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* Fix behavior of Future Sight and Doom Desire Add test for Future Sight Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Prevent crash if Future Sight target is missing Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com> * Add `partial()` comments, update `DelayedAttackAttr` return --------- Co-authored-by: Gianluca Fuoco <gianluca_1227@hotmail.com> Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com> Co-authored-by: Tempoanon <163687446+Tempo-anon@users.noreply.github.com>
46 lines
1.2 KiB
TypeScript
46 lines
1.2 KiB
TypeScript
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/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 - Future Sight", () => {
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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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.startingLevel(50)
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.moveset([ Moves.FUTURE_SIGHT, Moves.SPLASH ])
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.battleType("single")
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.STURDY)
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.enemyMoveset(Moves.SPLASH);
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});
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it("hits 2 turns after use, ignores user switch out", async () => {
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await game.classicMode.startBattle([ Species.FEEBAS, Species.MILOTIC ]);
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game.move.select(Moves.FUTURE_SIGHT);
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await game.toNextTurn();
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game.doSwitchPokemon(1);
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await game.toNextTurn();
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(game.scene.getEnemyPokemon()!.isFullHp()).toBe(false);
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});
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});
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