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* Moved getOrder() into TurnStartPhase * Cleaned up bypass speed checks * Revert "Cleaned up bypass speed checks" This reverts commit 11150254f568b8575211693919c9c5deeb3d8dcd. * Added comments. * Fixed up some inconsistencies * changed isSameBracket check * changed isSameBracket check p2 * changed isSameBracket check p3 * changed isSameBracket check p3 * Fixed up conditionals + stall/M.m * Seems OK * Update battle-spec.ts * Updated tests to use new functions introduced. Less intuitive, but faster. * Update src/phases.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Moved getOrder() into TurnStartPhase * Cleaned up bypass speed checks * Revert "Cleaned up bypass speed checks" This reverts commit 11150254f568b8575211693919c9c5deeb3d8dcd. * Added comments. * Fixed up some inconsistencies * changed isSameBracket check * changed isSameBracket check p2 * changed isSameBracket check p3 * changed isSameBracket check p3 * Fixed up conditionals + stall/M.m * Seems OK * Update battle-spec.ts * Updated tests to use new functions introduced. Less intuitive, but faster. * Removed import * i hate git * Moved getOrder() into TurnStartPhase * Seems OK * missing import * Added Snooze's review * Added test fixes and removed unwanted edit. * fixed dynamax cannon test * typedocs fixes * Updating battle-order.test.ts * merge fixes * ughhh * Update src/test/abilities/mycelium_might.test.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * tsdocs :) * Fixed tests * Update src/phases/turn-start-phase.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * Update src/phases/turn-start-phase.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * innerthunder's fixes * commas * Mocked stats instead of directly changing them --------- Co-authored-by: Frutescens <info@laptop> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com>
95 lines
3.8 KiB
TypeScript
95 lines
3.8 KiB
TypeScript
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 { TurnStartPhase } from "#app/phases/turn-start-phase";
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describe("Abilities - Stall", () => {
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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("single");
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game.override.disableCrits();
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game.override.enemySpecies(Species.REGIELEKI);
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game.override.enemyAbility(Abilities.STALL);
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game.override.enemyMoveset([Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK]);
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game.override.moveset([Moves.QUICK_ATTACK, Moves.TACKLE]);
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});
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/**
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* References:
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* https://bulbapedia.bulbagarden.net/wiki/Stall_(Ability)
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* https://bulbapedia.bulbagarden.net/wiki/Priority
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**/
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it("Pokemon with Stall should move last in its priority bracket regardless of speed", async () => {
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await game.startBattle([Species.SHUCKLE]);
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const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.move.select(Moves.QUICK_ATTACK);
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await game.phaseInterceptor.to(TurnStartPhase, false);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The player Pokemon (without Stall) goes first despite having lower speed than the opponent.
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// The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon.
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expect(speedOrder).toEqual([enemyIndex, playerIndex]);
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expect(commandOrder).toEqual([playerIndex, enemyIndex]);
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}, 20000);
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it("Pokemon with Stall will go first if a move that is in a higher priority bracket than the opponent's move is used", async () => {
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await game.startBattle([Species.SHUCKLE]);
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const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.move.select(Moves.TACKLE);
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await game.phaseInterceptor.to(TurnStartPhase, false);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent.
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// The player Pokemon goes second because its move is in a lower priority bracket.
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expect(speedOrder).toEqual([enemyIndex, playerIndex]);
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expect(commandOrder).toEqual([enemyIndex, playerIndex]);
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}, 20000);
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it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async () => {
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game.override.ability(Abilities.STALL);
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await game.startBattle([Species.SHUCKLE]);
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const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.move.select(Moves.TACKLE);
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await game.phaseInterceptor.to(TurnStartPhase, false);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The opponent Pokemon (with Stall) goes first because it has a higher speed.
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// The player Pokemon (with Stall) goes second because its speed is lower.
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expect(speedOrder).toEqual([enemyIndex, playerIndex]);
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expect(commandOrder).toEqual([enemyIndex, playerIndex]);
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}, 20000);
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});
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