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* Add charge move classes and phase * Integrate `MoveChargePhase` in battle phase sequence * Fix Protean + charge move interaction * Fix effect chance applying to semi-invulnerability * Remove `ChargeAttr` and fix ChargeAnim loading * Restore move history entry for charge phases * Gravity now cancels Fly, etc. after charge turn * Dig integration tests * Fly integration tests * Dive integration test + fix Dive in Harsh Sun bug * Solar Beam integration tests + `CHARGING` tag fixes * Fix dive test * Electro Shot integration tests * fix import in MoveChargePhase * Electro Shot Multi Lens test * Geomancy integration tests * Fix duplicate move queue * Update import * Docs + Fix Meteor Beam being boosted by Sheer Force * Fix volt absorb test * Apply PigeonBar's suggested move-phase changes Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com> * Make Electro Shot Sheer Force boosted again * Apply PigeonBar's feedback pt. 2 * Apply suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Fix mistimed/dupe showMoveText and leftover TODO --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>
79 lines
2.6 KiB
TypeScript
79 lines
2.6 KiB
TypeScript
import { EffectiveStat, Stat } from "#enums/stat";
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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/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
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describe("Moves - Geomancy", () => {
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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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.moveset(Moves.GEOMANCY)
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.battleType("single")
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.startingLevel(100)
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.enemySpecies(Species.SNORLAX)
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.enemyLevel(100)
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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 boost the user's stats on the second turn of use", async () => {
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await game.classicMode.startBattle([ Species.MAGIKARP ]);
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const player = game.scene.getPlayerPokemon()!;
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const affectedStats: EffectiveStat[] = [ Stat.SPATK, Stat.SPDEF, Stat.SPD ];
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game.move.select(Moves.GEOMANCY);
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await game.phaseInterceptor.to("TurnEndPhase");
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affectedStats.forEach((stat) => expect(player.getStatStage(stat)).toBe(0));
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.OTHER);
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await game.phaseInterceptor.to("TurnEndPhase");
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affectedStats.forEach((stat) => expect(player.getStatStage(stat)).toBe(2));
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expect(player.getMoveHistory()).toHaveLength(2);
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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const playerGeomancy = player.getMoveset().find((mv) => mv && mv.moveId === Moves.GEOMANCY);
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expect(playerGeomancy?.ppUsed).toBe(1);
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});
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it("should execute over 2 turns between waves", async () => {
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await game.classicMode.startBattle([ Species.MAGIKARP ]);
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const player = game.scene.getPlayerPokemon()!;
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const affectedStats: EffectiveStat[] = [ Stat.SPATK, Stat.SPDEF, Stat.SPD ];
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game.move.select(Moves.GEOMANCY);
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await game.phaseInterceptor.to("MoveEndPhase", false);
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await game.doKillOpponents();
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await game.toNextWave();
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await game.phaseInterceptor.to("TurnEndPhase");
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affectedStats.forEach((stat) => expect(player.getStatStage(stat)).toBe(2));
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expect(player.getMoveHistory()).toHaveLength(2);
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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const playerGeomancy = player.getMoveset().find((mv) => mv && mv.moveId === Moves.GEOMANCY);
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expect(playerGeomancy?.ppUsed).toBe(1);
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});
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});
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