pokerogue/test/evolution.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

181 lines
6.6 KiB
TypeScript

import { pokemonEvolutions, SpeciesFormEvolution, SpeciesWildEvolutionDelay } from "#app/data/balance/pokemon-evolutions";
import { Abilities } from "#app/enums/abilities";
import { Moves } from "#app/enums/moves";
import { Species } from "#app/enums/species";
import * as Utils from "#app/utils";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Evolution", () => {
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.enemySpecies(Species.MAGIKARP);
game.override.enemyAbility(Abilities.BALL_FETCH);
game.override.startingLevel(60);
});
it("should keep hidden ability after evolving", async () => {
await game.classicMode.runToSummon([ Species.EEVEE, Species.TRAPINCH ]);
const eevee = game.scene.getPlayerParty()[0];
const trapinch = game.scene.getPlayerParty()[1];
eevee.abilityIndex = 2;
trapinch.abilityIndex = 2;
await eevee.evolve(pokemonEvolutions[Species.EEVEE][6], eevee.getSpeciesForm());
expect(eevee.abilityIndex).toBe(2);
await trapinch.evolve(pokemonEvolutions[Species.TRAPINCH][0], trapinch.getSpeciesForm());
expect(trapinch.abilityIndex).toBe(1);
});
it("should keep same ability slot after evolving", async () => {
await game.classicMode.runToSummon([ Species.BULBASAUR, Species.CHARMANDER ]);
const bulbasaur = game.scene.getPlayerParty()[0];
const charmander = game.scene.getPlayerParty()[1];
bulbasaur.abilityIndex = 0;
charmander.abilityIndex = 1;
await bulbasaur.evolve(pokemonEvolutions[Species.BULBASAUR][0], bulbasaur.getSpeciesForm());
expect(bulbasaur.abilityIndex).toBe(0);
await charmander.evolve(pokemonEvolutions[Species.CHARMANDER][0], charmander.getSpeciesForm());
expect(charmander.abilityIndex).toBe(1);
});
it("should handle illegal abilityIndex values", async () => {
await game.classicMode.runToSummon([ Species.SQUIRTLE ]);
const squirtle = game.scene.getPlayerPokemon()!;
squirtle.abilityIndex = 5;
await squirtle.evolve(pokemonEvolutions[Species.SQUIRTLE][0], squirtle.getSpeciesForm());
expect(squirtle.abilityIndex).toBe(0);
});
it("should handle nincada's unique evolution", async () => {
await game.classicMode.runToSummon([ Species.NINCADA ]);
const nincada = game.scene.getPlayerPokemon()!;
nincada.abilityIndex = 2;
nincada.metBiome = -1;
nincada.gender = 1;
await nincada.evolve(pokemonEvolutions[Species.NINCADA][0], nincada.getSpeciesForm());
const ninjask = game.scene.getPlayerParty()[0];
const shedinja = game.scene.getPlayerParty()[1];
expect(ninjask.abilityIndex).toBe(2);
expect(shedinja.abilityIndex).toBe(1);
expect(ninjask.gender).toBe(1);
expect(shedinja.gender).toBe(-1);
// Regression test for https://github.com/pagefaultgames/pokerogue/issues/3842
expect(shedinja.metBiome).toBe(-1);
});
it("should set wild delay to NONE by default", () => {
const speciesFormEvo = new SpeciesFormEvolution(Species.ABRA, null, null, 1000, null, null);
expect(speciesFormEvo.wildDelay).toBe(SpeciesWildEvolutionDelay.NONE);
});
it("should increase both HP and max HP when evolving", async () => {
game.override.moveset([ Moves.SURF ])
.enemySpecies(Species.GOLEM)
.enemyMoveset(Moves.SPLASH)
.startingWave(21)
.startingLevel(16)
.enemyLevel(50);
await game.startBattle([ Species.TOTODILE ]);
const totodile = game.scene.getPlayerPokemon()!;
const hpBefore = totodile.hp;
expect(totodile.hp).toBe(totodile.getMaxHp());
const golem = game.scene.getEnemyPokemon()!;
golem.hp = 1;
expect(golem.hp).toBe(1);
game.move.select(Moves.SURF);
await game.phaseInterceptor.to("EndEvolutionPhase");
expect(totodile.hp).toBe(totodile.getMaxHp());
expect(totodile.hp).toBeGreaterThan(hpBefore);
});
it("should not fully heal HP when evolving", async () => {
game.override.moveset([ Moves.SURF ])
.enemySpecies(Species.GOLEM)
.enemyMoveset(Moves.SPLASH)
.startingWave(21)
.startingLevel(13)
.enemyLevel(30);
await game.startBattle([ Species.CYNDAQUIL ]);
const cyndaquil = game.scene.getPlayerPokemon()!;
cyndaquil.hp = Math.floor(cyndaquil.getMaxHp() / 2);
const hpBefore = cyndaquil.hp;
const maxHpBefore = cyndaquil.getMaxHp();
expect(cyndaquil.hp).toBe(Math.floor(cyndaquil.getMaxHp() / 2));
const golem = game.scene.getEnemyPokemon()!;
golem.hp = 1;
expect(golem.hp).toBe(1);
game.move.select(Moves.SURF);
await game.phaseInterceptor.to("EndEvolutionPhase");
expect(cyndaquil.getMaxHp()).toBeGreaterThan(maxHpBefore);
expect(cyndaquil.hp).toBeGreaterThan(hpBefore);
expect(cyndaquil.hp).toBeLessThan(cyndaquil.getMaxHp());
});
it("should handle rng-based split evolution", async () => {
/* this test checks to make sure that tandemaus will
* evolve into a 3 family maushold 25% of the time
* and a 4 family maushold the other 75% of the time
* This is done by using the getEvolution method in pokemon.ts
* getEvolution will give back the form that the pokemon can evolve into
* It does this by checking the pokemon conditions in pokemon-forms.ts
* For tandemaus, the conditions are random due to a randSeedInt(4)
* If the value is 0, it's a 3 family maushold, whereas if the value is
* 1, 2 or 3, it's a 4 family maushold
*/
await game.startBattle([ Species.TANDEMAUS ]); // starts us off with a tandemaus
const playerPokemon = game.scene.getPlayerPokemon()!;
playerPokemon.level = 25; // tandemaus evolves at level 25
vi.spyOn(Utils, "randSeedInt").mockReturnValue(0); // setting the random generator to be 0 to force a three family maushold
const threeForm = playerPokemon.getEvolution()!;
expect(threeForm.evoFormKey).toBe("three"); // as per pokemon-forms, the evoFormKey for 3 family mausholds is "three"
for (let f = 1; f < 4; f++) {
vi.spyOn(Utils, "randSeedInt").mockReturnValue(f); // setting the random generator to 1, 2 and 3 to force 4 family mausholds
const fourForm = playerPokemon.getEvolution()!;
expect(fourForm.evoFormKey).toBe("four"); // meanwhile, according to the pokemon-forms, the evoFormKey for a 4 family maushold is "four"
}
});
});