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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
67 lines
2.7 KiB
TypeScript
67 lines
2.7 KiB
TypeScript
import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Nature } from "#enums/nature";
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import { Species } from "#enums/species";
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import { Stat } from "#enums/stat";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { BattlerIndex } from "#app/battle";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Abilities - Protosynthesis", () => {
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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
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.moveset([ Moves.SPLASH, Moves.TACKLE ])
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.ability(Abilities.PROTOSYNTHESIS)
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH);
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});
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it("should not consider temporary items when determining which stat to boost", async() => {
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// Mew has uniform base stats
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game.override.startingModifier([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.DEF }])
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.enemyMoveset(Moves.SUNNY_DAY)
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.startingLevel(100)
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.enemyLevel(100);
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await game.classicMode.startBattle([ Species.MEW ]);
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const mew = game.scene.getPlayerPokemon()!;
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// Nature of starting mon is randomized. We need to fix it to a neutral nature for the automated test.
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mew.setNature(Nature.HARDY);
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const enemy = game.scene.getEnemyPokemon()!;
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const def_before_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true);
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const atk_before_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true);
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const initialHp = enemy.hp;
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game.move.select(Moves.TACKLE);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.toNextTurn();
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const unboosted_dmg = initialHp - enemy.hp;
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enemy.hp = initialHp;
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const def_after_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true);
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const atk_after_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true);
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game.move.select(Moves.TACKLE);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.toNextTurn();
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const boosted_dmg = initialHp - enemy.hp;
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expect(boosted_dmg).toBeGreaterThan(unboosted_dmg);
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expect(def_after_boost).toEqual(def_before_boost);
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expect(atk_after_boost).toBeGreaterThan(atk_before_boost);
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});
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});
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