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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>
101 lines
4.1 KiB
TypeScript
101 lines
4.1 KiB
TypeScript
import { allAbilities } from "#app/data/ability.js";
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import { allMoves } from "#app/data/move.js";
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import { Abilities } from "#app/enums/abilities.js";
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import { MoveEffectPhase, SelectTargetPhase } from "#app/phases.js";
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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 { 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, vi } from "vitest";
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import { SPLASH_ONLY } from "#test/utils/testUtils";
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describe("Abilities - Steely Spirit", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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const steelySpiritMultiplier = 1.5;
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const moveToCheck = Moves.IRON_HEAD;
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const ironHeadPower = allMoves[moveToCheck].power;
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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("double");
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game.override.enemySpecies(Species.SHUCKLE);
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game.override.enemyAbility(Abilities.BALL_FETCH);
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game.override.moveset([Moves.IRON_HEAD, Moves.SPLASH]);
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game.override.enemyMoveset(SPLASH_ONLY);
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vi.spyOn(allMoves[moveToCheck], "calculateBattlePower");
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});
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it("increases Steel-type moves' power used by the user and its allies by 50%", async () => {
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await game.startBattle([Species.PIKACHU, Species.SHUCKLE]);
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const boostSource = game.scene.getPlayerField()[1];
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const enemyToCheck = game.scene.getEnemyPokemon()!;
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vi.spyOn(boostSource, "getAbility").mockReturnValue(allAbilities[Abilities.STEELY_SPIRIT]);
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expect(boostSource.hasAbility(Abilities.STEELY_SPIRIT)).toBe(true);
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game.doAttack(getMovePosition(game.scene, 0, moveToCheck));
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await game.phaseInterceptor.to(SelectTargetPhase, false);
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game.doSelectTarget(enemyToCheck.getBattlerIndex());
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower * steelySpiritMultiplier);
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});
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it("stacks if multiple users with this ability are on the field.", async () => {
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await game.startBattle([Species.PIKACHU, Species.PIKACHU]);
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const enemyToCheck = game.scene.getEnemyPokemon()!;
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game.scene.getPlayerField().forEach(p => {
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vi.spyOn(p, "getAbility").mockReturnValue(allAbilities[Abilities.STEELY_SPIRIT]);
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});
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expect(game.scene.getPlayerField().every(p => p.hasAbility(Abilities.STEELY_SPIRIT))).toBe(true);
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game.doAttack(getMovePosition(game.scene, 0, moveToCheck));
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await game.phaseInterceptor.to(SelectTargetPhase, false);
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game.doSelectTarget(enemyToCheck.getBattlerIndex());
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game.doAttack(getMovePosition(game.scene, 1, moveToCheck));
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await game.phaseInterceptor.to(SelectTargetPhase, false);
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game.doSelectTarget(enemyToCheck.getBattlerIndex());
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower * Math.pow(steelySpiritMultiplier, 2));
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});
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it("does not take effect when suppressed", async () => {
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await game.startBattle([Species.PIKACHU, Species.SHUCKLE]);
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const boostSource = game.scene.getPlayerField()[1];
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const enemyToCheck = game.scene.getEnemyPokemon()!;
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vi.spyOn(boostSource, "getAbility").mockReturnValue(allAbilities[Abilities.STEELY_SPIRIT]);
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expect(boostSource.hasAbility(Abilities.STEELY_SPIRIT)).toBe(true);
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boostSource.summonData.abilitySuppressed = true;
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expect(boostSource.hasAbility(Abilities.STEELY_SPIRIT)).toBe(false);
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expect(boostSource.summonData.abilitySuppressed).toBe(true);
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game.doAttack(getMovePosition(game.scene, 0, moveToCheck));
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await game.phaseInterceptor.to(SelectTargetPhase, false);
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game.doSelectTarget(enemyToCheck.getBattlerIndex());
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower);
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});
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});
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