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* Move ability.ts to subfolder * Extract types out of ability.ts * Update imports in ability.ts and friends * Cleanup imports in ability.ts * Re-add imports lost during sort * Update imports forgotten during rebase * Re-import proper type from enums * Update biome.jsonc Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Add commit to force tests to rerun --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
167 lines
7.4 KiB
TypeScript
167 lines
7.4 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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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 { Stat } from "#enums/stat";
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import { StatusEffect } from "#enums/status-effect";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { allMoves } from "#app/data/moves/move";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { allAbilities } from "#app/data/data-lists";
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describe("Abilities - Flower Veil", () => {
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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.SPLASH])
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.enemySpecies(Species.BULBASAUR)
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.ability(Abilities.FLOWER_VEIL)
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH);
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});
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/***********************************************
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* Tests for proper handling of status effects *
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***********************************************/
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it("should not prevent any source of self-inflicted status conditions", async () => {
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game.override
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.enemyMoveset([Moves.TACKLE, Moves.SPLASH])
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.moveset([Moves.REST, Moves.SPLASH])
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.startingHeldItems([{ name: "FLAME_ORB" }]);
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await game.classicMode.startBattle([Species.BULBASAUR]);
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const user = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.REST);
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await game.forceEnemyMove(Moves.TACKLE);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.toNextTurn();
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expect(user.status?.effect).toBe(StatusEffect.SLEEP);
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// remove sleep status so we can get burn from the orb
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user.resetStatus();
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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expect(user.status?.effect).toBe(StatusEffect.BURN);
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});
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it("should prevent drowsiness from yawn for a grass user and its grass allies", async () => {
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game.override.enemyMoveset([Moves.YAWN]).moveset([Moves.SPLASH]).battleType("double");
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await game.classicMode.startBattle([Species.BULBASAUR, Species.BULBASAUR]);
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// Clear the ability of the ally to isolate the test
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const ally = game.scene.getPlayerField()[1]!;
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vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[Abilities.BALL_FETCH]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.YAWN, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.YAWN, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("BerryPhase");
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const user = game.scene.getPlayerPokemon()!;
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expect(user.getTag(BattlerTagType.DROWSY)).toBeFalsy();
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expect(ally.getTag(BattlerTagType.DROWSY)).toBeFalsy();
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});
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it("should prevent status conditions from moves like Thunder Wave for a grass user and its grass allies", async () => {
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game.override.enemyMoveset([Moves.THUNDER_WAVE]).moveset([Moves.SPLASH]).battleType("double");
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vi.spyOn(allMoves[Moves.THUNDER_WAVE], "accuracy", "get").mockReturnValue(100);
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await game.classicMode.startBattle([Species.BULBASAUR]);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.THUNDER_WAVE);
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await game.toNextTurn();
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expect(game.scene.getPlayerPokemon()!.status).toBeUndefined();
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vi.spyOn(allMoves[Moves.THUNDER_WAVE], "accuracy", "get").mockClear();
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});
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it("should not prevent status conditions for a non-grass user and its non-grass allies", async () => {
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game.override.enemyMoveset([Moves.THUNDER_WAVE]).moveset([Moves.SPLASH]).battleType("double");
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await game.classicMode.startBattle([Species.MAGIKARP, Species.MAGIKARP]);
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const [user, ally] = game.scene.getPlayerField();
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vi.spyOn(allMoves[Moves.THUNDER_WAVE], "accuracy", "get").mockReturnValue(100);
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// Clear the ally ability to isolate the test
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vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[Abilities.BALL_FETCH]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.THUNDER_WAVE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.THUNDER_WAVE, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("BerryPhase");
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expect(user.status?.effect).toBe(StatusEffect.PARALYSIS);
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expect(ally.status?.effect).toBe(StatusEffect.PARALYSIS);
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});
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/*******************************************
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* Tests for proper handling of stat drops *
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*******************************************/
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it("should prevent the status drops from enemies for the a grass user and its grass allies", async () => {
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game.override.enemyMoveset([Moves.GROWL]).moveset([Moves.SPLASH]).battleType("double");
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await game.classicMode.startBattle([Species.BULBASAUR, Species.BULBASAUR]);
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const [user, ally] = game.scene.getPlayerField();
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// Clear the ally ability to isolate the test
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vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[Abilities.BALL_FETCH]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("BerryPhase");
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expect(user.getStatStage(Stat.ATK)).toBe(0);
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expect(ally.getStatStage(Stat.ATK)).toBe(0);
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});
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it("should not prevent status drops for a non-grass user and its non-grass allies", async () => {
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game.override.enemyMoveset([Moves.GROWL]).moveset([Moves.SPLASH]).battleType("double");
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await game.classicMode.startBattle([Species.MAGIKARP, Species.MAGIKARP]);
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const [user, ally] = game.scene.getPlayerField();
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// Clear the ally ability to isolate the test
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vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[Abilities.BALL_FETCH]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("BerryPhase");
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expect(user.getStatStage(Stat.ATK)).toBe(-2);
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expect(ally.getStatStage(Stat.ATK)).toBe(-2);
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});
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it("should not prevent self-inflicted stat drops from moves like Close Combat for a user or its allies", async () => {
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game.override.moveset([Moves.CLOSE_COMBAT]).battleType("double");
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await game.classicMode.startBattle([Species.BULBASAUR, Species.BULBASAUR]);
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const [user, ally] = game.scene.getPlayerField();
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// Clear the ally ability to isolate the test
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vi.spyOn(ally, "getAbility").mockReturnValue(allAbilities[Abilities.BALL_FETCH]);
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game.move.select(Moves.CLOSE_COMBAT, 0, BattlerIndex.ENEMY);
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game.move.select(Moves.CLOSE_COMBAT, 1, BattlerIndex.ENEMY_2);
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await game.phaseInterceptor.to("BerryPhase");
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expect(user.getStatStage(Stat.DEF)).toBe(-1);
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expect(user.getStatStage(Stat.SPDEF)).toBe(-1);
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expect(ally.getStatStage(Stat.DEF)).toBe(-1);
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expect(ally.getStatStage(Stat.SPDEF)).toBe(-1);
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});
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it("should prevent the drops while retaining the boosts from spicy extract", async () => {
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game.override.enemyMoveset([Moves.SPICY_EXTRACT]).moveset([Moves.SPLASH]);
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await game.classicMode.startBattle([Species.BULBASAUR]);
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const user = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("BerryPhase");
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expect(user.getStatStage(Stat.ATK)).toBe(2);
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expect(user.getStatStage(Stat.DEF)).toBe(0);
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});
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});
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