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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()
82 lines
3.0 KiB
TypeScript
82 lines
3.0 KiB
TypeScript
import { allMoves } from "#app/data/move.js";
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import { CommandPhase } 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 { Abilities } from "#enums/abilities";
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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, it, vi } from "vitest";
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import { SPLASH_ONLY } from "#test/utils/testUtils";
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describe("Moves - Rollout", () => {
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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.disableCrits();
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game.override.battleType("single");
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game.override.starterSpecies(Species.RATTATA);
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game.override.ability(Abilities.NONE);
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game.override.enemySpecies(Species.BIDOOF);
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game.override.enemyAbility(Abilities.NONE);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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game.override.enemyMoveset(SPLASH_ONLY);
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});
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it("should double it's dmg on sequential uses but reset after 5", async () => {
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game.override.moveset([Moves.ROLLOUT]);
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vi.spyOn(allMoves[Moves.ROLLOUT], "accuracy", "get").mockReturnValue(100); //always hit
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const variance = 5;
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const turns = 6;
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const dmgHistory: number[] = [];
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await game.startBattle();
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const playerPkm = game.scene.getParty()[0];
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vi.spyOn(playerPkm, "stats", "get").mockReturnValue([500000, 1, 1, 1, 1, 1]); // HP, ATK, DEF, SPATK, SPDEF, SPD
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const enemyPkm = game.scene.getEnemyParty()[0];
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vi.spyOn(enemyPkm, "stats", "get").mockReturnValue([500000, 1, 1, 1, 1, 1]); // HP, ATK, DEF, SPATK, SPDEF, SPD
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vi.spyOn(enemyPkm, "getHeldItems").mockReturnValue([]); //no berries
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enemyPkm.hp = enemyPkm.getMaxHp();
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let previousHp = enemyPkm.hp;
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for (let i = 0; i < turns; i++) {
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game.doAttack(getMovePosition(game.scene, 0, Moves.ROLLOUT));
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await game.phaseInterceptor.to(CommandPhase);
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dmgHistory.push(previousHp - enemyPkm.hp);
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previousHp = enemyPkm.hp;
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}
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const [turn1Dmg, turn2Dmg, turn3Dmg, turn4Dmg, turn5Dmg, turn6Dmg] = dmgHistory;
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expect(turn2Dmg).toBeGreaterThanOrEqual(turn1Dmg * 2 - variance);
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expect(turn2Dmg).toBeLessThanOrEqual(turn1Dmg * 2 + variance);
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expect(turn3Dmg).toBeGreaterThanOrEqual(turn2Dmg * 2 - variance);
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expect(turn3Dmg).toBeLessThanOrEqual(turn2Dmg * 2 + variance);
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expect(turn4Dmg).toBeGreaterThanOrEqual(turn3Dmg * 2 - variance);
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expect(turn4Dmg).toBeLessThanOrEqual(turn3Dmg * 2 + variance);
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expect(turn5Dmg).toBeGreaterThanOrEqual(turn4Dmg * 2 - variance);
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expect(turn5Dmg).toBeLessThanOrEqual(turn4Dmg * 2 + variance);
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// reset
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expect(turn6Dmg).toBeGreaterThanOrEqual(turn1Dmg - variance);
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expect(turn6Dmg).toBeLessThanOrEqual(turn1Dmg + variance);
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});
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});
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