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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>
90 lines
3.1 KiB
TypeScript
90 lines
3.1 KiB
TypeScript
import { Abilities } from "#app/enums/abilities";
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import { BerryPhase } from "#app/phases/berry-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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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 - Thousand Arrows", () => {
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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.battleStyle("single");
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game.override.enemySpecies(Species.TOGETIC);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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game.override.moveset([Moves.THOUSAND_ARROWS]);
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game.override.enemyMoveset([Moves.SPLASH, Moves.SPLASH, Moves.SPLASH, Moves.SPLASH]);
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});
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it("move should hit and ground Flying-type targets", async () => {
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await game.startBattle([Species.ILLUMISE]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.THOUSAND_ARROWS);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Enemy should not be grounded before move effect is applied
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expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeUndefined();
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeDefined();
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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});
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it("move should hit and ground targets with Levitate", async () => {
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game.override.enemySpecies(Species.SNORLAX);
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game.override.enemyAbility(Abilities.LEVITATE);
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await game.startBattle([Species.ILLUMISE]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.THOUSAND_ARROWS);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Enemy should not be grounded before move effect is applied
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expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeUndefined();
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeDefined();
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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});
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it("move should hit and ground targets under the effects of Magnet Rise", async () => {
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game.override.enemySpecies(Species.SNORLAX);
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await game.startBattle([Species.ILLUMISE]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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enemyPokemon.addTag(BattlerTagType.FLOATING, undefined, Moves.MAGNET_RISE);
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game.move.select(Moves.THOUSAND_ARROWS);
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(enemyPokemon.getTag(BattlerTagType.FLOATING)).toBeUndefined();
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expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeDefined();
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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});
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});
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