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