pokerogue/src/test/moves/geomancy.test.ts
innerthunder 03025b2674
[P2] Fix various charge move bugs (#4595)
* Add charge move classes and phase

* Integrate `MoveChargePhase` in battle phase sequence

* Fix Protean + charge move interaction

* Fix effect chance applying to semi-invulnerability

* Remove `ChargeAttr` and fix ChargeAnim loading

* Restore move history entry for charge phases

* Gravity now cancels Fly, etc. after charge turn

* Dig integration tests

* Fly integration tests

* Dive integration test + fix Dive in Harsh Sun bug

* Solar Beam integration tests + `CHARGING` tag fixes

* Fix dive test

* Electro Shot integration tests

* fix import in MoveChargePhase

* Electro Shot Multi Lens test

* Geomancy integration tests

* Fix duplicate move queue

* Update import

* Docs + Fix Meteor Beam being boosted by Sheer Force

* Fix volt absorb test

* Apply PigeonBar's suggested move-phase changes

Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>

* Make Electro Shot Sheer Force boosted again

* Apply PigeonBar's feedback pt. 2

* Apply suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Fix mistimed/dupe showMoveText and leftover TODO

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>
2024-10-23 11:08:40 -04:00

79 lines
2.6 KiB
TypeScript

import { EffectiveStat, Stat } from "#enums/stat";
import { MoveResult } from "#app/field/pokemon";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
describe("Moves - Geomancy", () => {
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
.moveset(Moves.GEOMANCY)
.battleType("single")
.startingLevel(100)
.enemySpecies(Species.SNORLAX)
.enemyLevel(100)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("should boost the user's stats on the second turn of use", async () => {
await game.classicMode.startBattle([ Species.MAGIKARP ]);
const player = game.scene.getPlayerPokemon()!;
const affectedStats: EffectiveStat[] = [ Stat.SPATK, Stat.SPDEF, Stat.SPD ];
game.move.select(Moves.GEOMANCY);
await game.phaseInterceptor.to("TurnEndPhase");
affectedStats.forEach((stat) => expect(player.getStatStage(stat)).toBe(0));
expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.OTHER);
await game.phaseInterceptor.to("TurnEndPhase");
affectedStats.forEach((stat) => expect(player.getStatStage(stat)).toBe(2));
expect(player.getMoveHistory()).toHaveLength(2);
expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
const playerGeomancy = player.getMoveset().find((mv) => mv && mv.moveId === Moves.GEOMANCY);
expect(playerGeomancy?.ppUsed).toBe(1);
});
it("should execute over 2 turns between waves", async () => {
await game.classicMode.startBattle([ Species.MAGIKARP ]);
const player = game.scene.getPlayerPokemon()!;
const affectedStats: EffectiveStat[] = [ Stat.SPATK, Stat.SPDEF, Stat.SPD ];
game.move.select(Moves.GEOMANCY);
await game.phaseInterceptor.to("MoveEndPhase", false);
await game.doKillOpponents();
await game.toNextWave();
await game.phaseInterceptor.to("TurnEndPhase");
affectedStats.forEach((stat) => expect(player.getStatStage(stat)).toBe(2));
expect(player.getMoveHistory()).toHaveLength(2);
expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
const playerGeomancy = player.getMoveset().find((mv) => mv && mv.moveId === Moves.GEOMANCY);
expect(playerGeomancy?.ppUsed).toBe(1);
});
});