pokerogue/test/abilities/parental_bond.test.ts
Sirz Benjie 408b66f913
[Misc][Refactor][GitHub] Ditch eslint for biome, and add a formatter (#5495)
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-03-09 14:13:25 -07:00

430 lines
14 KiB
TypeScript

import { PokemonType } from "#enums/pokemon-type";
import { BattlerTagType } from "#enums/battler-tag-type";
import { toDmgValue } from "#app/utils";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import { Stat } from "#enums/stat";
import { StatusEffect } from "#enums/status-effect";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Abilities - Parental Bond", () => {
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.ability(Abilities.PARENTAL_BOND);
game.override.enemySpecies(Species.SNORLAX);
game.override.enemyAbility(Abilities.FUR_COAT);
game.override.enemyMoveset(Moves.SPLASH);
game.override.startingLevel(100);
game.override.enemyLevel(100);
});
it("should add second strike to attack move", async () => {
game.override.moveset([Moves.TACKLE]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
let enemyStartingHp = enemyPokemon.hp;
game.move.select(Moves.TACKLE);
await game.phaseInterceptor.to("DamageAnimPhase");
const firstStrikeDamage = enemyStartingHp - enemyPokemon.hp;
enemyStartingHp = enemyPokemon.hp;
await game.phaseInterceptor.to("BerryPhase", false);
const secondStrikeDamage = enemyStartingHp - enemyPokemon.hp;
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(secondStrikeDamage).toBe(toDmgValue(0.25 * firstStrikeDamage));
});
it("should apply secondary effects to both strikes", async () => {
game.override.moveset([Moves.POWER_UP_PUNCH]);
game.override.enemySpecies(Species.AMOONGUSS);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.POWER_UP_PUNCH);
await game.phaseInterceptor.to("BerryPhase", false);
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(leadPokemon.getStatStage(Stat.ATK)).toBe(2);
});
it("should not apply to Status moves", async () => {
game.override.moveset([Moves.BABY_DOLL_EYES]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.BABY_DOLL_EYES);
await game.phaseInterceptor.to("BerryPhase", false);
expect(enemyPokemon.getStatStage(Stat.ATK)).toBe(-1);
});
it("should not apply to multi-hit moves", async () => {
game.override.moveset([Moves.DOUBLE_HIT]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.DOUBLE_HIT);
await game.move.forceHit();
await game.phaseInterceptor.to("BerryPhase", false);
expect(leadPokemon.turnData.hitCount).toBe(2);
});
it("should not apply to self-sacrifice moves", async () => {
game.override.moveset([Moves.SELF_DESTRUCT]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.SELF_DESTRUCT);
await game.phaseInterceptor.to("DamageAnimPhase", false);
expect(leadPokemon.turnData.hitCount).toBe(1);
});
it("should not apply to Rollout", async () => {
game.override.moveset([Moves.ROLLOUT]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.ROLLOUT);
await game.move.forceHit();
await game.phaseInterceptor.to("DamageAnimPhase", false);
expect(leadPokemon.turnData.hitCount).toBe(1);
});
it("should not apply multiplier to fixed-damage moves", async () => {
game.override.moveset([Moves.DRAGON_RAGE]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.DRAGON_RAGE);
await game.phaseInterceptor.to("BerryPhase", false);
expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp() - 80);
});
it("should not apply multiplier to counter moves", async () => {
game.override.moveset([Moves.COUNTER]);
game.override.enemyMoveset([Moves.TACKLE]);
await game.classicMode.startBattle([Species.SHUCKLE]);
const leadPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.COUNTER);
await game.phaseInterceptor.to("DamageAnimPhase");
const playerDamage = leadPokemon.getMaxHp() - leadPokemon.hp;
await game.phaseInterceptor.to("BerryPhase", false);
expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp() - 4 * playerDamage);
});
it("should not apply to multi-target moves", async () => {
game.override.battleType("double");
game.override.moveset([Moves.EARTHQUAKE]);
game.override.passiveAbility(Abilities.LEVITATE);
await game.classicMode.startBattle([Species.MAGIKARP, Species.FEEBAS]);
const playerPokemon = game.scene.getPlayerField();
game.move.select(Moves.EARTHQUAKE);
game.move.select(Moves.EARTHQUAKE, 1);
await game.phaseInterceptor.to("BerryPhase", false);
playerPokemon.forEach(p => expect(p.turnData.hitCount).toBe(1));
});
it("should apply to multi-target moves when hitting only one target", async () => {
game.override.moveset([Moves.EARTHQUAKE]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.EARTHQUAKE);
await game.phaseInterceptor.to("DamageAnimPhase", false);
expect(leadPokemon.turnData.hitCount).toBe(2);
});
it("should only trigger post-target move effects once", async () => {
game.override.moveset([Moves.MIND_BLOWN]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.MIND_BLOWN);
await game.phaseInterceptor.to("DamageAnimPhase", false);
expect(leadPokemon.turnData.hitCount).toBe(2);
// This test will time out if the user faints
await game.phaseInterceptor.to("BerryPhase", false);
expect(leadPokemon.hp).toBe(Math.ceil(leadPokemon.getMaxHp() / 2));
});
it("Burn Up only removes type after the second strike", async () => {
game.override.moveset([Moves.BURN_UP]);
await game.classicMode.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.BURN_UP);
