase = game.scene.getCurrentPhase() as CommandPhase;
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commandPhase.handleCommand(Command.RUN, 0);
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await game.phaseInterceptor.to(AttemptRunPhase, false);
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const phase = game.scene.getCurrentPhase() as AttemptRunPhase;
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const escapePercentage = new Utils.NumberHolder(0);
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// this sets up an object for multiple attempts. The pokemonSpeedRatio is your speed divided by the enemy speed, the escapeAttempts are the number of escape attempts and the expectedEscapeChance is the chance it should be escaping
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const escapeChances: { pokemonSpeedRatio: number, escapeAttempts: number, expectedEscapeChance: number }[] = [
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{ pokemonSpeedRatio: 0.3, escapeAttempts: 0, expectedEscapeChance: 6 },
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{ pokemonSpeedRatio: 0.7, escapeAttempts: 0, expectedEscapeChance: 7 },
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{ pokemonSpeedRatio: 1.5, escapeAttempts: 0, expectedEscapeChance: 10 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 0, expectedEscapeChance: 15 },
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{ pokemonSpeedRatio: 9, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 0.01, escapeAttempts: 0, expectedEscapeChance: 5 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 0, expectedEscapeChance: 8 },
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{ pokemonSpeedRatio: 4.3, escapeAttempts: 0, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 2.7, escapeAttempts: 0, expectedEscapeChance: 14 },
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{ pokemonSpeedRatio: 2.1, escapeAttempts: 0, expectedEscapeChance: 12 },
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{ pokemonSpeedRatio: 1.8, escapeAttempts: 0, expectedEscapeChance: 11 },
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{ pokemonSpeedRatio: 6, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 4, escapeAttempts: 0, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 5.7, escapeAttempts: 0, expectedEscapeChance: 24 },
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{ pokemonSpeedRatio: 5, escapeAttempts: 0, expectedEscapeChance: 22 },
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{ pokemonSpeedRatio: 6.1, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 6.8, escapeAttempts: 0, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 10, escapeAttempts: 0, expectedEscapeChance: 25 },
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// retries section
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{ pokemonSpeedRatio: 0.9, escapeAttempts: 1, expectedEscapeChance: 10 },
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{ pokemonSpeedRatio: 3.6, escapeAttempts: 2, expectedEscapeChance: 21 },
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{ pokemonSpeedRatio: 0.03, escapeAttempts: 7, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 0.02, escapeAttempts: 7, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 1, escapeAttempts: 5, expectedEscapeChance: 18 },
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{ pokemonSpeedRatio: 0.7, escapeAttempts: 3, expectedEscapeChance: 13 },
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{ pokemonSpeedRatio: 2.4, escapeAttempts: 9, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 1.8, escapeAttempts: 7, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 2, escapeAttempts: 10, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 3, escapeAttempts: 1, expectedEscapeChance: 17 },
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{ pokemonSpeedRatio: 4.5, escapeAttempts: 3, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 3.7, escapeAttempts: 1, expectedEscapeChance: 19 },
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{ pokemonSpeedRatio: 6.5, escapeAttempts: 1, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 12, escapeAttempts: 4, expectedEscapeChance: 25 },
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{ pokemonSpeedRatio: 5.2, escapeAttempts: 2, expectedEscapeChance: 25 },
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];
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for (let i = 0; i < escapeChances.length; i++) {
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// sets the number of escape attempts to the required amount
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game.scene.currentBattle.escapeAttempts = escapeChances[i].escapeAttempts;
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// set the first playerPokemon's speed to a multiple of the enemySpeed
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vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, Math.floor(escapeChances[i].pokemonSpeedRatio * totalEnemySpeed * playerASpeedPercentage) ]);
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// set the second playerPokemon's speed to the remaining value of speed
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vi.spyOn(playerPokemon[1], "stats", "get").mockReturnValue([ 20, 20, 20, 20, 20, escapeChances[i].pokemonSpeedRatio * totalEnemySpeed - playerPokemon[0].stats[5] ]);
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phase.attemptRunAway(playerPokemon, enemyField, escapePercentage);
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// checks to make sure the escape values are the same
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expect(escapePercentage.value).toBe(escapeChances[i].expectedEscapeChance);
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// checks to make sure the sum of the player's speed for all pokemon is equal to the appropriate ratio of the total enemy speed
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expect(playerPokemon[0].stats[5] + playerPokemon[1].stats[5]).toBe(escapeChances[i].pokemonSpeedRatio * totalEnemySpeed);
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}
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}, 20000);
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});
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