pokerogue/src/test/abilities/parental_bond.test.ts
flx-sta a07d2c57a4
[Refactor] use typescript strict-null (#3259)
* TS: enable strict-null

* fix battle-scene.ts

* fix voucher.ts

* adapt more files to strict-null

* adapt more files to strict-null ( 2)

* adapt ability.ts to strict-null

* adapt `arena.ts` to strict-null

* adapt TagAddedEvent constructor to strict-null

* adapt phases.ts.to strict-null

* adapt status-effect.ts to strict-null

* adapt `account.ts` to strict-null

* adapt `configHandler.ts` to strict-null

* adapt `ability.ts` to strict-null

* adapt `biomes.ts` to strict-null

* adapt `challenge.ts` to strict-null

* adapt `daily-run.ts` to strict-null

* adapt `nature.ts` to strict-null

* adapt `pokemon-forms.ts` to strict-null

* adapt `tainer-names.ts` to strict-null

* adapt `types.ts` to strict-null

* adapt `weather.ts` to strict-null

* adapt `egg-hatch-phase.ts` to strict-null

* adapt `evolution-phase.ts` to strict-null

* adapt `pokemon-sprite-sparkle-handler.ts` to strict-null

* adapt `evolution-phase.ts` to strict-null

* adapt `game-mode.ts` to strict-null

* adapt `utils.ts` to strict-null

* adapt `voucher-ui-handler.ts` to strict-null

* adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null

* adapt `src/ui/ui.ts` to strict-null

* adapt `src/ui/ui-theme.ts` to strict-null

* adapt `src/ui/title-ui-handler.ts` to strict-null

* adapt `src/ui/time-of-day-widget.ts` to strict-null

* adapt `src/ui/text.ts` to strict-null

* adapt `src/ui/target-select-ui-handler.ts` to strict-null

* adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null

* adapt more files to strict-null (3)

* adapt more files to strict-null (4)

* adapt more files (mostly tests) to strict-null (5)

* adapt more files to strict-null (6)

* adapt more files to strict-null (7)

* Update `src/data/pokemon-evolutions.ts` for strict-null

Partial update `src/data/pokemon-species.ts` for strict-null

* adapt more files to strict-null (8)

* adapt more files to strict-null (9)

* Strict some more nulls (still a few errors remaining)

* adapt rest of the files to strict-null (9)

* fix tests (check for null instead of undefined)

* repalce a lot of `??` with bangs

And added TODO notice as usual

* fix more tests

* all tests pass now

* fix broken game-loop after trainer battle

add some console.warn for missing cases and falling back to default

* remove guessed fallback from utils.rgbHexToRgba

* add TODO for this.currentBattle = null

* adjust   getPokemonById() return to include `null`

* fix compilation errors

* add test for pokemon.trySetStatus

* `chanceMultiplier` shouldn't be optional

* allow `null` for currentPhase

* adjust hasExpSprite logic for no keymatch found

* reduce bang usage in account.updateUserInfo()