await game.phaseInterceptor.to("MoveEffectPhase");
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(enemyPokemon.hp).toBeGreaterThan(0);
expect(leadPokemon.isOfType(PokemonType.FIRE)).toBe(true);
await game.phaseInterceptor.to("BerryPhase", false);
expect(leadPokemon.isOfType(PokemonType.FIRE)).toBe(false);
});
it("Moves boosted by this ability and Multi-Lens should strike 3 times", async () => {
game.override.moveset([Moves.TACKLE]);
game.override.startingHeldItems([{ name: "MULTI_LENS", count: 1 }]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.TACKLE);
await game.phaseInterceptor.to("DamageAnimPhase");
expect(leadPokemon.turnData.hitCount).toBe(3);
});
it("Seismic Toss boosted by this ability and Multi-Lens should strike 3 times", async () => {
game.override.moveset([Moves.SEISMIC_TOSS]);
game.override.startingHeldItems([{ name: "MULTI_LENS", count: 1 }]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
const enemyStartingHp = enemyPokemon.hp;
game.move.select(Moves.SEISMIC_TOSS);
await game.move.forceHit();
await game.phaseInterceptor.to("DamageAnimPhase");
expect(leadPokemon.turnData.hitCount).toBe(3);
await game.phaseInterceptor.to("MoveEndPhase", false);
expect(enemyPokemon.hp).toBe(enemyStartingHp - 200);
});
it("Hyper Beam boosted by this ability should strike twice, then recharge", async () => {
game.override.moveset([Moves.HYPER_BEAM]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.HYPER_BEAM);
await game.move.forceHit();
await game.phaseInterceptor.to("DamageAnimPhase");
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(leadPokemon.getTag(BattlerTagType.RECHARGING)).toBeUndefined();
await game.phaseInterceptor.to("TurnEndPhase");
expect(leadPokemon.getTag(BattlerTagType.RECHARGING)).toBeDefined();
});
it("Anchor Shot boosted by this ability should only trap the target after the second hit", async () => {
game.override.moveset([Moves.ANCHOR_SHOT]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.ANCHOR_SHOT);
await game.move.forceHit();
await game.phaseInterceptor.to("DamageAnimPhase");
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
await game.phaseInterceptor.to("MoveEndPhase");
expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeDefined();
await game.phaseInterceptor.to("TurnEndPhase");
expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeDefined();
});
it("Smack Down boosted by this ability should only ground the target after the second hit", async () => {
game.override.moveset([Moves.SMACK_DOWN]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.SMACK_DOWN);
await game.move.forceHit();
await game.phaseInterceptor.to("DamageAnimPhase");
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeUndefined();
await game.phaseInterceptor.to("TurnEndPhase");
expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeDefined();
});
it("U-turn boosted by this ability should strike twice before forcing a switch", async () => {
game.override.moveset([Moves.U_TURN]);
await game.classicMode.startBattle([Species.MAGIKARP, Species.BLASTOISE]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.U_TURN);
await game.move.forceHit();
await game.phaseInterceptor.to("MoveEffectPhase");
expect(leadPokemon.turnData.hitCount).toBe(2);
// This will cause this test to time out if the switch was forced on the first hit.
await game.phaseInterceptor.to("MoveEffectPhase", false);
});
it("Wake-Up Slap boosted by this ability should only wake up the target after the second hit", async () => {
game.override.moveset([Moves.WAKE_UP_SLAP]).enemyStatusEffect(StatusEffect.SLEEP);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.WAKE_UP_SLAP);
await game.move.forceHit();
await game.phaseInterceptor.to("DamageAnimPhase");
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(enemyPokemon.status?.effect).toBe(StatusEffect.SLEEP);
await game.phaseInterceptor.to("BerryPhase", false);
expect(enemyPokemon.status?.effect).toBeUndefined();
});
it("should not cause user to hit into King's Shield more than once", async () => {
game.override.moveset([Moves.TACKLE]);
game.override.enemyMoveset([Moves.KINGS_SHIELD]);
await game.classicMode.startBattle([Species.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.TACKLE);
await game.phaseInterceptor.to("BerryPhase", false);
expect(leadPokemon.getStatStage(Stat.ATK)).toBe(-1);
});
it("should not cause user to hit into Storm Drain more than once", async () => {
game.override.moveset([Moves.WATER_GUN]);
game.override.enemyAbility(Abilities.STORM_DRAIN);
await game.classicMode.startBattle([Species.MAGIKARP]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.WATER_GUN);
await game.phaseInterceptor.to("BerryPhase", false);
expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(1);
});
it("should not allow Future Sight to hit infinitely many times if the user switches out", async () => {
game.override.enemyLevel(1000).moveset(Moves.FUTURE_SIGHT);
await game.classicMode.startBattle([Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
vi.spyOn(enemyPokemon, "damageAndUpdate");
game.move.select(Moves.FUTURE_SIGHT);
await game.toNextTurn();
game.doSwitchPokemon(1);
await game.toNextTurn();
game.doSwitchPokemon(2);
await game.toNextTurn();
// TODO: Update hit count to 1 once Future Sight is fixed to not activate abilities if user is off the field
expect(enemyPokemon.damageAndUpdate).toHaveBeenCalledTimes(2);
});
});