pokerogue/test/abilities/mycelium_might.test.ts
Sirz Benjie a51a504155
[Test] Move test folder out of src (#5398)
* move test folder

* Update vitest files

* rename test/utils to test/testUtils

* Remove stray utils/gameManager

Got put back from a rebase
2025-02-22 22:52:07 -06:00

108 lines
4.7 KiB
TypeScript

import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { TurnStartPhase } from "#app/phases/turn-start-phase";
import GameManager from "#test/testUtils/gameManager";
import { Abilities } from "#enums/abilities";
import { Stat } from "#enums/stat";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Mycelium Might", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override.battleType("single");
game.override.disableCrits();
game.override.enemySpecies(Species.SHUCKLE);
game.override.enemyAbility(Abilities.CLEAR_BODY);
game.override.enemyMoveset([ Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK ]);
game.override.ability(Abilities.MYCELIUM_MIGHT);
game.override.moveset([ Moves.QUICK_ATTACK, Moves.BABY_DOLL_EYES ]);
});
/**
* References:
* https://bulbapedia.bulbagarden.net/wiki/Mycelium_Might_(Ability)
* https://bulbapedia.bulbagarden.net/wiki/Priority
* https://www.smogon.com/forums/threads/scarlet-violet-battle-mechanics-research.3709545/page-24
**/
it("will move last in its priority bracket and ignore protective abilities", async () => {
await game.startBattle([ Species.REGIELEKI ]);
const enemyPokemon = game.scene.getEnemyPokemon();
const playerIndex = game.scene.getPlayerPokemon()?.getBattlerIndex();
const enemyIndex = enemyPokemon?.getBattlerIndex();
game.move.select(Moves.BABY_DOLL_EYES);
await game.phaseInterceptor.to(TurnStartPhase, false);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The opponent Pokemon (without Mycelium Might) goes first despite having lower speed than the player Pokemon.
// The player Pokemon (with Mycelium Might) goes last despite having higher speed than the opponent.
expect(speedOrder).toEqual([ playerIndex, enemyIndex ]);
expect(commandOrder).toEqual([ enemyIndex, playerIndex ]);
await game.phaseInterceptor.to(TurnEndPhase);
// Despite the opponent's ability (Clear Body), its ATK stat stage is still reduced.
expect(enemyPokemon?.getStatStage(Stat.ATK)).toBe(-1);
}, 20000);
it("will still go first if a status move that is in a higher priority bracket than the opponent's move is used", async () => {
game.override.enemyMoveset([ Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE ]);
await game.startBattle([ Species.REGIELEKI ]);
const enemyPokemon = game.scene.getEnemyPokemon();
const playerIndex = game.scene.getPlayerPokemon()?.getBattlerIndex();
const enemyIndex = enemyPokemon?.getBattlerIndex();
game.move.select(Moves.BABY_DOLL_EYES);
await game.phaseInterceptor.to(TurnStartPhase, false);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The player Pokemon (with M.M.) goes first because its move is still within a higher priority bracket than its opponent.
// The enemy Pokemon goes second because its move is in a lower priority bracket.
expect(speedOrder).toEqual([ playerIndex, enemyIndex ]);
expect(commandOrder).toEqual([ playerIndex, enemyIndex ]);
await game.phaseInterceptor.to(TurnEndPhase);
// Despite the opponent's ability (Clear Body), its ATK stat stage is still reduced.
expect(enemyPokemon?.getStatStage(Stat.ATK)).toBe(-1);
}, 20000);
it("will not affect non-status moves", async () => {
await game.startBattle([ Species.REGIELEKI ]);
const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
game.move.select(Moves.QUICK_ATTACK);
await game.phaseInterceptor.to(TurnStartPhase, false);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The player Pokemon (with M.M.) goes first because it has a higher speed and did not use a status move.
// The enemy Pokemon (without M.M.) goes second because its speed is lower.
// This means that the commandOrder should be identical to the speedOrder
expect(speedOrder).toEqual([ playerIndex, enemyIndex ]);
expect(commandOrder).toEqual([ playerIndex, enemyIndex ]);
}, 20000);
});