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* Add enum for hit check result Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Refactor parameter list for pokemon#getBaseDamage and pokemon#getAttackDamage * Rewrite move phase Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Update tests to reflect move effect phase changes Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Fix pluck / bug bite Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Fix reviver seed ohko, remove leftover dead code Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Cleanup jsdoc comments * Remove hitsSubstitute check from postDefend abilities * Fix improper i18nkey in moveEffectPhase#applyToTargets * Cleanup comments * Fix type issue with substitute test * Move MYSTERY_ENCOUNTER_WAVES to constants.ts * Update linkcode in damageparams to use proper tsdoc syntax --------- Co-authored-by: innerthunder <brandonerickson98@gmail.com>
132 lines
4.3 KiB
TypeScript
132 lines
4.3 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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import { allMoves } from "#app/data/moves/move";
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import { PokemonType } from "#enums/pokemon-type";
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import { Abilities } from "#app/enums/abilities";
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import { Moves } from "#app/enums/moves";
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import { Species } from "#app/enums/species";
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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, vi } from "vitest";
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describe("Abilities - Galvanize", () => {
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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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.battleStyle("single")
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.startingLevel(100)
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.ability(Abilities.GALVANIZE)
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.moveset([Moves.TACKLE, Moves.REVELATION_DANCE, Moves.FURY_SWIPES])
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.enemySpecies(Species.DUSCLOPS)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH)
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.enemyLevel(100);
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});
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it("should change Normal-type attacks to Electric type and boost their power", async () => {
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await game.classicMode.startBattle();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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vi.spyOn(playerPokemon, "getMoveType");
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const spy = vi.spyOn(enemyPokemon, "getMoveEffectiveness");
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const move = allMoves[Moves.TACKLE];
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vi.spyOn(move, "calculateBattlePower");
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game.move.select(Moves.TACKLE);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(playerPokemon.getMoveType).toHaveLastReturnedWith(PokemonType.ELECTRIC);
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expect(spy).toHaveReturnedWith(1);
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expect(move.calculateBattlePower).toHaveReturnedWith(48);
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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spy.mockRestore();
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});
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it("should cause Normal-type attacks to activate Volt Absorb", async () => {
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game.override.enemyAbility(Abilities.VOLT_ABSORB);
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await game.classicMode.startBattle();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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vi.spyOn(playerPokemon, "getMoveType");
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const spy = vi.spyOn(enemyPokemon, "getMoveEffectiveness");
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enemyPokemon.hp = Math.floor(enemyPokemon.getMaxHp() * 0.8);
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game.move.select(Moves.TACKLE);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(playerPokemon.getMoveType).toHaveLastReturnedWith(PokemonType.ELECTRIC);
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expect(spy).toHaveReturnedWith(0);
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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});
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it("should not change the type of variable-type moves", async () => {
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game.override.enemySpecies(Species.MIGHTYENA);
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await game.classicMode.startBattle([Species.ESPEON]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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vi.spyOn(playerPokemon, "getMoveType");
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const spy = vi.spyOn(enemyPokemon, "getMoveEffectiveness");
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game.move.select(Moves.REVELATION_DANCE);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(playerPokemon.getMoveType).not.toHaveLastReturnedWith(PokemonType.ELECTRIC);
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expect(spy).toHaveReturnedWith(0);
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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});
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it("should affect all hits of a Normal-type multi-hit move", async () => {
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await game.classicMode.startBattle();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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vi.spyOn(playerPokemon, "getMoveType");
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const spy = vi.spyOn(enemyPokemon, "getMoveEffectiveness");
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game.move.select(Moves.FURY_SWIPES);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.move.forceHit();
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await game.phaseInterceptor.to("MoveEffectPhase");
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expect(playerPokemon.turnData.hitCount).toBeGreaterThan(1);
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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while (playerPokemon.turnData.hitsLeft > 0) {
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const enemyStartingHp = enemyPokemon.hp;
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await game.phaseInterceptor.to("MoveEffectPhase");
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expect(playerPokemon.getMoveType).toHaveLastReturnedWith(PokemonType.ELECTRIC);
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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}
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expect(spy).not.toHaveReturnedWith(0);
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});
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});
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