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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>
187 lines
6.4 KiB
TypeScript
187 lines
6.4 KiB
TypeScript
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import Phaser from "phaser";
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import GameManager from "#test/testUtils/gameManager";
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import { Species } from "#enums/species";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import { Moves } from "#enums/moves";
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import { Stat, EFFECTIVE_STATS } from "#enums/stat";
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import { Abilities } from "#enums/abilities";
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import { BattlerIndex } from "#app/battle";
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// TODO: Add more tests once Transform is fully implemented
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describe("Moves - Transform", () => {
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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("single")
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.enemySpecies(Species.MEW)
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.enemyLevel(200)
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.enemyAbility(Abilities.BEAST_BOOST)
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.enemyPassiveAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH)
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.ability(Abilities.INTIMIDATE)
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.moveset([Moves.TRANSFORM]);
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});
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it("should copy species, ability, gender, all stats except HP, all stat stages, moveset, and types of target", async () => {
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await game.classicMode.startBattle([Species.DITTO]);
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game.move.select(Moves.TRANSFORM);
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await game.phaseInterceptor.to(TurnEndPhase);
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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expect(player.getSpeciesForm().speciesId).toBe(enemy.getSpeciesForm().speciesId);
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expect(player.getAbility()).toBe(enemy.getAbility());
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expect(player.getGender()).toBe(enemy.getGender());
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// copies all stats except hp
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expect(player.getStat(Stat.HP, false)).not.toBe(enemy.getStat(Stat.HP));
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for (const s of EFFECTIVE_STATS) {
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expect(player.getStat(s, false)).toBe(enemy.getStat(s, false));
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}
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expect(player.getStatStages()).toEqual(enemy.getStatStages());
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// move IDs are equal
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expect(player.getMoveset().map(m => m.moveId)).toEqual(enemy.getMoveset().map(m => m.moveId));
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expect(player.getTypes()).toEqual(enemy.getTypes());
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});
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it("should copy in-battle overridden stats", async () => {
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game.override.enemyMoveset([Moves.POWER_SPLIT]);
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await game.classicMode.startBattle([Species.DITTO]);
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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const avgAtk = Math.floor((player.getStat(Stat.ATK, false) + enemy.getStat(Stat.ATK, false)) / 2);
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const avgSpAtk = Math.floor((player.getStat(Stat.SPATK, false) + enemy.getStat(Stat.SPATK, false)) / 2);
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game.move.select(Moves.TRANSFORM);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(player.getStat(Stat.ATK, false)).toBe(avgAtk);
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expect(enemy.getStat(Stat.ATK, false)).toBe(avgAtk);
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expect(player.getStat(Stat.SPATK, false)).toBe(avgSpAtk);
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expect(enemy.getStat(Stat.SPATK, false)).toBe(avgSpAtk);
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});
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it("should set each move's pp to a maximum of 5", async () => {
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game.override.enemyMoveset([Moves.SWORDS_DANCE, Moves.GROWL, Moves.SKETCH, Moves.RECOVER]);
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await game.classicMode.startBattle([Species.DITTO]);
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const player = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.TRANSFORM);
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await game.phaseInterceptor.to(TurnEndPhase);
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player.getMoveset().forEach(move => {
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// Should set correct maximum PP without touching `ppUp`
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if (move) {
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if (move.moveId === Moves.SKETCH) {
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expect(move.getMovePp()).toBe(1);
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} else {
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expect(move.getMovePp()).toBe(5);
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}
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expect(move.ppUp).toBe(0);
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}
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});
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});
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it("should activate its ability if it copies one that activates on summon", async () => {
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game.override.enemyAbility(Abilities.INTIMIDATE).ability(Abilities.BALL_FETCH);
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await game.classicMode.startBattle([Species.DITTO]);
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game.move.select(Moves.TRANSFORM);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.getEnemyPokemon()?.getStatStage(Stat.ATK)).toBe(-1);
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});
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it("should persist transformed attributes across reloads", async () => {
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game.override.enemyMoveset([]).moveset([]);
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await game.classicMode.startBattle([Species.DITTO]);
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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game.move.changeMoveset(player, Moves.TRANSFORM);
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game.move.changeMoveset(enemy, Moves.MEMENTO);
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game.move.select(Moves.TRANSFORM);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toNextWave();
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expect(game.scene.getCurrentPhase()?.constructor.name).toBe("CommandPhase");
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expect(game.scene.currentBattle.waveIndex).toBe(2);
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await game.reload.reloadSession();
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const playerReloaded = game.scene.getPlayerPokemon()!;
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const playerMoveset = player.getMoveset();
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expect(playerReloaded.getSpeciesForm().speciesId).toBe(enemy.getSpeciesForm().speciesId);
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expect(playerReloaded.getAbility()).toBe(enemy.getAbility());
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expect(playerReloaded.getGender()).toBe(enemy.getGender());
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expect(playerReloaded.getStat(Stat.HP, false)).not.toBe(enemy.getStat(Stat.HP));
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for (const s of EFFECTIVE_STATS) {
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expect(playerReloaded.getStat(s, false)).toBe(enemy.getStat(s, false));
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}
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expect(playerMoveset.length).toEqual(1);
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expect(playerMoveset[0]?.moveId).toEqual(Moves.MEMENTO);
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});
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it("should stay transformed with the correct form after reload", async () => {
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game.override.enemyMoveset([]).moveset([]);
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game.override.enemySpecies(Species.DARMANITAN);
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await game.classicMode.startBattle([Species.DITTO]);
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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// change form
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enemy.species.forms[1];
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enemy.species.formIndex = 1;
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game.move.changeMoveset(player, Moves.TRANSFORM);
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game.move.changeMoveset(enemy, Moves.MEMENTO);
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game.move.select(Moves.TRANSFORM);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.toNextWave();
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expect(game.scene.getCurrentPhase()?.constructor.name).toBe("CommandPhase");
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expect(game.scene.currentBattle.waveIndex).toBe(2);
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await game.reload.reloadSession();
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const playerReloaded = game.scene.getPlayerPokemon()!;
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expect(playerReloaded.getSpeciesForm().speciesId).toBe(enemy.getSpeciesForm().speciesId);
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expect(playerReloaded.getSpeciesForm().formIndex).toBe(enemy.getSpeciesForm().formIndex);
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});
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});
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