pokerogue/src/test/abilities/steely_spirit.test.ts
NightKev 11d912bad8
[Dev] Make OPP_MOVESET_OVERRIDE fully override the enemy's moveset (#4062)
* Make `OPP_MOVESET_OVERRIDE` fully override the enemy's moveset

* Update tests with new override behavior

* Fix tests

* Fix another test

* Move overrides no longer required to be arrays

* Remove `SPLASH_ONLY` test utility variable

* Update moveset override helper functions

* Missed some tests
2024-09-09 12:55:11 -04:00

107 lines
4.0 KiB
TypeScript

import { allAbilities } from "#app/data/ability";
import { allMoves } from "#app/data/move";
import { Abilities } from "#app/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, vi } from "vitest";
describe("Abilities - Steely Spirit", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
const steelySpiritMultiplier = 1.5;
const moveToCheck = Moves.IRON_HEAD;
const ironHeadPower = allMoves[moveToCheck].power;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override.battleType("double");
game.override.enemySpecies(Species.SHUCKLE);
game.override.enemyAbility(Abilities.BALL_FETCH);
game.override.moveset([Moves.IRON_HEAD, Moves.SPLASH]);
game.override.enemyMoveset(Moves.SPLASH);
vi.spyOn(allMoves[moveToCheck], "calculateBattlePower");
});
it("increases Steel-type moves' power used by the user and its allies by 50%", async () => {
await game.classicMode.startBattle([Species.PIKACHU, Species.SHUCKLE]);
const boostSource = game.scene.getPlayerField()[1];
const enemyToCheck = game.scene.getEnemyPokemon()!;
vi.spyOn(boostSource, "getAbility").mockReturnValue(allAbilities[Abilities.STEELY_SPIRIT]);
expect(boostSource.hasAbility(Abilities.STEELY_SPIRIT)).toBe(true);
game.move.select(moveToCheck, 0, enemyToCheck.getBattlerIndex());
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to("MoveEffectPhase");
expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower * steelySpiritMultiplier);
});
it("stacks if multiple users with this ability are on the field.", async () => {
await game.classicMode.startBattle([Species.PIKACHU, Species.PIKACHU]);
const enemyToCheck = game.scene.getEnemyPokemon()!;
game.scene.getPlayerField().forEach(p => {
vi.spyOn(p, "getAbility").mockReturnValue(allAbilities[Abilities.STEELY_SPIRIT]);
});
expect(game.scene.getPlayerField().every(p => p.hasAbility(Abilities.STEELY_SPIRIT))).toBe(true);
game.move.select(moveToCheck, 0, enemyToCheck.getBattlerIndex());
game.move.select(moveToCheck, 1, enemyToCheck.getBattlerIndex());
await game.phaseInterceptor.to("MoveEffectPhase");
expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower * Math.pow(steelySpiritMultiplier, 2));
});
it("does not take effect when suppressed", async () => {
await game.classicMode.startBattle([Species.PIKACHU, Species.SHUCKLE]);
const boostSource = game.scene.getPlayerField()[1];
const enemyToCheck = game.scene.getEnemyPokemon()!;
vi.spyOn(boostSource, "getAbility").mockReturnValue(allAbilities[Abilities.STEELY_SPIRIT]);
expect(boostSource.hasAbility(Abilities.STEELY_SPIRIT)).toBe(true);
boostSource.summonData.abilitySuppressed = true;
expect(boostSource.hasAbility(Abilities.STEELY_SPIRIT)).toBe(false);
expect(boostSource.summonData.abilitySuppressed).toBe(true);
game.move.select(moveToCheck, 0, enemyToCheck.getBattlerIndex());
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to("MoveEffectPhase");
expect(allMoves[moveToCheck].calculateBattlePower).toHaveReturnedWith(ironHeadPower);
});
it("affects variable-type moves if their resolved type is Steel", async () => {
game.override
.ability(Abilities.STEELY_SPIRIT)
.moveset([Moves.REVELATION_DANCE]);
const revelationDance = allMoves[Moves.REVELATION_DANCE];
vi.spyOn(revelationDance, "calculateBattlePower");
await game.classicMode.startBattle([Species.KLINKLANG]);
game.move.select(Moves.REVELATION_DANCE);
await game.phaseInterceptor.to("MoveEffectPhase");
expect(revelationDance.calculateBattlePower).toHaveReturnedWith(revelationDance.power * 1.5);
});
});