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* set default test timeout to 20s * remove "TIMEOUT" reference from create-test-boilerplate * remove TIMEOUT from tests * test: remove leftover `20 sec timeout` references Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
166 lines
4.9 KiB
TypeScript
166 lines
4.9 KiB
TypeScript
import { allMoves } from "#app/data/move";
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import { Abilities } from "#app/enums/abilities";
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import { Moves } from "#app/enums/moves";
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import { Species } from "#app/enums/species";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Moves - Glaive Rush", () => {
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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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.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.GLAIVE_RUSH])
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.starterSpecies(Species.KLINK)
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.ability(Abilities.BALL_FETCH)
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.moveset([Moves.SHADOW_SNEAK, Moves.AVALANCHE, Moves.SPLASH, Moves.GLAIVE_RUSH]);
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});
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it("takes double damage from attacks", async () => {
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await game.classicMode.startBattle();
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1000;
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game.move.select(Moves.SHADOW_SNEAK);
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await game.phaseInterceptor.to("DamagePhase");
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const damageDealt = 1000 - enemy.hp;
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await game.phaseInterceptor.to("TurnEndPhase");
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game.move.select(Moves.SHADOW_SNEAK);
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await game.phaseInterceptor.to("DamagePhase");
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expect(enemy.hp).toBeLessThanOrEqual(1001 - (damageDealt * 3));
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});
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it("always gets hit by attacks", async () => {
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await game.classicMode.startBattle();
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1000;
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allMoves[Moves.AVALANCHE].accuracy = 0;
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game.move.select(Moves.AVALANCHE);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemy.hp).toBeLessThan(1000);
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});
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it("interacts properly with multi-lens", async () => {
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game.override
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.startingHeldItems([{ name: "MULTI_LENS", count: 2 }])
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.enemyMoveset([Moves.AVALANCHE]);
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await game.classicMode.startBattle();
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1000;
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player.hp = 1000;
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allMoves[Moves.AVALANCHE].accuracy = 0;
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game.move.select(Moves.GLAIVE_RUSH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(player.hp).toBeLessThan(1000);
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player.hp = 1000;
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(player.hp).toBe(1000);
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});
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it("secondary effects only last until next move", async () => {
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game.override.enemyMoveset([Moves.SHADOW_SNEAK]);
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await game.classicMode.startBattle();
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1000;
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player.hp = 1000;
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allMoves[Moves.SHADOW_SNEAK].accuracy = 0;
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game.move.select(Moves.GLAIVE_RUSH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(player.hp).toBe(1000);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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const damagedHp = player.hp;
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expect(player.hp).toBeLessThan(1000);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(player.hp).toBe(damagedHp);
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});
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it("secondary effects are removed upon switching", async () => {
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game.override
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.enemyMoveset([Moves.SHADOW_SNEAK])
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.starterSpecies(0);
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await game.classicMode.startBattle([Species.KLINK, Species.FEEBAS]);
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1000;
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allMoves[Moves.SHADOW_SNEAK].accuracy = 0;
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game.move.select(Moves.GLAIVE_RUSH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(player.hp).toBe(player.getMaxHp());
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game.doSwitchPokemon(1);
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await game.phaseInterceptor.to("TurnEndPhase");
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game.doSwitchPokemon(1);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(player.hp).toBe(player.getMaxHp());
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});
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it("secondary effects don't activate if move fails", async () => {
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game.override.moveset([Moves.SHADOW_SNEAK, Moves.PROTECT, Moves.SPLASH, Moves.GLAIVE_RUSH]);
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await game.classicMode.startBattle();
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1000;
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player.hp = 1000;
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game.move.select(Moves.PROTECT);
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await game.phaseInterceptor.to("TurnEndPhase");
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game.move.select(Moves.SHADOW_SNEAK);
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await game.phaseInterceptor.to("TurnEndPhase");
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game.override.enemyMoveset([Moves.SPLASH]);
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const damagedHP1 = 1000 - enemy.hp;
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enemy.hp = 1000;
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game.move.select(Moves.SHADOW_SNEAK);
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await game.phaseInterceptor.to("TurnEndPhase");
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const damagedHP2 = 1000 - enemy.hp;
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expect(damagedHP2).toBeGreaterThanOrEqual((damagedHP1 * 2) - 1);
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});
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});
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