* fix new strict-null issues after merge

* fix `strict-null` issues in dropdown.ts

and sand_spit.test.ts

* fix egg-gacha

* adapt gul_missile.test.ts to strict-null

* fix move.ts strict-null

* fix i18n.ts strict-null

* fix strict-null issues

* fix baton_pass test

after accidentially breaking it

* chore: fix compiler errors

* revert accidential changes in baton_pass.test.ts

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-08-07 17:23:12 +01:00

647 lines
21 KiB
TypeScript

import { BattleStat } from "#app/data/battle-stat.js";
import { StatusEffect } from "#app/data/status-effect.js";
import { Type } from "#app/data/type.js";
import { BattlerTagType } from "#app/enums/battler-tag-type.js";
import { BerryPhase, CommandPhase, DamagePhase, MoveEffectPhase, MoveEndPhase, TurnEndPhase } from "#app/phases.js";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, test, vi } from "vitest";
import GameManager from "#test/utils/gameManager";
import { getMovePosition } from "#test/utils/gameManagerUtils";
import { SPLASH_ONLY } from "#test/utils/testUtils";
const TIMEOUT = 20 * 1000;
describe("Abilities - Parental Bond", () => {
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.disableCrits();
game.override.ability(Abilities.PARENTAL_BOND);
game.override.enemySpecies(Species.SNORLAX);
game.override.enemyAbility(Abilities.INSOMNIA);
game.override.enemyMoveset(SPLASH_ONLY);
game.override.startingLevel(100);
game.override.enemyLevel(100);
});
test(
"ability should add second strike to attack move",
async () => {
game.override.moveset([Moves.TACKLE]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
let enemyStartingHp = enemyPokemon.hp;
game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
await game.phaseInterceptor.to(MoveEffectPhase, false);
await game.phaseInterceptor.to(DamagePhase);
const firstStrikeDamage = enemyStartingHp - enemyPokemon.hp;
enemyStartingHp = enemyPokemon.hp;
await game.phaseInterceptor.to(BerryPhase, false);
const secondStrikeDamage = enemyStartingHp - enemyPokemon.hp;
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(secondStrikeDamage).toBe(Math.ceil(0.25 * firstStrikeDamage));
}, TIMEOUT
);
test(
"ability should apply secondary effects to both strikes",
async () => {
game.override.moveset([Moves.POWER_UP_PUNCH]);
game.override.enemySpecies(Species.AMOONGUSS);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.POWER_UP_PUNCH));
await game.phaseInterceptor.to(BerryPhase, false);
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(leadPokemon.summonData.battleStats[BattleStat.ATK]).toBe(2);
}, TIMEOUT
);
test(
"ability should not apply to Status moves",
async () => {
game.override.moveset([Moves.BABY_DOLL_EYES]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.summonData.battleStats[BattleStat.ATK]).toBe(-1);
}, TIMEOUT
);
test(
"ability should not apply to multi-hit moves",
async () => {
game.override.moveset([Moves.DOUBLE_HIT]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.DOUBLE_HIT));
await game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
await game.phaseInterceptor.to(BerryPhase, false);
expect(leadPokemon.turnData.hitCount).toBe(2);
}, TIMEOUT
);
test(
"ability should not apply to self-sacrifice moves",
async () => {
game.override.moveset([Moves.SELF_DESTRUCT]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.SELF_DESTRUCT));
await game.phaseInterceptor.to(DamagePhase, false);
expect(leadPokemon.turnData.hitCount).toBe(1);
}, TIMEOUT
);
test(
"ability should not apply to Rollout",
async () => {
game.override.moveset([Moves.ROLLOUT]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.ROLLOUT));
await game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
await game.phaseInterceptor.to(DamagePhase, false);
expect(leadPokemon.turnData.hitCount).toBe(1);
}, TIMEOUT
);
test(
"ability should not apply multiplier to fixed-damage moves",
async () => {
game.override.moveset([Moves.DRAGON_RAGE]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
const enemyStartingHp = enemyPokemon.hp;
game.doAttack(getMovePosition(game.scene, 0, Moves.DRAGON_RAGE));
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.hp).toBe(enemyStartingHp - 80);
}, TIMEOUT
);
test(
"ability should not apply multiplier to counter moves",
async () => {
game.override.moveset([Moves.COUNTER]);
game.override.enemyMoveset([Moves.TACKLE,Moves.TACKLE,Moves.TACKLE,Moves.TACKLE]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
const playerStartingHp = leadPokemon.hp;
const enemyStartingHp = enemyPokemon.hp;
game.doAttack(getMovePosition(game.scene, 0, Moves.COUNTER));
