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