mirror of
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* 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>
647 lines
21 KiB
TypeScript
647 lines
21 KiB
TypeScript
import { BattleStat } from "#app/data/battle-stat.js";
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import { StatusEffect } from "#app/data/status-effect.js";
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import { Type } from "#app/data/type.js";
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import { BattlerTagType } from "#app/enums/battler-tag-type.js";
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import { BerryPhase, CommandPhase, DamagePhase, MoveEffectPhase, MoveEndPhase, TurnEndPhase } from "#app/phases.js";
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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, test, vi } from "vitest";
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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 { SPLASH_ONLY } from "#test/utils/testUtils";
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const TIMEOUT = 20 * 1000;
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describe("Abilities - Parental Bond", () => {
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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.disableCrits();
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game.override.ability(Abilities.PARENTAL_BOND);
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game.override.enemySpecies(Species.SNORLAX);
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game.override.enemyAbility(Abilities.INSOMNIA);
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game.override.enemyMoveset(SPLASH_ONLY);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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});
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test(
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"ability should add second strike to attack move",
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async () => {
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game.override.moveset([Moves.TACKLE]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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let enemyStartingHp = enemyPokemon.hp;
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game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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await game.phaseInterceptor.to(DamagePhase);
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const firstStrikeDamage = enemyStartingHp - enemyPokemon.hp;
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enemyStartingHp = enemyPokemon.hp;
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await game.phaseInterceptor.to(BerryPhase, false);
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const secondStrikeDamage = enemyStartingHp - enemyPokemon.hp;
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expect(leadPokemon.turnData.hitCount).toBe(2);
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expect(secondStrikeDamage).toBe(Math.ceil(0.25 * firstStrikeDamage));
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}, TIMEOUT
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);
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test(
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"ability should apply secondary effects to both strikes",
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async () => {
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game.override.moveset([Moves.POWER_UP_PUNCH]);
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game.override.enemySpecies(Species.AMOONGUSS);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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game.doAttack(getMovePosition(game.scene, 0, Moves.POWER_UP_PUNCH));
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(leadPokemon.turnData.hitCount).toBe(2);
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expect(leadPokemon.summonData.battleStats[BattleStat.ATK]).toBe(2);
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}, TIMEOUT
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);
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test(
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"ability should not apply to Status moves",
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async () => {
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game.override.moveset([Moves.BABY_DOLL_EYES]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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game.doAttack(getMovePosition(game.scene, 0, Moves.BABY_DOLL_EYES));
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(enemyPokemon.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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}, TIMEOUT
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);
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test(
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"ability should not apply to multi-hit moves",
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async () => {
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game.override.moveset([Moves.DOUBLE_HIT]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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game.doAttack(getMovePosition(game.scene, 0, Moves.DOUBLE_HIT));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(leadPokemon.turnData.hitCount).toBe(2);
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}, TIMEOUT
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);
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test(
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"ability should not apply to self-sacrifice moves",
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async () => {
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game.override.moveset([Moves.SELF_DESTRUCT]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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game.doAttack(getMovePosition(game.scene, 0, Moves.SELF_DESTRUCT));
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(leadPokemon.turnData.hitCount).toBe(1);
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}, TIMEOUT
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);
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test(
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"ability should not apply to Rollout",
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async () => {
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game.override.moveset([Moves.ROLLOUT]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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game.doAttack(getMovePosition(game.scene, 0, Moves.ROLLOUT));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(leadPokemon.turnData.hitCount).toBe(1);
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}, TIMEOUT
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);
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test(
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"ability should not apply multiplier to fixed-damage moves",
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async () => {
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game.override.moveset([Moves.DRAGON_RAGE]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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const enemyStartingHp = enemyPokemon.hp;
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game.doAttack(getMovePosition(game.scene, 0, Moves.DRAGON_RAGE));
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(enemyPokemon.hp).toBe(enemyStartingHp - 80);
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}, TIMEOUT
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);
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test(
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"ability should not apply multiplier to counter moves",
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async () => {
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game.override.moveset([Moves.COUNTER]);
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game.override.enemyMoveset([Moves.TACKLE,Moves.TACKLE,Moves.TACKLE,Moves.TACKLE]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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const playerStartingHp = leadPokemon.hp;
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const enemyStartingHp = enemyPokemon.hp;
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game.doAttack(getMovePosition(game.scene, 0, Moves.COUNTER));
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await game.phaseInterceptor.to(DamagePhase);
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const playerDamage = playerStartingHp - leadPokemon.hp;
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(enemyPokemon.hp).toBe(enemyStartingHp - 4*playerDamage);
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}, TIMEOUT
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);
