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* set default test timeout to 20s * remove "TIMEOUT" reference from create-test-boilerplate * remove TIMEOUT from tests * test: remove leftover `20 sec timeout` references Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
101 lines
3.1 KiB
TypeScript
101 lines
3.1 KiB
TypeScript
import { Stat } from "#enums/stat";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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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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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { StatStageChangePhase } from "#app/phases/stat-stage-change-phase";
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describe("Moves - Make It Rain", () => {
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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("double");
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game.override.moveset([Moves.MAKE_IT_RAIN, Moves.SPLASH]);
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game.override.enemySpecies(Species.SNORLAX);
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game.override.enemyAbility(Abilities.INSOMNIA);
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game.override.enemyMoveset(Moves.SPLASH);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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});
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it("should only lower SPATK stat stage by 1 once in a double battle", async () => {
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await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.MAKE_IT_RAIN);
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game.move.select(Moves.SPLASH, 1);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("should apply effects even if the target faints", async () => {
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game.override.enemyLevel(1); // ensures the enemy will faint
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game.override.battleType("single");
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await game.startBattle([Species.CHARIZARD]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.MAKE_IT_RAIN);
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await game.phaseInterceptor.to(StatStageChangePhase);
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expect(enemyPokemon.isFainted()).toBe(true);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("should reduce Sp. Atk. once after KOing two enemies", async () => {
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game.override.enemyLevel(1); // ensures the enemy will faint
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await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyField();
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game.move.select(Moves.MAKE_IT_RAIN);
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game.move.select(Moves.SPLASH, 1);
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await game.phaseInterceptor.to(StatStageChangePhase);
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enemyPokemon.forEach(p => expect(p.isFainted()).toBe(true));
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("should lower SPATK stat stage by 1 if it only hits the second target", async () => {
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await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.MAKE_IT_RAIN);
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game.move.select(Moves.SPLASH, 1);
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// Make Make It Rain miss the first target
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await game.move.forceMiss(true);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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});
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