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