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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>
82 lines
2.6 KiB
TypeScript
82 lines
2.6 KiB
TypeScript
import { StatusEffect } from "#app/enums/status-effect";
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import { CommandPhase } from "#app/phases/command-phase";
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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, vi } from "vitest";
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describe("Moves - Lunar Blessing", () => {
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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({ type: Phaser.HEADLESS });
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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.battleStyle("double");
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game.override.enemySpecies(Species.SHUCKLE);
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game.override.enemyMoveset(Moves.SPLASH);
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game.override.enemyAbility(Abilities.BALL_FETCH);
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game.override.moveset([Moves.LUNAR_BLESSING, Moves.SPLASH]);
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game.override.ability(Abilities.BALL_FETCH);
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});
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it("should restore 25% HP of the user and its ally", async () => {
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await game.startBattle([Species.RATTATA, Species.RATTATA]);
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const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
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vi.spyOn(leftPlayer, "getMaxHp").mockReturnValue(100);
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vi.spyOn(rightPlayer, "getMaxHp").mockReturnValue(100);
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const initialHp = 1;
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leftPlayer["hp"] = initialHp;
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rightPlayer["hp"] = initialHp;
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const expectedHeal = 25;
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vi.spyOn(leftPlayer, "heal");
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vi.spyOn(rightPlayer, "heal");
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game.move.select(Moves.LUNAR_BLESSING, 0);
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await game.phaseInterceptor.to(CommandPhase);
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game.move.select(Moves.SPLASH, 1);
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await game.toNextTurn();
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expect(leftPlayer.heal).toHaveBeenCalledOnce();
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expect(leftPlayer.heal).toHaveReturnedWith(expectedHeal);
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expect(rightPlayer.heal).toHaveBeenCalledOnce();
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expect(rightPlayer.heal).toHaveReturnedWith(expectedHeal);
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});
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it("should cure status effect of the user and its ally", async () => {
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game.override.statusEffect(StatusEffect.BURN);
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await game.startBattle([Species.RATTATA, Species.RATTATA]);
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const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
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vi.spyOn(leftPlayer, "resetStatus");
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vi.spyOn(rightPlayer, "resetStatus");
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game.move.select(Moves.LUNAR_BLESSING, 0);
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await game.phaseInterceptor.to(CommandPhase);
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game.move.select(Moves.SPLASH, 1);
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await game.toNextTurn();
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expect(leftPlayer.resetStatus).toHaveBeenCalledOnce();
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expect(rightPlayer.resetStatus).toHaveBeenCalledOnce();
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expect(leftPlayer.status?.effect).toBeUndefined();
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expect(rightPlayer.status?.effect).toBeUndefined();
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});
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});
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