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* Add isPartner method to trainer class * Ensure force switches cannot pull pokemon from the wrong trainer * Add override for battle type * Fixup tests and broken assumptions * Make move fail override semi-invuln check Bandaid fix because move effect phase does not allow for the move to fail if all of its conditions fail * Restore overrides * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Fix illusion test battle type invocation * Update struggle and healer tests to use battleStyle --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
91 lines
3.1 KiB
TypeScript
91 lines
3.1 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 { BattlerIndex } from "#app/battle";
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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 } from "vitest";
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describe("Moves - Grudge", () => {
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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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.moveset([Moves.EMBER, Moves.SPLASH])
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.ability(Abilities.BALL_FETCH)
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.battleStyle("single")
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.disableCrits()
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.enemySpecies(Species.SHEDINJA)
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.enemyAbility(Abilities.WONDER_GUARD)
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.enemyMoveset([Moves.GRUDGE, Moves.SPLASH]);
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});
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it("should reduce the PP of the Pokemon's move to 0 when the user has fainted", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(Moves.EMBER);
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await game.forceEnemyMove(Moves.GRUDGE);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("BerryPhase");
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const playerMove = playerPokemon?.getMoveset().find(m => m.moveId === Moves.EMBER);
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expect(playerMove?.getPpRatio()).toBe(0);
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});
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it("should remain in effect until the user's next move", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.GRUDGE);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toNextTurn();
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game.move.select(Moves.EMBER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.phaseInterceptor.to("BerryPhase");
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const playerMove = playerPokemon?.getMoveset().find(m => m.moveId === Moves.EMBER);
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expect(playerMove?.getPpRatio()).toBe(0);
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});
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it("should not reduce the opponent's PP if the user dies to weather/indirect damage", async () => {
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// Opponent will be reduced to 1 HP by False Swipe, then faint to Sandstorm
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game.override
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.moveset([Moves.FALSE_SWIPE])
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.startingLevel(100)
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.ability(Abilities.SAND_STREAM)
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.enemySpecies(Species.RATTATA);
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await game.classicMode.startBattle([Species.GEODUDE]);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(Moves.FALSE_SWIPE);
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await game.forceEnemyMove(Moves.GRUDGE);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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const playerMove = playerPokemon?.getMoveset().find(m => m.moveId === Moves.FALSE_SWIPE);
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expect(playerMove?.getPpRatio()).toBeGreaterThan(0);
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});
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});
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