pokerogue/test/moves/lunar_dance.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

78 lines
2.9 KiB
TypeScript

import { StatusEffect } from "#app/enums/status-effect";
import { CommandPhase } from "#app/phases/command-phase";
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, it, expect } from "vitest";
describe("Moves - Lunar Dance", () => {
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
.statusEffect(StatusEffect.BURN)
.battleType("double")
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("should full restore HP, PP and status of switched in pokemon, then fail second use because no remaining backup pokemon in party", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR, Species.ODDISH, Species.RATTATA ]);
const [ bulbasaur, oddish, rattata ] = game.scene.getPlayerParty();
game.move.changeMoveset(bulbasaur, [ Moves.LUNAR_DANCE, Moves.SPLASH ]);
game.move.changeMoveset(oddish, [ Moves.LUNAR_DANCE, Moves.SPLASH ]);
game.move.changeMoveset(rattata, [ Moves.LUNAR_DANCE, Moves.SPLASH ]);
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
// Bulbasaur should still be burned and have used a PP for splash and not at max hp
expect(bulbasaur.status?.effect).toBe(StatusEffect.BURN);
expect(bulbasaur.moveset[1]?.ppUsed).toBe(1);
expect(bulbasaur.hp).toBeLessThan(bulbasaur.getMaxHp());
// Switch out Bulbasaur for Rattata so we can swtich bulbasaur back in with lunar dance
game.doSwitchPokemon(2);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.LUNAR_DANCE);
game.doSelectPartyPokemon(2);
await game.phaseInterceptor.to("SwitchPhase", false);
await game.toNextTurn();
// Bulbasaur should NOT have any status and have full PP for splash and be at max hp
expect(bulbasaur.status?.effect).toBeUndefined();
expect(bulbasaur.moveset[1]?.ppUsed).toBe(0);
expect(bulbasaur.isFullHp()).toBe(true);
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.LUNAR_DANCE);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
// Using Lunar dance again should fail because nothing in party and rattata should be alive
expect(rattata.status?.effect).toBe(StatusEffect.BURN);
expect(rattata.hp).toBeLessThan(rattata.getMaxHp());
});
});