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* Grabbed reverted changes from stuff * Added version migrator for rage fist data + deepMergeSpriteData tests * fixed formattign * Fied a few * Fixed constructor (maybe), moved deepCopy and deepMergeSpriteData to own file `common.ts` is hella bloated so seems legit * Moved empty moveset verification mapping thing to upgrade script bc i wanted to * Fixed tests * test added * Fixed summondata being cleared inside summonPhase, removed `summonDataPrimer` like seriously how come no-one checked this * Fixed test I forgot that we outsped and oneshot * Fixed test * huhjjjjjb * Hopefully fixed bug my sanity and homework are paying the price for this lol * added commented out console.log statement uncomment to see new berry data * Fixed migrate script, re-added deprecated attributes out of necessity * Fixed failing test by not trying to mock rng * Fixed test * Fixed tests * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update overrides.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update berry-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update encounter-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update game-data.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Added utility function `randSeedFloat` basically just `Phaser.math.RND.realInRange(0, 1)` * Applied review comments, cleaned up code a bit * Removed unnecessary null checks for turnData and co. I explicitly made them initialized by default for this very reason * Added tests for Last Resort regarding moveHistory * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle-scene.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update the-winstrate-challenge-encounter.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle-anims.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts comments * Fixed a few outstanding issues with documentation * Updated switch summon phase comment * Re-added BattleSummonData as TempSummonData * Hppefully fixed -1 sprite scale glitch * Fixed comment * Reveted `pokemon-forms.ts` * Fuxed constructor * fixed -1 bug * Revert "Added utility function `randSeedFloat`" This reverts commit 4c3447c851731c989fc591feea0094b6bbde7fd2. --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
167 lines
5.7 KiB
TypeScript
167 lines
5.7 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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import { MoveResult } from "#app/field/pokemon";
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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/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 - Last Resort", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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function expectLastResortFail() {
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expect(game.scene.getPlayerPokemon()?.getLastXMoves()[0]).toEqual(
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expect.objectContaining({
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move: Moves.LAST_RESORT,
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result: MoveResult.FAIL,
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}),
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);
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}
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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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.ability(Abilities.BALL_FETCH)
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.battleStyle("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH);
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});
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it("should fail unless all other moves (excluding itself) has been used at least once", async () => {
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game.override.moveset([Moves.LAST_RESORT, Moves.SPLASH, Moves.GROWL, Moves.GROWTH]);
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await game.classicMode.startBattle([Species.BLISSEY]);
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const blissey = game.scene.getPlayerPokemon()!;
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expect(blissey).toBeDefined();
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// Last resort by itself
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game.move.select(Moves.LAST_RESORT);
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await game.phaseInterceptor.to("TurnEndPhase");
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expectLastResortFail();
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// Splash (1/3)
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blissey.pushMoveHistory({ move: Moves.SPLASH, targets: [BattlerIndex.PLAYER] });
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game.move.select(Moves.LAST_RESORT);
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await game.phaseInterceptor.to("TurnEndPhase");
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expectLastResortFail();
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// Growl (2/3)
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blissey.pushMoveHistory({ move: Moves.GROWL, targets: [BattlerIndex.ENEMY] });
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game.move.select(Moves.LAST_RESORT);
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await game.phaseInterceptor.to("TurnEndPhase");
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expectLastResortFail(); // Were last resort itself counted, it would error here
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// Growth (3/3)
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blissey.pushMoveHistory({ move: Moves.GROWTH, targets: [BattlerIndex.PLAYER] });
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game.move.select(Moves.LAST_RESORT);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.scene.getPlayerPokemon()?.getLastXMoves()[0]).toEqual(
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expect.objectContaining({
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move: Moves.LAST_RESORT,
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result: MoveResult.SUCCESS,
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}),
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);
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});
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it("should disregard virtually invoked moves", async () => {
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game.override
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.moveset([Moves.LAST_RESORT, Moves.SWORDS_DANCE, Moves.ABSORB, Moves.MIRROR_MOVE])
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.enemyMoveset([Moves.SWORDS_DANCE, Moves.ABSORB])
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.ability(Abilities.DANCER)
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.enemySpecies(Species.ABOMASNOW); // magikarp has 50% chance to be okho'd on absorb crit
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await game.classicMode.startBattle([Species.BLISSEY]);
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// use mirror move normally to trigger absorb virtually
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game.move.select(Moves.MIRROR_MOVE);
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await game.forceEnemyMove(Moves.ABSORB);
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await game.toNextTurn();
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game.move.select(Moves.LAST_RESORT);
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await game.forceEnemyMove(Moves.SWORDS_DANCE); // goes first to proc dancer ahead of time
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("TurnEndPhase");
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expectLastResortFail();
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});
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it("should fail if no other moves in moveset", async () => {
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game.override.moveset(Moves.LAST_RESORT);
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await game.classicMode.startBattle([Species.BLISSEY]);
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game.move.select(Moves.LAST_RESORT);
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await game.phaseInterceptor.to("TurnEndPhase");
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expectLastResortFail();
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});
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it("should work if invoked virtually when all other moves have been used", async () => {
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game.override.moveset([Moves.LAST_RESORT, Moves.SLEEP_TALK]).ability(Abilities.COMATOSE);
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await game.classicMode.startBattle([Species.KOMALA]);
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game.move.select(Moves.SLEEP_TALK);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.scene.getPlayerPokemon()?.getLastXMoves(-1)).toEqual([
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expect.objectContaining({
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move: Moves.LAST_RESORT,
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result: MoveResult.SUCCESS,
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virtual: true,
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}),
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expect.objectContaining({
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move: Moves.SLEEP_TALK,
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result: MoveResult.SUCCESS,
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}),
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]);
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});
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it("should preserve usability status on reload", async () => {
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game.override.moveset([Moves.LAST_RESORT, Moves.SPLASH]).ability(Abilities.COMATOSE);
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await game.classicMode.startBattle([Species.BLISSEY]);
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game.move.select(Moves.SPLASH);
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await game.doKillOpponents();
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await game.toNextWave();
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const oldMoveHistory = game.scene.getPlayerPokemon()?.summonData.moveHistory;
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await game.reload.reloadSession();
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const newMoveHistory = game.scene.getPlayerPokemon()?.summonData.moveHistory;
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expect(oldMoveHistory).toEqual(newMoveHistory);
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// use last resort and it should kill the karp just fine
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game.move.select(Moves.LAST_RESORT);
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game.scene.getEnemyPokemon()!.hp = 1;
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.isVictory()).toBe(true);
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});
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it("should fail if used while not in moveset", async () => {
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game.override.moveset(Moves.MIRROR_MOVE).enemyMoveset([Moves.ABSORB, Moves.LAST_RESORT]);
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await game.classicMode.startBattle([Species.BLISSEY]);
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// ensure enemy last resort succeeds
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game.move.select(Moves.MIRROR_MOVE);
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await game.forceEnemyMove(Moves.ABSORB);
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await game.phaseInterceptor.to("TurnEndPhase");
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game.move.select(Moves.MIRROR_MOVE);
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await game.forceEnemyMove(Moves.LAST_RESORT);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("TurnEndPhase");
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expectLastResortFail();
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});
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});
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