pokerogue/test/moves/endure.test.ts
schmidtc1 40e1e7fd4e
[Bug] Fix Reviver Seed and endure triggering on indirect damage (#5182)
* Create new turnData field for tracking damageResults, check for HitResult in Reviver Seed modifier

* Optional chaining for cases like stealth rock

* Adds HitResult.SELF for confusion to distinguish from indirect damage

* Adds HitResult.SELF to damage sound effect switch

* Cover edge case of salt cure, insert HitResult for ALL damage regardless of optional variable

* Change Liquid Ooze HitResult to OTHER from HEAL

* Adjust OHKO moves to not bypass endure or RSeed

* Add tests for reviver seed

* Fixes endure to no longer block indirect damage, updates weather damage to be HitResult.OTHER, adds/fixes unit test

* Change destiny bond to HitResult.OTHER so it doesn't trigger rseed

* Adds destiny bond unit test

* Creates additional unit tests for endure

* Rename SELF hitresult to CONFUSION

* Update CONFUSION enum

* Refactors implementation per Wlowscha's suggestions: removes damageSources array and preventEndure variable

* Rename HitResult.OTHER to INDIRECT, create INDIRECT_KO for PSong/DBond, add functionality for INDIRECT_KO to damageanim/number handler

* Fixes hit result for stealth rock

* Removes unnecessary check, makes DamageResult default to EFFECTIVE, updates remaining damageAndUpdate calls to use INDIRECT

* Refactors damageAndUpdate to replace optional parameters with object parameter

* Fixes based on Kev's suggestions

* Updates tsdocs for damageAndUpdate

* Fix merge conflict

---------

Co-authored-by: Wlowscha <54003515+Wlowscha@users.noreply.github.com>
2025-03-23 22:59:19 +00:00

87 lines
2.7 KiB
TypeScript

import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Moves - Endure", () => {
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
.moveset([ Moves.THUNDER, Moves.BULLET_SEED, Moves.TOXIC, Moves.SHEER_COLD ])
.ability(Abilities.SKILL_LINK)
.startingLevel(100)
.battleType("single")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.NO_GUARD)
.enemyMoveset(Moves.ENDURE);
});
it("should let the pokemon survive with 1 HP", async () => {
await game.classicMode.startBattle([Species.ARCEUS]);
game.move.select(Moves.THUNDER);
await game.phaseInterceptor.to("BerryPhase");
expect(game.scene.getEnemyPokemon()!.hp).toBe(1);
});
it("should let the pokemon survive with 1 HP when hit with a multihit move", async () => {
await game.classicMode.startBattle([Species.ARCEUS]);
game.move.select(Moves.BULLET_SEED);
await game.phaseInterceptor.to("BerryPhase");
expect(game.scene.getEnemyPokemon()!.hp).toBe(1);
});
it("should let the pokemon survive against OHKO moves", async () => {
await game.classicMode.startBattle([ Species.MAGIKARP ]);
const enemy = game.scene.getEnemyPokemon()!;
game.move.select(Moves.SHEER_COLD);
await game.phaseInterceptor.to("TurnEndPhase");
expect(enemy.isFainted()).toBeFalsy();
});
// comprehensive indirect damage test copied from Reviver Seed test
it.each([
{ moveType: "Damaging Move Chip Damage", move: Moves.SALT_CURE },
{ moveType: "Chip Damage", move: Moves.LEECH_SEED },
{ moveType: "Trapping Chip Damage", move: Moves.WHIRLPOOL },
{ moveType: "Status Effect Damage", move: Moves.TOXIC },
{ moveType: "Weather", move: Moves.SANDSTORM },
])("should not prevent fainting from $moveType", async ({ move }) => {
game.override
.enemyLevel(1)
.startingLevel(100)
.enemySpecies(Species.MAGIKARP)
.moveset(move)
.enemyMoveset(Moves.ENDURE);
await game.classicMode.startBattle([ Species.MAGIKARP, Species.FEEBAS ]);
const enemy = game.scene.getEnemyPokemon()!;
enemy.damageAndUpdate(enemy.hp - 1);
game.move.select(move);
await game.phaseInterceptor.to("TurnEndPhase");
expect(enemy.isFainted()).toBeTruthy();
});
});