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* Grabbed reverted changes from stuff * Added version migrator for rage fist data + deepMergeSpriteData tests * fixed formattign * Fied a few * Fixed constructor (maybe), moved deepCopy and deepMergeSpriteData to own file `common.ts` is hella bloated so seems legit * Moved empty moveset verification mapping thing to upgrade script bc i wanted to * Fixed tests * test added * Fixed summondata being cleared inside summonPhase, removed `summonDataPrimer` like seriously how come no-one checked this * Fixed test I forgot that we outsped and oneshot * Fixed test * huhjjjjjb * Hopefully fixed bug my sanity and homework are paying the price for this lol * added commented out console.log statement uncomment to see new berry data * Fixed migrate script, re-added deprecated attributes out of necessity * Fixed failing test by not trying to mock rng * Fixed test * Fixed tests * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update overrides.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update berry-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update encounter-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update game-data.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Added utility function `randSeedFloat` basically just `Phaser.math.RND.realInRange(0, 1)` * Applied review comments, cleaned up code a bit * Removed unnecessary null checks for turnData and co. I explicitly made them initialized by default for this very reason * Added tests for Last Resort regarding moveHistory * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle-scene.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update the-winstrate-challenge-encounter.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle-anims.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts comments * Fixed a few outstanding issues with documentation * Updated switch summon phase comment * Re-added BattleSummonData as TempSummonData * Hppefully fixed -1 sprite scale glitch * Fixed comment * Reveted `pokemon-forms.ts` * Fuxed constructor * fixed -1 bug * Revert "Added utility function `randSeedFloat`" This reverts commit 4c3447c851731c989fc591feea0094b6bbde7fd2. --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
102 lines
2.9 KiB
TypeScript
102 lines
2.9 KiB
TypeScript
import { BypassSpeedChanceAbAttr } from "#app/data/abilities/ability";
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import { allAbilities } from "#app/data/data-lists";
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import { FaintPhase } from "#app/phases/faint-phase";
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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 GameManager from "#test/testUtils/gameManager";
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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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describe("Abilities - Quick Draw", () => {
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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.battleStyle("single");
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game.override.starterSpecies(Species.MAGIKARP);
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game.override.ability(Abilities.QUICK_DRAW);
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game.override.moveset([Moves.TACKLE, Moves.TAIL_WHIP]);
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game.override.enemyLevel(100);
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game.override.enemySpecies(Species.MAGIKARP);
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game.override.enemyAbility(Abilities.BALL_FETCH);
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game.override.enemyMoveset([Moves.TACKLE]);
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vi.spyOn(allAbilities[Abilities.QUICK_DRAW].getAttrs(BypassSpeedChanceAbAttr)[0], "chance", "get").mockReturnValue(
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100,
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);
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});
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test("makes pokemon going first in its priority bracket", async () => {
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await game.startBattle();
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const pokemon = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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pokemon.hp = 1;
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enemy.hp = 1;
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game.move.select(Moves.TACKLE);
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await game.phaseInterceptor.to(FaintPhase, false);
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expect(pokemon.isFainted()).toBe(false);
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expect(enemy.isFainted()).toBe(true);
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expect(pokemon.waveData.abilitiesApplied).contain(Abilities.QUICK_DRAW);
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}, 20000);
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test(
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"does not triggered by non damage moves",
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{
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retry: 5,
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},
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async () => {
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await game.startBattle();
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const pokemon = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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pokemon.hp = 1;
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enemy.hp = 1;
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game.move.select(Moves.TAIL_WHIP);
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await game.phaseInterceptor.to(FaintPhase, false);
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expect(pokemon.isFainted()).toBe(true);
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expect(enemy.isFainted()).toBe(false);
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expect(pokemon.waveData.abilitiesApplied).not.contain(Abilities.QUICK_DRAW);
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},
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);
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test("does not increase priority", async () => {
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game.override.enemyMoveset([Moves.EXTREME_SPEED]);
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await game.startBattle();
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const pokemon = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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pokemon.hp = 1;
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enemy.hp = 1;
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game.move.select(Moves.TACKLE);
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await game.phaseInterceptor.to(FaintPhase, false);
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expect(pokemon.isFainted()).toBe(true);
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expect(enemy.isFainted()).toBe(false);
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expect(pokemon.waveData.abilitiesApplied).contain(Abilities.QUICK_DRAW);
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}, 20000);
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});
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