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828897316e
* Consolidate `doSelectTarget()` into `doAttack()` * Fix ternary * Add error message to aid in debugging tests * Update docs * [Test] Change `doAttack()` to `selectMove()` * Add `select()` to `src/test/utils/helpers/moveHelper.ts` * Replace instances of `game.selectMove()` with `game.move.select()` * Fix imports * Replace `selectMove()` with `move.select()` helper Fix broken tests for Pastel Veil and Sweet Veil * Update tsdocs
106 lines
4.5 KiB
TypeScript
106 lines
4.5 KiB
TypeScript
import { BattleStat } from "#app/data/battle-stat";
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import { MovePhase } from "#app/phases/move-phase";
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import { TurnEndPhase } from "#app/phases/turn-end-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/utils/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("Abilities - Mycelium Might", () => {
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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.battleType("single");
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game.override.disableCrits();
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game.override.enemySpecies(Species.SHUCKLE);
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game.override.enemyAbility(Abilities.CLEAR_BODY);
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game.override.enemyMoveset([Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK, Moves.QUICK_ATTACK]);
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game.override.ability(Abilities.MYCELIUM_MIGHT);
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game.override.moveset([Moves.QUICK_ATTACK, Moves.BABY_DOLL_EYES]);
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});
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/**
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* Bulbapedia References:
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* https://bulbapedia.bulbagarden.net/wiki/Mycelium_Might_(Ability)
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* https://bulbapedia.bulbagarden.net/wiki/Priority
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* https://www.smogon.com/forums/threads/scarlet-violet-battle-mechanics-research.3709545/page-24
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**/
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it("will move last in its priority bracket and ignore protective abilities", async () => {
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await game.startBattle([Species.REGIELEKI]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const enemyIndex = enemyPokemon?.getBattlerIndex();
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game.move.select(Moves.BABY_DOLL_EYES);
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await game.phaseInterceptor.to(MovePhase, false);
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// The opponent Pokemon (without Mycelium Might) goes first despite having lower speed than the player Pokemon.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The player Pokemon (with Mycelium Might) goes last despite having higher speed than the opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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}, 20000);
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it("will still go first if a status move that is in a higher priority bracket than the opponent's move is used", async () => {
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game.override.enemyMoveset([Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE]);
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await game.startBattle([Species.REGIELEKI]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const enemyIndex = enemyPokemon?.getBattlerIndex();
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game.move.select(Moves.BABY_DOLL_EYES);
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await game.phaseInterceptor.to(MovePhase, false);
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// The player Pokemon (with M.M.) goes first because its move is still within a higher priority bracket than its opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The enemy Pokemon goes second because its move is in a lower priority bracket.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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}, 20000);
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it("will not affect non-status moves", async () => {
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await game.startBattle([Species.REGIELEKI]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.move.select(Moves.QUICK_ATTACK);
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await game.phaseInterceptor.to(MovePhase, false);
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// The player Pokemon (with M.M.) goes first because it has a higher speed and did not use a status move.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The enemy Pokemon (without M.M.) goes second because its speed is lower.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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}, 20000);
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});
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