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test(
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"ability should not apply to multi-target moves",
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async () => {
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game.override.battleType("double");
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game.override.moveset([Moves.EARTHQUAKE]);
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await game.startBattle([Species.CHARIZARD, Species.PIDGEOT]);
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const playerPokemon = game.scene.getPlayerField();
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expect(playerPokemon.length).toBe(2);
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playerPokemon.forEach(p => expect(p).not.toBe(undefined));
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const enemyPokemon = game.scene.getEnemyField();
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expect(enemyPokemon.length).toBe(2);
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enemyPokemon.forEach(p => expect(p).not.toBe(undefined));
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game.doAttack(getMovePosition(game.scene, 0, Moves.EARTHQUAKE));
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await game.phaseInterceptor.to(CommandPhase);
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game.doAttack(getMovePosition(game.scene, 1, Moves.EARTHQUAKE));
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await game.phaseInterceptor.to(BerryPhase, false);
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playerPokemon.forEach(p => expect(p.turnData.hitCount).toBe(1));
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}, TIMEOUT
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);
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test(
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"ability should apply to multi-target moves when hitting only one target",
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async () => {
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game.override.moveset([Moves.EARTHQUAKE]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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game.doAttack(getMovePosition(game.scene, 0, Moves.EARTHQUAKE));
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(leadPokemon.turnData.hitCount).toBe(2);
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}, TIMEOUT
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);
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test(
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"ability should only trigger post-target move effects once",
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async () => {
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game.override.moveset([Moves.MIND_BLOWN]);
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await game.startBattle([Species.PIDGEOT]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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game.doAttack(getMovePosition(game.scene, 0, Moves.MIND_BLOWN));
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(leadPokemon.turnData.hitCount).toBe(2);
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// This test will time out if the user faints
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(leadPokemon.hp).toBe(Math.floor(leadPokemon.getMaxHp()/2));
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}, TIMEOUT
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);
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test(
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"Burn Up only removes type after second strike with this ability",
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async () => {
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game.override.moveset([Moves.BURN_UP]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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game.doAttack(getMovePosition(game.scene, 0, Moves.BURN_UP));
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await game.phaseInterceptor.to(DamagePhase);
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expect(leadPokemon.turnData.hitCount).toBe(2);
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expect(enemyPokemon.hp).toBeGreaterThan(0);
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expect(leadPokemon.isOfType(Type.FIRE)).toBe(true);
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(leadPokemon.isOfType(Type.FIRE)).toBe(false);
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}, TIMEOUT
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);
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test(
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"Moves boosted by this ability and Multi-Lens should strike 4 times",
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async () => {
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game.override.moveset([Moves.TACKLE]);
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game.override.startingHeldItems([{name: "MULTI_LENS", count: 1}]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE));
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await game.phaseInterceptor.to(DamagePhase);
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expect(leadPokemon.turnData.hitCount).toBe(4);
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}, TIMEOUT
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);
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test(
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"Super Fang boosted by this ability and Multi-Lens should strike twice",
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async () => {
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game.override.moveset([Moves.SUPER_FANG]);
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game.override.startingHeldItems([{name: "MULTI_LENS", count: 1}]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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const enemyStartingHp = enemyPokemon.hp;
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game.doAttack(getMovePosition(game.scene, 0, Moves.SUPER_FANG));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
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await game.phaseInterceptor.to(DamagePhase);
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expect(leadPokemon.turnData.hitCount).toBe(2);
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await game.phaseInterceptor.to(MoveEndPhase, false);
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expect(enemyPokemon.hp).toBe(Math.ceil(enemyStartingHp * 0.25));
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}, TIMEOUT
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);
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test(
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"Seismic Toss boosted by this ability and Multi-Lens should strike twice",
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async () => {
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game.override.moveset([Moves.SEISMIC_TOSS]);
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game.override.startingHeldItems([{name: "MULTI_LENS", count: 1}]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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expect(enemyPokemon).not.toBe(undefined);
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const enemyStartingHp = enemyPokemon.hp;
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game.doAttack(getMovePosition(game.scene, 0, Moves.SEISMIC_TOSS));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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vi.spyOn(game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
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await game.phaseInterceptor.to(DamagePhase);
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expect(leadPokemon.turnData.hitCount).toBe(2);
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await game.phaseInterceptor.to(MoveEndPhase, false);
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expect(enemyPokemon.hp).toBe(enemyStartingHp - 200);
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}, TIMEOUT
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);
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test(
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"Hyper Beam boosted by this ability should strike twice, then recharge",
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async () => {
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game.override.moveset([Moves.HYPER_BEAM]);
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await game.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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expect(leadPokemon).not.toBe(undefined);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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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
|
|
);
|
|
});
|