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* Modify tests to use overrides helper functions * Apply stylistic consistency to overrides in tests Also remove some non-test-related expects()
108 lines
4.0 KiB
TypeScript
108 lines
4.0 KiB
TypeScript
import { BattlerIndex } from "#app/battle.js";
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import { Stat } from "#app/data/pokemon-stat";
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import { CommandPhase, SelectTargetPhase, TurnEndPhase } from "#app/phases";
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import GameManager from "#test/utils/gameManager";
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import { getMovePosition } from "#test/utils/gameManagerUtils";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
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const TIMEOUT = 20 * 1000;
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describe("Moves - Spotlight", () => {
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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.battleType("double");
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game.override.starterSpecies(Species.AMOONGUSS);
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game.override.enemySpecies(Species.SNORLAX);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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game.override.moveset([ Moves.FOLLOW_ME, Moves.RAGE_POWDER, Moves.SPOTLIGHT, Moves.QUICK_ATTACK ]);
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game.override.enemyMoveset([Moves.TACKLE,Moves.TACKLE,Moves.TACKLE,Moves.TACKLE]);
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});
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test(
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"move should redirect attacks to the target",
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async () => {
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await game.startBattle([ Species.AMOONGUSS, Species.CHARIZARD ]);
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const playerPokemon = game.scene.getPlayerField();
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expect(playerPokemon.length).toBe(2);
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playerPokemon.forEach(p => expect(p).not.toBe(undefined));
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const enemyPokemon = game.scene.getEnemyField();
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expect(enemyPokemon.length).toBe(2);
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enemyPokemon.forEach(p => expect(p).not.toBe(undefined));
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const enemyStartingHp = enemyPokemon.map(p => p.hp);
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPOTLIGHT));
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await game.phaseInterceptor.to(SelectTargetPhase, false);
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game.doSelectTarget(BattlerIndex.ENEMY);
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await game.phaseInterceptor.to(CommandPhase);
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game.doAttack(getMovePosition(game.scene, 1, Moves.QUICK_ATTACK));
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await game.phaseInterceptor.to(SelectTargetPhase, false);
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game.doSelectTarget(BattlerIndex.ENEMY_2);
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await game.phaseInterceptor.to(TurnEndPhase, false);
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expect(enemyPokemon[0].hp).toBeLessThan(enemyStartingHp[0]);
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expect(enemyPokemon[1].hp).toBe(enemyStartingHp[1]);
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}, TIMEOUT
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);
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test(
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"move should cause other redirection moves to fail",
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async () => {
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game.override.enemyMoveset([ Moves.FOLLOW_ME, Moves.FOLLOW_ME, Moves.FOLLOW_ME, Moves.FOLLOW_ME ]);
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await game.startBattle([ Species.AMOONGUSS, Species.CHARIZARD ]);
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const playerPokemon = game.scene.getPlayerField();
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expect(playerPokemon.length).toBe(2);
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playerPokemon.forEach(p => expect(p).not.toBe(undefined));
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const enemyPokemon = game.scene.getEnemyField();
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expect(enemyPokemon.length).toBe(2);
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enemyPokemon.forEach(p => expect(p).not.toBe(undefined));
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/**
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* Spotlight will target the slower enemy. In this situation without Spotlight being used,
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* the faster enemy would normally end up with the Center of Attention tag.
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*/
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enemyPokemon.sort((a, b) => b.getBattleStat(Stat.SPD) - a.getBattleStat(Stat.SPD));
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const spotTarget = enemyPokemon[1].getBattlerIndex();
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const attackTarget = enemyPokemon[0].getBattlerIndex();
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const enemyStartingHp = enemyPokemon.map(p => p.hp);
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPOTLIGHT));
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await game.phaseInterceptor.to(SelectTargetPhase, false);
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game.doSelectTarget(spotTarget);
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await game.phaseInterceptor.to(CommandPhase);
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game.doAttack(getMovePosition(game.scene, 1, Moves.QUICK_ATTACK));
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await game.phaseInterceptor.to(SelectTargetPhase, false);
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game.doSelectTarget(attackTarget);
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await game.phaseInterceptor.to(TurnEndPhase, false);
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expect(enemyPokemon[1].hp).toBeLessThan(enemyStartingHp[1]);
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expect(enemyPokemon[0].hp).toBe(enemyStartingHp[0]);
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}, TIMEOUT
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);
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});
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