pokerogue/test/abilities/quick_draw.test.ts
Bertie690 6d90649b92
[Refactor/Bug/Ability] Reworked BattleData, fixed Rage Fist, Harvest, Belch + Implemented Cud Chew (#5655)
* 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>
2025-05-02 00:06:07 -05:00

102 lines
2.9 KiB
TypeScript

import { BypassSpeedChanceAbAttr } from "#app/data/abilities/ability";
import { allAbilities } from "#app/data/data-lists";
import { FaintPhase } from "#app/phases/faint-phase";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, test, vi } from "vitest";
describe("Abilities - Quick Draw", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override.battleStyle("single");
game.override.starterSpecies(Species.MAGIKARP);
game.override.ability(Abilities.QUICK_DRAW);
game.override.moveset([Moves.TACKLE, Moves.TAIL_WHIP]);
game.override.enemyLevel(100);
game.override.enemySpecies(Species.MAGIKARP);
game.override.enemyAbility(Abilities.BALL_FETCH);
game.override.enemyMoveset([Moves.TACKLE]);
vi.spyOn(allAbilities[Abilities.QUICK_DRAW].getAttrs(BypassSpeedChanceAbAttr)[0], "chance", "get").mockReturnValue(
100,
);
});
test("makes pokemon going first in its priority bracket", async () => {
await game.startBattle();
const pokemon = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!;
pokemon.hp = 1;
enemy.hp = 1;
game.move.select(Moves.TACKLE);
await game.phaseInterceptor.to(FaintPhase, false);
expect(pokemon.isFainted()).toBe(false);
expect(enemy.isFainted()).toBe(true);
expect(pokemon.waveData.abilitiesApplied).contain(Abilities.QUICK_DRAW);
}, 20000);
test(
"does not triggered by non damage moves",
{
retry: 5,
},
async () => {
await game.startBattle();
const pokemon = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!;
pokemon.hp = 1;
enemy.hp = 1;
game.move.select(Moves.TAIL_WHIP);
await game.phaseInterceptor.to(FaintPhase, false);
expect(pokemon.isFainted()).toBe(true);
expect(enemy.isFainted()).toBe(false);
expect(pokemon.waveData.abilitiesApplied).not.contain(Abilities.QUICK_DRAW);
},
);
test("does not increase priority", async () => {
game.override.enemyMoveset([Moves.EXTREME_SPEED]);
await game.startBattle();
const pokemon = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!;
pokemon.hp = 1;
enemy.hp = 1;
game.move.select(Moves.TACKLE);
await game.phaseInterceptor.to(FaintPhase, false);
expect(pokemon.isFainted()).toBe(true);
expect(enemy.isFainted()).toBe(false);
expect(pokemon.waveData.abilitiesApplied).contain(Abilities.QUICK_DRAW);
}, 20000);
});