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73 lines
2.5 KiB
TypeScript
73 lines
2.5 KiB
TypeScript
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import Phaser from "phaser";
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import GameManager from "#app/test/utils/gameManager";
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import overrides from "#app/overrides";
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import { Abilities } from "#app/enums/abilities.js";
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import { Species } from "#app/enums/species.js";
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import { Moves } from "#app/enums/moves.js";
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import { allMoves } from "#app/data/move.js";
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import { getMovePosition } from "../utils/gameManagerUtils";
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import { BerryPhase, TurnEndPhase } from "#app/phases.js";
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import { BattlerTagType } from "#app/enums/battler-tag-type.js";
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const TIMEOUT = 20 * 1000; // 20 sec timeout for all tests
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describe("Moves - Hyper Beam", () => {
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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.battleType("single");
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vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.BALL_FETCH);
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game.override.enemySpecies(Species.SNORLAX);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.BALL_FETCH);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue(Array(4).fill(Moves.SPLASH));
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([Moves.HYPER_BEAM, Moves.TACKLE]);
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vi.spyOn(allMoves[Moves.HYPER_BEAM], "accuracy", "get").mockReturnValue(100);
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});
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it(
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"should force the user to recharge on the next turn (and only that turn)",
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async () => {
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await game.startBattle([Species.MAGIKARP]);
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const leadPokemon = game.scene.getPlayerPokemon();
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const enemyPokemon = game.scene.getEnemyPokemon();
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game.doAttack(getMovePosition(game.scene, 0, Moves.HYPER_BEAM));
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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expect(leadPokemon.getTag(BattlerTagType.RECHARGING)).toBeDefined();
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const enemyPostAttackHp = enemyPokemon.hp;
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/** Game should progress without a new command from the player */
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(enemyPokemon.hp).toBe(enemyPostAttackHp);
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expect(leadPokemon.getTag(BattlerTagType.RECHARGING)).toBeUndefined();
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game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(enemyPokemon.hp).toBeLessThan(enemyPostAttackHp);
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}, TIMEOUT
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);
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});
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