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* prevent double-application of status contact abilities and switch out abilities * use SwitchPhase for ForceSwitchOutAbAttr instead of switchOut() * add tests for baton pass/uturn * PR comments * Update src/test/moves/baton_pass.test.ts * add test for forced switch after mutual KO + revive * tweak condition to fix uturn/baton pass * improve docs * style/typo nits from CR Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * CR feedback * use doSelectPartyPokemon + rename * int -> number Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
94 lines
3.0 KiB
TypeScript
94 lines
3.0 KiB
TypeScript
import { BattleStat } from "#app/data/battle-stat.js";
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import { PostSummonPhase, TurnEndPhase } from "#app/phases.js";
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import GameManager from "#app/test/utils/gameManager";
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import { getMovePosition } from "#app/test/utils/gameManagerUtils";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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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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import { SPLASH_ONLY } from "../utils/testUtils";
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describe("Moves - Baton Pass", () => {
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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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.battleType("single")
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.enemySpecies(Species.DUGTRIO)
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.startingLevel(1)
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.startingWave(97)
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.moveset([Moves.BATON_PASS, Moves.NASTY_PLOT, Moves.SPLASH])
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.enemyMoveset(SPLASH_ONLY)
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.disableCrits();
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});
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it("passes stat stage buffs when player uses it", async() => {
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// arrange
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await game.startBattle([
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Species.RAICHU,
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Species.SHUCKLE
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]);
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// round 1 - buff
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game.doAttack(getMovePosition(game.scene, 0, Moves.NASTY_PLOT));
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await game.toNextTurn();
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expect(game.scene.getPlayerPokemon().summonData.battleStats[BattleStat.SPATK]).toEqual(2);
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// round 2 - baton pass
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game.doAttack(getMovePosition(game.scene, 0, Moves.BATON_PASS));
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game.doSelectPartyPokemon(1);
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await game.phaseInterceptor.to(TurnEndPhase);
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// assert
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expect(game.scene.getPlayerPokemon().species.speciesId).toEqual(Species.SHUCKLE);
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expect(game.scene.getPlayerPokemon().summonData.battleStats[BattleStat.SPATK]).toEqual(2);
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}, 20000);
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it("passes stat stage buffs when AI uses it", async() => {
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// arrange
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game.override
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.startingWave(5)
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.enemyMoveset(new Array(4).fill([Moves.NASTY_PLOT]));
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await game.startBattle([
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Species.RAICHU,
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Species.SHUCKLE
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]);
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// round 1 - ai buffs
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
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await game.toNextTurn();
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// round 2 - baton pass
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game.scene.getEnemyPokemon().hp = 100;
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game.override.enemyMoveset(new Array(4).fill(Moves.BATON_PASS));
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
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await game.phaseInterceptor.to(PostSummonPhase, false);
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// assert
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// check buffs are still there
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expect(game.scene.getEnemyPokemon().summonData.battleStats[BattleStat.SPATK]).toEqual(2);
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// confirm that a switch actually happened. can't use species because I
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// can't find a way to override trainer parties with more than 1 pokemon species
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expect(game.scene.getEnemyPokemon().hp).not.toEqual(100);
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expect(game.phaseInterceptor.log.slice(-4)).toEqual([
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"MoveEffectPhase",
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"SwitchSummonPhase",
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"SummonPhase",
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"PostSummonPhase"
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]);
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}, 20000);
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});
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