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* Add enum for hit check result Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Refactor parameter list for pokemon#getBaseDamage and pokemon#getAttackDamage * Rewrite move phase Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Update tests to reflect move effect phase changes Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Fix pluck / bug bite Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Fix reviver seed ohko, remove leftover dead code Co-authored-by: innerthunder <brandonerickson98@gmail.com> * Cleanup jsdoc comments * Remove hitsSubstitute check from postDefend abilities * Fix improper i18nkey in moveEffectPhase#applyToTargets * Cleanup comments * Fix type issue with substitute test * Move MYSTERY_ENCOUNTER_WAVES to constants.ts * Update linkcode in damageparams to use proper tsdoc syntax --------- Co-authored-by: innerthunder <brandonerickson98@gmail.com>
131 lines
4.8 KiB
TypeScript
131 lines
4.8 KiB
TypeScript
import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { Abilities } from "#enums/abilities";
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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, it, vi } from "vitest";
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import { BattlerIndex } from "#app/battle";
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import { allAbilities } from "#app/data/data-lists";
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import { allMoves } from "#app/data/moves/move";
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import { MoveCategory } from "#enums/MoveCategory";
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describe("Moves - Friend Guard", () => {
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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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.battleStyle("double")
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset([Moves.TACKLE, Moves.SPLASH, Moves.DRAGON_RAGE])
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.enemySpecies(Species.SHUCKLE)
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.moveset([Moves.SPLASH])
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.startingLevel(100);
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});
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it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => {
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await game.classicMode.startBattle([Species.BULBASAUR, Species.CHARMANDER]);
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const [player1, player2] = game.scene.getPlayerField();
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const spy = vi.spyOn(player1, "getAttackDamage");
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const enemy1 = game.scene.getEnemyField()[0];
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Get the last return value from `getAttackDamage`
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const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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// Making sure the test is controlled; turn 1 damage is equal to base damage (after rounding)
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expect(turn1Damage).toBe(
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Math.floor(
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player1.getBaseDamage({ source: enemy1, move: allMoves[Moves.TACKLE], moveCategory: MoveCategory.PHYSICAL }),
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),
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);
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Get the last return value from `getAttackDamage`
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const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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// With the ally's Friend Guard, damage should have been reduced from base damage by 25%
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expect(turn2Damage).toBe(
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Math.floor(
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player1.getBaseDamage({ source: enemy1, move: allMoves[Moves.TACKLE], moveCategory: MoveCategory.PHYSICAL }) *
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0.75,
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),
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);
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});
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it("should NOT reduce damage to pokemon with friend guard", async () => {
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await game.classicMode.startBattle([Species.BULBASAUR, Species.CHARMANDER]);
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const player2 = game.scene.getPlayerField()[1];
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const spy = vi.spyOn(player2, "getAttackDamage");
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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expect(turn2Damage).toBe(turn1Damage);
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});
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it("should NOT reduce damage from fixed damage attacks", async () => {
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await game.classicMode.startBattle([Species.BULBASAUR, Species.CHARMANDER]);
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const [player1, player2] = game.scene.getPlayerField();
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const spy = vi.spyOn(player1, "getAttackDamage");
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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expect(turn1Damage).toBe(40);
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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expect(turn2Damage).toBe(40);
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});
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});
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