pokerogue/test/abilities/stall.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

95 lines
3.9 KiB
TypeScript

import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { TurnStartPhase } from "#app/phases/turn-start-phase";
describe("Abilities - Stall", () => {
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.REGIELEKI);
game.override.enemyAbility(Abilities.STALL);
game.override.enemyMoveset([ Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK ]);
game.override.moveset([ Moves.QUICK_ATTACK, Moves.TACKLE ]);
});
/**
* References:
* https://bulbapedia.bulbagarden.net/wiki/Stall_(Ability)
* https://bulbapedia.bulbagarden.net/wiki/Priority
**/
it("Pokemon with Stall should move last in its priority bracket regardless of speed", async () => {
await game.startBattle([ Species.SHUCKLE ]);
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 (without Stall) goes first despite having lower speed than the opponent.
// The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon.
expect(speedOrder).toEqual([ enemyIndex, playerIndex ]);
expect(commandOrder).toEqual([ playerIndex, enemyIndex ]);
}, 20000);
it("Pokemon with Stall will go first if a move that is in a higher priority bracket than the opponent's move is used", async () => {
await game.startBattle([ Species.SHUCKLE ]);
const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
game.move.select(Moves.TACKLE);
await game.phaseInterceptor.to(TurnStartPhase, false);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent.
// The player Pokemon goes second because its move is in a lower priority bracket.
expect(speedOrder).toEqual([ enemyIndex, playerIndex ]);
expect(commandOrder).toEqual([ enemyIndex, playerIndex ]);
}, 20000);
it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async () => {
game.override.ability(Abilities.STALL);
await game.startBattle([ Species.SHUCKLE ]);
const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
game.move.select(Moves.TACKLE);
await game.phaseInterceptor.to(TurnStartPhase, false);
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
const speedOrder = phase.getSpeedOrder();
const commandOrder = phase.getCommandOrder();
// The opponent Pokemon (with Stall) goes first because it has a higher speed.
// The player Pokemon (with Stall) goes second because its speed is lower.
expect(speedOrder).toEqual([ enemyIndex, playerIndex ]);
expect(commandOrder).toEqual([ enemyIndex, playerIndex ]);
}, 20000);
});