pokerogue/src/test/abilities/sap_sipper.test.ts
flx-sta a07d2c57a4
[Refactor] use typescript strict-null (#3259)
* TS: enable strict-null

* fix battle-scene.ts

* fix voucher.ts

* adapt more files to strict-null

* adapt more files to strict-null ( 2)

* adapt ability.ts to strict-null

* adapt `arena.ts` to strict-null

* adapt TagAddedEvent constructor to strict-null

* adapt phases.ts.to strict-null

* adapt status-effect.ts to strict-null

* adapt `account.ts` to strict-null

* adapt `configHandler.ts` to strict-null

* adapt `ability.ts` to strict-null

* adapt `biomes.ts` to strict-null

* adapt `challenge.ts` to strict-null

* adapt `daily-run.ts` to strict-null

* adapt `nature.ts` to strict-null

* adapt `pokemon-forms.ts` to strict-null

* adapt `tainer-names.ts` to strict-null

* adapt `types.ts` to strict-null

* adapt `weather.ts` to strict-null

* adapt `egg-hatch-phase.ts` to strict-null

* adapt `evolution-phase.ts` to strict-null

* adapt `pokemon-sprite-sparkle-handler.ts` to strict-null

* adapt `evolution-phase.ts` to strict-null

* adapt `game-mode.ts` to strict-null

* adapt `utils.ts` to strict-null

* adapt `voucher-ui-handler.ts` to strict-null

* adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null

* adapt `src/ui/ui.ts` to strict-null

* adapt `src/ui/ui-theme.ts` to strict-null

* adapt `src/ui/title-ui-handler.ts` to strict-null

* adapt `src/ui/time-of-day-widget.ts` to strict-null

* adapt `src/ui/text.ts` to strict-null

* adapt `src/ui/target-select-ui-handler.ts` to strict-null

* adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null

* adapt more files to strict-null (3)

* adapt more files to strict-null (4)

* adapt more files (mostly tests) to strict-null (5)

* adapt more files to strict-null (6)

* adapt more files to strict-null (7)

* Update `src/data/pokemon-evolutions.ts` for strict-null

Partial update `src/data/pokemon-species.ts` for strict-null

* adapt more files to strict-null (8)

* adapt more files to strict-null (9)

* Strict some more nulls (still a few errors remaining)

* adapt rest of the files to strict-null (9)

* fix tests (check for null instead of undefined)

* repalce a lot of `??` with bangs

And added TODO notice as usual

* fix more tests

* all tests pass now

* fix broken game-loop after trainer battle

add some console.warn for missing cases and falling back to default

* remove guessed fallback from utils.rgbHexToRgba

* add TODO for this.currentBattle = null

* adjust   getPokemonById() return to include `null`

* fix compilation errors

* add test for pokemon.trySetStatus

* `chanceMultiplier` shouldn't be optional

* allow `null` for currentPhase

* adjust hasExpSprite logic for no keymatch found

* reduce bang usage in account.updateUserInfo()

* fix new strict-null issues after merge

* fix `strict-null` issues in dropdown.ts

and sand_spit.test.ts

* fix egg-gacha

* adapt gul_missile.test.ts to strict-null

* fix move.ts strict-null

* fix i18n.ts strict-null

* fix strict-null issues

* fix baton_pass test

after accidentially breaking it

* chore: fix compiler errors

* revert accidential changes in baton_pass.test.ts

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-08-07 17:23:12 +01:00

162 lines
5.7 KiB
TypeScript

import { BattleStat } from "#app/data/battle-stat.js";
import { TerrainType } from "#app/data/terrain.js";
import { MoveEndPhase, TurnEndPhase } from "#app/phases";
import GameManager from "#test/utils/gameManager";
import { getMovePosition } from "#test/utils/gameManagerUtils";
import { Abilities } from "#enums/abilities";
import { BattlerTagType } from "#enums/battler-tag-type";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
// See also: TypeImmunityAbAttr
describe("Abilities - Sap Sipper", () => {
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.battleType("single");
game.override.disableCrits();
});
it("raise attack 1 level and block effects when activated against a grass attack", async() => {
const moveToUse = Moves.LEAFAGE;
const enemyAbility = Abilities.SAP_SIPPER;
game.override.moveset([moveToUse]);
game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
game.override.enemySpecies(Species.DUSKULL);
game.override.enemyAbility(enemyAbility);
await game.startBattle();
const startingOppHp = game.scene.currentBattle.enemyParty[0].hp;
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
await game.phaseInterceptor.to(TurnEndPhase);
expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0);
expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
});
it("raise attack 1 level and block effects when activated against a grass status move", async() => {
const moveToUse = Moves.SPORE;
const enemyAbility = Abilities.SAP_SIPPER;
game.override.moveset([moveToUse]);
game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
game.override.enemySpecies(Species.RATTATA);
game.override.enemyAbility(enemyAbility);
await game.startBattle();
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
await game.phaseInterceptor.to(TurnEndPhase);
expect(game.scene.getEnemyParty()[0].status).toBeUndefined();
expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
});
it("do not activate against status moves that target the field", async() => {
const moveToUse = Moves.GRASSY_TERRAIN;
const enemyAbility = Abilities.SAP_SIPPER;
game.override.moveset([moveToUse]);
game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
game.override.enemySpecies(Species.RATTATA);
game.override.enemyAbility(enemyAbility);
await game.startBattle();
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
await game.phaseInterceptor.to(TurnEndPhase);
expect(game.scene.arena.terrain).toBeDefined();
expect(game.scene.arena.terrain!.terrainType).toBe(TerrainType.GRASSY);
expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(0);
});
it("activate once against multi-hit grass attacks", async() => {
const moveToUse = Moves.BULLET_SEED;
const enemyAbility = Abilities.SAP_SIPPER;
game.override.moveset([moveToUse]);
game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
game.override.enemySpecies(Species.RATTATA);
game.override.enemyAbility(enemyAbility);
await game.startBattle();
const startingOppHp = game.scene.currentBattle.enemyParty[0].hp;
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
await game.phaseInterceptor.to(TurnEndPhase);
expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0);
expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
});
it("do not activate against status moves that target the user", async() => {
const moveToUse = Moves.SPIKY_SHIELD;
const ability = Abilities.SAP_SIPPER;
game.override.moveset([moveToUse]);
game.override.ability(ability);
game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
game.override.enemySpecies(Species.RATTATA);
game.override.enemyAbility(Abilities.NONE);
await game.startBattle();
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
await game.phaseInterceptor.to(MoveEndPhase);
expect(game.scene.getParty()[0].getTag(BattlerTagType.SPIKY_SHIELD)).toBeDefined();
await game.phaseInterceptor.to(TurnEndPhase);
expect(game.scene.getParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(0);
expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
});
// TODO Add METRONOME outcome override
// To run this testcase, manually modify the METRONOME move to always give SAP_SIPPER, then uncomment
it.todo("activate once against multi-hit grass attacks (metronome)", async() => {
const moveToUse = Moves.METRONOME;
const enemyAbility = Abilities.SAP_SIPPER;
game.override.moveset([moveToUse]);
game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
game.override.enemySpecies(Species.RATTATA);
game.override.enemyAbility(enemyAbility);
await game.startBattle();
const startingOppHp = game.scene.currentBattle.enemyParty[0].hp;
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
await game.phaseInterceptor.to(TurnEndPhase);
expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0);
expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
});
});