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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>
109 lines
3.6 KiB
TypeScript
109 lines
3.6 KiB
TypeScript
import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
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import Phaser from "phaser";
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import GameManager from "#test/utils/gameManager";
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import { TurnEndPhase } from "#app/phases";
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import { getMovePosition } from "#test/utils/gameManagerUtils";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { BattleStat } from "#app/data/battle-stat";
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const TIMEOUT = 20 * 1000;
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// RATIO : HP Cost of Move
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const RATIO = 2;
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// PREDAMAGE : Amount of extra HP lost
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const PREDAMAGE = 15;
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describe("Moves - BELLY DRUM", () => {
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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.starterSpecies(Species.MAGIKARP);
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game.override.enemySpecies(Species.SNORLAX);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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game.override.moveset([Moves.BELLY_DRUM]);
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game.override.enemyMoveset([Moves.SPLASH]);
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});
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// Bulbapedia Reference: https://bulbapedia.bulbagarden.net/wiki/Belly_Drum_(move)
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test("Belly Drum raises the user's Attack to its max, at the cost of 1/2 of its maximum HP",
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async() => {
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await game.startBattle([Species.MAGIKARP]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const hpLost = Math.floor(leadPokemon.getMaxHp() / RATIO);
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game.doAttack(getMovePosition(game.scene, 0, Moves.BELLY_DRUM));
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(leadPokemon.hp).toBe(leadPokemon.getMaxHp() - hpLost);
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expect(leadPokemon.summonData.battleStats[BattleStat.ATK]).toBe(6);
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}, TIMEOUT
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);
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test("Belly Drum will still take effect if an uninvolved stat is at max",
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async() => {
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await game.startBattle([Species.MAGIKARP]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const hpLost = Math.floor(leadPokemon.getMaxHp() / RATIO);
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// Here - BattleStat.ATK -> -3 and BattleStat.SPATK -> 6
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leadPokemon.summonData.battleStats[BattleStat.ATK] = -3;
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leadPokemon.summonData.battleStats[BattleStat.SPATK] = 6;
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game.doAttack(getMovePosition(game.scene, 0, Moves.BELLY_DRUM));
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(leadPokemon.hp).toBe(leadPokemon.getMaxHp() - hpLost);
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expect(leadPokemon.summonData.battleStats[BattleStat.ATK]).toBe(6);
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expect(leadPokemon.summonData.battleStats[BattleStat.SPATK]).toBe(6);
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}, TIMEOUT
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);
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test("Belly Drum fails if the pokemon's attack stat is at its maximum",
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async() => {
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await game.startBattle([Species.MAGIKARP]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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leadPokemon.summonData.battleStats[BattleStat.ATK] = 6;
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game.doAttack(getMovePosition(game.scene, 0, Moves.BELLY_DRUM));
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(leadPokemon.hp).toBe(leadPokemon.getMaxHp());
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expect(leadPokemon.summonData.battleStats[BattleStat.ATK]).toBe(6);
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}, TIMEOUT
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);
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test("Belly Drum fails if the user's health is less than 1/2",
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async() => {
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await game.startBattle([Species.MAGIKARP]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const hpLost = Math.floor(leadPokemon.getMaxHp() / RATIO);
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leadPokemon.hp = hpLost - PREDAMAGE;
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game.doAttack(getMovePosition(game.scene, 0, Moves.BELLY_DRUM));
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(leadPokemon.hp).toBe(hpLost - PREDAMAGE);
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expect(leadPokemon.summonData.battleStats[BattleStat.ATK]).toBe(0);
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}, TIMEOUT
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);
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});
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