await game.phaseInterceptor.to(DamagePhase);
const playerDamage = playerStartingHp - leadPokemon.hp;
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.hp).toBe(enemyStartingHp - 4*playerDamage);
}, TIMEOUT
);
test(
"ability should not apply to multi-target moves",
async () => {
game.override.battleType("double");
game.override.moveset([Moves.EARTHQUAKE]);
await game.startBattle([Species.CHARIZARD, Species.PIDGEOT]);
const playerPokemon = game.scene.getPlayerField();
expect(playerPokemon.length).toBe(2);
playerPokemon.forEach(p => expect(p).not.toBe(undefined));
const enemyPokemon = game.scene.getEnemyField();
expect(enemyPokemon.length).toBe(2);
enemyPokemon.forEach(p => expect(p).not.toBe(undefined));
game.doAttack(getMovePosition(game.scene, 0, Moves.EARTHQUAKE));
await game.phaseInterceptor.to(CommandPhase);
game.doAttack(getMovePosition(game.scene, 1, Moves.EARTHQUAKE));
await game.phaseInterceptor.to(BerryPhase, false);
playerPokemon.forEach(p => expect(p.turnData.hitCount).toBe(1));
}, TIMEOUT
);
test(
"ability should apply to multi-target moves when hitting only one target",
async () => {
game.override.moveset([Moves.EARTHQUAKE]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.EARTHQUAKE));
await game.phaseInterceptor.to(DamagePhase, false);
expect(leadPokemon.turnData.hitCount).toBe(2);
}, TIMEOUT
);
test(
"ability should only trigger post-target move effects once",
async () => {
game.override.moveset([Moves.MIND_BLOWN]);
await game.startBattle([Species.PIDGEOT]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.MIND_BLOWN));
await game.phaseInterceptor.to(DamagePhase, false);
expect(leadPokemon.turnData.hitCount).toBe(2);
// This test will time out if the user faints
await game.phaseInterceptor.to(BerryPhase, false);
expect(leadPokemon.hp).toBe(Math.floor(leadPokemon.getMaxHp()/2));
}, TIMEOUT
);
test(
"Burn Up only removes type after second strike with this ability",
async () => {
game.override.moveset([Moves.BURN_UP]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.BURN_UP));
await game.phaseInterceptor.to(DamagePhase);
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(enemyPokemon.hp).toBeGreaterThan(0);
expect(leadPokemon.isOfType(Type.FIRE)).toBe(true);
await game.phaseInterceptor.to(BerryPhase, false);
expect(leadPokemon.isOfType(Type.FIRE)).toBe(false);
}, TIMEOUT
);
test(
"Moves boosted by this ability and Multi-Lens should strike 4 times",
async () => {
game.override.moveset([Moves.TACKLE]);
game.override.startingHeldItems([{name: "MULTI_LENS", count: 1}]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
await game.phaseInterceptor.to(DamagePhase);
expect(leadPokemon.turnData.hitCount).toBe(4);
}, TIMEOUT
);
test(
"Super Fang boosted by this ability and Multi-Lens should strike twice",
async () => {
game.override.moveset([Moves.SUPER_FANG]);
game.override.startingHeldItems([{name: "MULTI_LENS", count: 1}]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
const enemyStartingHp = enemyPokemon.hp;
game.doAttack(getMovePosition(game.scene, 0, Moves.SUPER_FANG));
await game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
await game.phaseInterceptor.to(DamagePhase);
expect(leadPokemon.turnData.hitCount).toBe(2);
await game.phaseInterceptor.to(MoveEndPhase, false);
expect(enemyPokemon.hp).toBe(Math.ceil(enemyStartingHp * 0.25));
}, TIMEOUT
);
test(
"Seismic Toss boosted by this ability and Multi-Lens should strike twice",
async () => {
game.override.moveset([Moves.SEISMIC_TOSS]);
game.override.startingHeldItems([{name: "MULTI_LENS", count: 1}]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
const enemyStartingHp = enemyPokemon.hp;
game.doAttack(getMovePosition(game.scene, 0, Moves.SEISMIC_TOSS));
await game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
await game.phaseInterceptor.to(DamagePhase);
expect(leadPokemon.turnData.hitCount).toBe(2);
await game.phaseInterceptor.to(MoveEndPhase, false);
expect(enemyPokemon.hp).toBe(enemyStartingHp - 200);
}, TIMEOUT
);
test(
"Hyper Beam boosted by this ability should strike twice, then recharge",
async () => {
game.override.moveset([Moves.HYPER_BEAM]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.HYPER_BEAM));
await game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
await game.phaseInterceptor.to(DamagePhase);
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(leadPokemon.getTag(BattlerTagType.RECHARGING)).toBeUndefined();
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.getTag(BattlerTagType.RECHARGING)).toBeDefined();
}, TIMEOUT
);
