pokerogue/src/test/reload.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

164 lines
5.0 KiB
TypeScript

import { Species } from "#app/enums/species";
import { GameModes } from "#app/game-mode";
import GameManager from "#test/utils/gameManager";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { Moves } from "#app/enums/moves";
import { Biome } from "#app/enums/biome";
describe("Reload", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
});
it("should not have RNG inconsistencies in a Classic run", async () => {
await game.classicMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it.each(Array.from({length: 100}))("should not have RNG inconsistencies after a biome switch", async () => {
game.override
.startingWave(10)
.battleType("single")
.startingLevel(100) // Avoid levelling up
.enemyLevel(1000) // Avoid opponent dying before game.doKillOpponents()
.disableTrainerWaves()
.moveset([Moves.KOWTOW_CLEAVE])
.enemyMoveset(Moves.SPLASH);
await game.dailyMode.startBattle();
// Transition from Wave 10 to Wave 11 in order to trigger biome switch
game.move.select(Moves.KOWTOW_CLEAVE);
await game.phaseInterceptor.to("DamagePhase");
await game.doKillOpponents();
await game.toNextWave();
expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have weather inconsistencies after a biome switch", async () => {
game.override
.startingWave(10)
.startingBiome(Biome.ICE_CAVE) // Will lead to Snowy Forest with randomly generated weather
.battleType("single")
.startingLevel(100) // Avoid levelling up
.enemyLevel(1000) // Avoid opponent dying before game.doKillOpponents()
.disableTrainerWaves()
.moveset([Moves.KOWTOW_CLEAVE])
.enemyMoveset(Moves.SPLASH);
await game.classicMode.startBattle(); // Apparently daily mode would override the biome
// Transition from Wave 10 to Wave 11 in order to trigger biome switch
game.move.select(Moves.KOWTOW_CLEAVE);
await game.phaseInterceptor.to("DamagePhase");
await game.doKillOpponents();
await game.toNextWave();
expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
const preReloadWeather = game.scene.arena.weather;
await game.reload.reloadSession();
const postReloadWeather = game.scene.arena.weather;
expect(postReloadWeather).toStrictEqual(preReloadWeather);
}, 20000);
it("should not have RNG inconsistencies at a Daily run wild Pokemon fight", async () => {
await game.dailyMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies at a Daily run double battle", async () => {
game.override
.battleType("double");
await game.dailyMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies at a Daily run Gym Leader fight", async () => {
game.override
.battleType("single")
.startingWave(40);
await game.dailyMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies at a Daily run regular trainer fight", async () => {
game.override
.battleType("single")
.startingWave(45);
await game.dailyMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies at a Daily run wave 50 Boss fight", async () => {
game.override
.battleType("single")
.startingWave(50);
await game.runToFinalBossEncounter([Species.BULBASAUR], GameModes.DAILY);
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
});