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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>
120 lines
4.7 KiB
TypeScript
120 lines
4.7 KiB
TypeScript
import { ArenaTagSide, ArenaTrapTag } from "#app/data/arena-tag";
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import { allMoves } from "#app/data/move";
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import { Abilities } from "#app/enums/abilities";
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import { ArenaTagType } from "#app/enums/arena-tag-type";
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import { MoveEffectPhase, TurnEndPhase } from "#app/phases";
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import GameManager from "#test/utils/gameManager";
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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 Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, test, vi } from "vitest";
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const TIMEOUT = 20 * 1000;
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describe("Moves - Ceaseless Edge", () => {
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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.battleType("single");
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game.override.enemySpecies(Species.RATTATA);
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game.override.enemyAbility(Abilities.RUN_AWAY);
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game.override.enemyPassiveAbility(Abilities.RUN_AWAY);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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game.override.moveset([ Moves.CEASELESS_EDGE, Moves.SPLASH, Moves.ROAR ]);
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game.override.enemyMoveset([Moves.SPLASH,Moves.SPLASH,Moves.SPLASH,Moves.SPLASH]);
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vi.spyOn(allMoves[Moves.CEASELESS_EDGE], "accuracy", "get").mockReturnValue(100);
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});
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test(
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"move should hit and apply spikes",
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async () => {
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await game.startBattle([ Species.ILLUMISE ]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const enemyStartingHp = enemyPokemon.hp;
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game.doAttack(getMovePosition(game.scene, 0, Moves.CEASELESS_EDGE));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Spikes should not have any layers before move effect is applied
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagBefore instanceof ArenaTrapTag).toBeFalsy();
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await game.phaseInterceptor.to(TurnEndPhase);
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter instanceof ArenaTrapTag).toBeTruthy();
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expect(tagAfter.layers).toBe(1);
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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}, TIMEOUT
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);
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test(
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"move should hit twice with multi lens and apply two layers of spikes",
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async () => {
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game.override.startingHeldItems([{name: "MULTI_LENS"}]);
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await game.startBattle([ Species.ILLUMISE ]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const enemyStartingHp = enemyPokemon.hp;
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game.doAttack(getMovePosition(game.scene, 0, Moves.CEASELESS_EDGE));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Spikes should not have any layers before move effect is applied
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagBefore instanceof ArenaTrapTag).toBeFalsy();
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await game.phaseInterceptor.to(TurnEndPhase);
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter instanceof ArenaTrapTag).toBeTruthy();
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expect(tagAfter.layers).toBe(2);
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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}, TIMEOUT
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);
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test(
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"trainer - move should hit twice, apply two layers of spikes, force switch opponent - opponent takes damage",
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async () => {
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game.override.startingHeldItems([{name: "MULTI_LENS"}]);
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game.override.startingWave(5);
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await game.startBattle([ Species.ILLUMISE ]);
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game.doAttack(getMovePosition(game.scene, 0, Moves.CEASELESS_EDGE));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Spikes should not have any layers before move effect is applied
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagBefore instanceof ArenaTrapTag).toBeFalsy();
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await game.phaseInterceptor.to(TurnEndPhase, false);
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter instanceof ArenaTrapTag).toBeTruthy();
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expect(tagAfter.layers).toBe(2);
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const hpBeforeSpikes = game.scene.currentBattle.enemyParty[1].hp;
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// Check HP of pokemon that WILL BE switched in (index 1)
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game.forceOpponentToSwitch();
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
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await game.phaseInterceptor.to(TurnEndPhase, false);
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expect(game.scene.currentBattle.enemyParty[0].hp).toBeLessThan(hpBeforeSpikes);
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}, TIMEOUT
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);
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});
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