/** TODO: Fix TRAPPED tag lapsing incorrectly, then run this test */
test(
"Anchor Shot boosted by this ability should only trap the target after the second hit",
async () => {
game.override.moveset([Moves.ANCHOR_SHOT]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.ANCHOR_SHOT));
await game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
await game.phaseInterceptor.to(DamagePhase);
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined(); // Passes
await game.phaseInterceptor.to(MoveEndPhase);
expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeDefined(); // Passes
await game.phaseInterceptor.to(TurnEndPhase);
expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeDefined(); // Fails :(
}, TIMEOUT
);
test(
"Smack Down boosted by this ability should only ground the target after the second hit",
async () => {
game.override.moveset([Moves.SMACK_DOWN]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.SMACK_DOWN));
await game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
await game.phaseInterceptor.to(DamagePhase);
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeUndefined();
await game.phaseInterceptor.to(TurnEndPhase);
expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeDefined();
}, TIMEOUT
);
test(
"U-turn boosted by this ability should strike twice before forcing a switch",
async () => {
game.override.moveset([Moves.U_TURN]);
await game.startBattle([Species.CHARIZARD, Species.BLASTOISE]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.U_TURN));
await game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
await game.phaseInterceptor.to(MoveEffectPhase);
expect(leadPokemon.turnData.hitCount).toBe(2);
// This will cause this test to time out if the switch was forced on the first hit.
await game.phaseInterceptor.to(MoveEffectPhase, false);
}, TIMEOUT
);
test(
"Wake-Up Slap boosted by this ability should only wake up the target after the second hit",
async () => {
game.override.moveset([Moves.WAKE_UP_SLAP]).enemyStatusEffect(StatusEffect.SLEEP);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.WAKE_UP_SLAP));
await game.phaseInterceptor.to(MoveEffectPhase, false);
vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
await game.phaseInterceptor.to(DamagePhase);
expect(leadPokemon.turnData.hitCount).toBe(2);
expect(enemyPokemon.status?.effect).toBe(StatusEffect.SLEEP);
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.status?.effect).toBeUndefined();
}, TIMEOUT
);
test(
"ability should not cause user to hit into King's Shield more than once",
async () => {
game.override.moveset([Moves.TACKLE]);
game.override.enemyMoveset([Moves.KINGS_SHIELD,Moves.KINGS_SHIELD,Moves.KINGS_SHIELD,Moves.KINGS_SHIELD]);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
await game.phaseInterceptor.to(BerryPhase, false);
expect(leadPokemon.summonData.battleStats[BattleStat.ATK]).toBe(-1);
}, TIMEOUT
);
test(
"ability should not cause user to hit into Storm Drain more than once",
async () => {
game.override.moveset([Moves.WATER_GUN]);
game.override.enemyAbility(Abilities.STORM_DRAIN);
await game.startBattle([Species.CHARIZARD]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon).not.toBe(undefined);
game.doAttack(getMovePosition(game.scene, 0, Moves.WATER_GUN));
await game.phaseInterceptor.to(BerryPhase, false);
expect(enemyPokemon.summonData.battleStats[BattleStat.SPATK]).toBe(1);
}, TIMEOUT
);
test(
"ability should not apply to multi-target moves with Multi-Lens",
async () => {
game.override.battleType("double");
game.override.moveset([Moves.EARTHQUAKE, Moves.SPLASH]);
game.override.startingHeldItems([{name: "MULTI_LENS", count: 1}]);
await game.startBattle([Species.CHARIZARD, Species.PIDGEOT]);
const playerPokemon = game.scene.getPlayerField();
expect(playerPokemon.length).toBe(2);
playerPokemon.forEach(p => expect(p).not.toBe(undefined));
const enemyPokemon = game.scene.getEnemyField();
expect(enemyPokemon.length).toBe(2);
enemyPokemon.forEach(p => expect(p).not.toBe(undefined));
const enemyStartingHp = enemyPokemon.map(p => p.hp);
game.doAttack(getMovePosition(game.scene, 0, Moves.EARTHQUAKE));
await game.phaseInterceptor.to(CommandPhase);
game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
await game.phaseInterceptor.to(MoveEffectPhase, false);
await game.phaseInterceptor.to(DamagePhase);
const enemyFirstHitDamage = enemyStartingHp.map((hp, i) => hp - enemyPokemon[i].hp);
await game.phaseInterceptor.to(BerryPhase, false);
enemyPokemon.forEach((p, i) => expect(enemyStartingHp[i] - p.hp).toBe(2*enemyFirstHitDamage[i]));
}, TIMEOUT
);
});