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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>
94 lines
2.8 KiB
TypeScript
94 lines
2.8 KiB
TypeScript
import { Status } from "#app/data/status-effect";
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import { MoveResult } from "#app/field/pokemon";
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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 { 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, it } from "vitest";
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describe("Abilities - Early Bird", () => {
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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
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.moveset([Moves.REST, Moves.BELLY_DRUM, Moves.SPLASH])
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.ability(Abilities.EARLY_BIRD)
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.battleStyle("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH);
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});
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it("reduces Rest's sleep time to 1 turn", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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const player = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.BELLY_DRUM);
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await game.toNextTurn();
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game.move.select(Moves.REST);
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await game.toNextTurn();
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expect(player.status?.effect).toBe(StatusEffect.SLEEP);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(player.status?.effect).toBe(StatusEffect.SLEEP);
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(player.status?.effect).toBeUndefined();
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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});
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it("reduces 3-turn sleep to 1 turn", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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const player = game.scene.getPlayerPokemon()!;
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player.status = new Status(StatusEffect.SLEEP, 0, 4);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(player.status?.effect).toBe(StatusEffect.SLEEP);
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(player.status?.effect).toBeUndefined();
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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});
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it("reduces 1-turn sleep to 0 turns", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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const player = game.scene.getPlayerPokemon()!;
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player.status = new Status(StatusEffect.SLEEP, 0, 2);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(player.status?.effect).toBeUndefined();
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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});
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});
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