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* Create Getters, Setters, and Types * Work on `pokemon.ts` * Adjust Types, Refactor `White Herb` Modifier * Migrate `TempBattleStat` Usage * Refactor `PokemonBaseStatModifier` Slightly * Remove `BattleStat`, Use "Stat Stages" & New Names * Address Phase `integers` * Finalize `BattleStat` Removal * Address Minor Manual NITs * Apply Own Review Suggestions * Fix Syntax Error * Add Docs * Overhaul X Items * Implement Guard and Power Split with Unit Tests * Add Several Unit Tests and Fixes * Implement Speed Swap with Unit Tests * Fix Keys in Summary Menu * Fix Starf Berry Raising EVA and ACC * Fix Contrary & Simple, Verify with Unit Tests * Implement Power & Guard Swap with Unit Tests * Add Move Effect Message to Speed Swap * Add Move Effect Message to Power & Guard Split * Add Localization Entries * Adjust Last X Item Unit Test * Overhaul X Items Unit Tests * Finish Missing Docs * Revamp Crit-Based Unit Tests & Dire Hit * Address Initial NITs * Apply NIT Batch Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Fix Moody Test * Address Multiple Messages for `ProtectStatAbAttr` * Change `ignoreOverride` to `bypassSummonData` * Adjust Italian Localization Co-authored-by: Niccolò <123510358+NicusPulcis@users.noreply.github.com> * Fix Moody --------- Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: Niccolò <123510358+NicusPulcis@users.noreply.github.com>
104 lines
3.4 KiB
TypeScript
104 lines
3.4 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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import { allMoves } from "#app/data/move";
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import { Abilities } from "#app/enums/abilities";
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import { StatusEffect } from "#app/enums/status-effect";
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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/utils/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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import { SPLASH_ONLY } from "../utils/testUtils";
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const TIMEOUT = 20 * 1000;
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describe("Moves - Burning Jealousy", () => {
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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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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.ICE_SCALES)
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.enemyMoveset(Array(4).fill(Moves.HOWL))
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.startingLevel(10)
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.enemyLevel(10)
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.starterSpecies(Species.FEEBAS)
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.ability(Abilities.BALL_FETCH)
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.moveset([Moves.BURNING_JEALOUSY, Moves.GROWL]);
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});
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it("should burn the opponent if their stat stages were raised", async () => {
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await game.classicMode.startBattle();
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const enemy = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.BURNING_JEALOUSY);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemy.status?.effect).toBe(StatusEffect.BURN);
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}, TIMEOUT);
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it("should still burn the opponent if their stat stages were both raised and lowered in the same turn", async () => {
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game.override
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.starterSpecies(0)
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.battleType("double");
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await game.classicMode.startBattle([Species.FEEBAS, Species.ABRA]);
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const enemy = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.BURNING_JEALOUSY);
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game.move.select(Moves.GROWL, 1);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemy.status?.effect).toBe(StatusEffect.BURN);
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}, TIMEOUT);
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it("should ignore stat stages raised by IMPOSTER", async () => {
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game.override
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.enemySpecies(Species.DITTO)
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.enemyAbility(Abilities.IMPOSTER)
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.enemyMoveset(SPLASH_ONLY);
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await game.classicMode.startBattle();
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const enemy = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.BURNING_JEALOUSY);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemy.status?.effect).toBeUndefined();
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}, TIMEOUT);
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it.skip("should ignore weakness policy", async () => { // TODO: Make this test if WP is implemented
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await game.classicMode.startBattle();
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}, TIMEOUT);
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it("should be boosted by Sheer Force even if opponent didn't raise stat stages", async () => {
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game.override
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.ability(Abilities.SHEER_FORCE)
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.enemyMoveset(SPLASH_ONLY);
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vi.spyOn(allMoves[Moves.BURNING_JEALOUSY], "calculateBattlePower");
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await game.classicMode.startBattle();
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game.move.select(Moves.BURNING_JEALOUSY);
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await game.phaseInterceptor.to("BerryPhase");
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expect(allMoves[Moves.BURNING_JEALOUSY].calculateBattlePower).toHaveReturnedWith(allMoves[Moves.BURNING_JEALOUSY].power * 5461 / 4096);
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}, TIMEOUT);
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});
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