pokerogue/src/test/moves/make_it_rain.test.ts
flx-sta 1a5cbf8ecb
[Refactor][Tests] Set default test timeout to 20s (#4338)
* 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>
2024-09-20 23:05:45 +02:00

101 lines
3.1 KiB
TypeScript

import { Stat } from "#enums/stat";
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, expect, it } from "vitest";
import { MoveEndPhase } from "#app/phases/move-end-phase";
import { StatStageChangePhase } from "#app/phases/stat-stage-change-phase";
describe("Moves - Make It Rain", () => {
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("double");
game.override.moveset([Moves.MAKE_IT_RAIN, Moves.SPLASH]);
game.override.enemySpecies(Species.SNORLAX);
game.override.enemyAbility(Abilities.INSOMNIA);
game.override.enemyMoveset(Moves.SPLASH);
game.override.startingLevel(100);
game.override.enemyLevel(100);
});
it("should only lower SPATK stat stage by 1 once in a double battle", async () => {
await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
const playerPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.MAKE_IT_RAIN);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(MoveEndPhase);
expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
});
it("should apply effects even if the target faints", async () => {
game.override.enemyLevel(1); // ensures the enemy will faint
game.override.battleType("single");
await game.startBattle([Species.CHARIZARD]);
const playerPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.MAKE_IT_RAIN);
await game.phaseInterceptor.to(StatStageChangePhase);
expect(enemyPokemon.isFainted()).toBe(true);
expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
});
it("should reduce Sp. Atk. once after KOing two enemies", async () => {
game.override.enemyLevel(1); // ensures the enemy will faint
await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
const playerPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyField();
game.move.select(Moves.MAKE_IT_RAIN);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(StatStageChangePhase);
enemyPokemon.forEach(p => expect(p.isFainted()).toBe(true));
expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
});
it("should lower SPATK stat stage by 1 if it only hits the second target", async () => {
await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
const playerPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.MAKE_IT_RAIN);
game.move.select(Moves.SPLASH, 1);
// Make Make It Rain miss the first target
await game.move.forceMiss(true);
await game.phaseInterceptor.to(MoveEndPhase);
expect(playerPokemon.getStatStage(Stat.SPATK)).toBe(-1);
});
});