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* Add isPartner method to trainer class * Ensure force switches cannot pull pokemon from the wrong trainer * Add override for battle type * Fixup tests and broken assumptions * Make move fail override semi-invuln check Bandaid fix because move effect phase does not allow for the move to fail if all of its conditions fail * Restore overrides * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Fix illusion test battle type invocation * Update struggle and healer tests to use battleStyle --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
71 lines
2.3 KiB
TypeScript
71 lines
2.3 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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import { Status } from "#app/data/status-effect";
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import type { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon";
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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { StatusEffect } from "#enums/status-effect";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
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describe("Moves - Purify", () => {
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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.battleStyle("single");
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game.override.starterSpecies(Species.PYUKUMUKU);
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game.override.startingLevel(10);
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game.override.moveset([Moves.PURIFY, Moves.SIZZLY_SLIDE]);
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game.override.enemySpecies(Species.MAGIKARP);
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game.override.enemyLevel(10);
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game.override.enemyMoveset([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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});
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test("Purify heals opponent status effect and restores user hp", async () => {
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await game.startBattle();
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const enemyPokemon: EnemyPokemon = game.scene.getEnemyPokemon()!;
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const playerPokemon: PlayerPokemon = game.scene.getPlayerPokemon()!;
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playerPokemon.hp = playerPokemon.getMaxHp() - 1;
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enemyPokemon.status = new Status(StatusEffect.BURN);
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game.move.select(Moves.PURIFY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(enemyPokemon.status).toBeNull();
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expect(playerPokemon.isFullHp()).toBe(true);
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});
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test("Purify does not heal if opponent doesnt have any status effect", async () => {
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await game.startBattle();
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const playerPokemon: PlayerPokemon = game.scene.getPlayerPokemon()!;
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playerPokemon.hp = playerPokemon.getMaxHp() - 1;
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const playerInitialHp = playerPokemon.hp;
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game.move.select(Moves.PURIFY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(playerPokemon.hp).toBe(playerInitialHp);
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});
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});
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