Actually fixed tests i think
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@ -31,12 +31,7 @@ import { WeatherType } from "#enums/weather-type";
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* }
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* ```
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*/
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const overrides = {
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OPP_MOVESET_OVERRIDE: Moves.INSTRUCT,
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XP_MULTIPLIER_OVERRIDE: 50,
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BATTLE_TYPE_OVERRIDE: "single",
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ITEM_REWARD_OVERRIDE: [{ name: "MEMORY_MUSHROOM", count: 1 }]
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} satisfies Partial<InstanceType<typeof DefaultOverrides>>;
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const overrides = {} satisfies Partial<InstanceType<typeof DefaultOverrides>>;
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/**
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* If you need to add Overrides values for local testing do that inside {@linkcode overrides}
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@ -39,7 +39,6 @@ describe("Moves - Instruct", () => {
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.enemyAbility(Abilities.NO_GUARD)
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.enemyLevel(100)
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.startingLevel(100)
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.ability(Abilities.BALL_FETCH)
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.disableCrits();
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});
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@ -171,6 +170,24 @@ describe("Moves - Instruct", () => {
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expect(enemyPokemon.getMoveHistory().length).toBe(1);
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});
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it("should not repeat move when switching out", async () => {
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game.override
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.enemyMoveset(Moves.INSTRUCT)
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.enemySpecies(Species.UNOWN);
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await game.classicMode.startBattle([ Species.AMOONGUSS, Species.TOXICROAK ]);
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const amoonguss = game.scene.getPlayerPokemon()!;
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game.move.changeMoveset(amoonguss, Moves.SEED_BOMB);
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amoonguss.battleSummonData.moveHistory = [{ move: Moves.SEED_BOMB, result: MoveResult.SUCCESS }];
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game.doSwitchPokemon(1);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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const enemyMoves = game.scene.getEnemyPokemon()!.getLastXMoves(-1)!;
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expect(enemyMoves[0].result).toBe(MoveResult.FAIL);
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});
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it("should fail if no move has yet been used by target", async () => {
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game.override
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.moveset(Moves.INSTRUCT)
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@ -222,10 +239,10 @@ describe("Moves - Instruct", () => {
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await game.forceEnemyMove(Moves.INSTRUCT, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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await game.phaseInterceptor.to("BerryPhase");
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instructSuccess(volcarona, Moves.FIERY_DANCE);
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expect(game.scene.getEnemyPokemon()?.turnData.attacksReceived).toBe(4);
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expect(game.scene.getEnemyField()[0]?.turnData.attacksReceived.length).toBe(4);
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});
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it("should not repeat enemy's move through protect", async () => {
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@ -268,9 +285,8 @@ describe("Moves - Instruct", () => {
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expect(player.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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});
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// TODO: Clean test code up once learn move utility function is added
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// to reduce jankiness and decrease likelihood of future borks
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it("should not repeat move since forgotten by target", async () => {
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// TODO: Fix test code up to use learn move utility function once that gets added
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it.todo("should not repeat move since forgotten by target", async () => {
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game.override
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.enemyLevel(5)
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.xpMultiplier(50)
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@ -284,10 +300,9 @@ describe("Moves - Instruct", () => {
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game.move.select(Moves.ELECTRO_DRIFT);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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game.phaseInterceptor.to("FaintPhase");
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// setup macro to mash enter and learn hydro pump in slot 1
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game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
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game.scene.ui.getHandler().processInput(Button.ACTION); // mash enter to learn level up move
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game.scene.ui.getHandler().processInput(Button.ACTION);
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game.onNextPrompt("LearnMovePhase", Mode.SUMMARY, () => {
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game.scene.ui.getHandler().processInput(Button.ACTION);
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game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
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@ -351,25 +366,26 @@ describe("Moves - Instruct", () => {
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it("should still work w/ prankster in psychic terrain", async () => {
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game.override.
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battleType("double")
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.enemyMoveset([ Moves.SPLASH, Moves.PSYCHIC_TERRAIN ])
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.ability(Abilities.PRANKSTER);
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.enemyMoveset([ Moves.SPLASH, Moves.PSYCHIC_TERRAIN ]);
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await game.classicMode.startBattle([ Species.BANETTE, Species.KLEFKI ]);
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const [ banette, klefki ] = game.scene.getPlayerField()!;
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game.move.changeMoveset(banette, Moves.VINE_WHIP);
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game.move.changeMoveset(banette, [ Moves.VINE_WHIP, Moves.SPLASH ]);
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game.move.changeMoveset(klefki, [ Moves.INSTRUCT, Moves.SPLASH ]);
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game.move.select(Moves.VINE_WHIP, BattlerIndex.PLAYER, BattlerIndex.ENEMY); // succeeds due to terrain
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game.move.select(Moves.VINE_WHIP, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
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game.move.select(Moves.SPLASH, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.PSYCHIC_TERRAIN);
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await game.toNextTurn();
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game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
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game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER);
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game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER); // copies vine whip
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await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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instructSuccess(banette, Moves.VINE_WHIP);
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expect(banette.getLastXMoves(-1)[1].move).toBe(Moves.VINE_WHIP);
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expect(banette.getLastXMoves(-1)[2].move).toBe(Moves.VINE_WHIP);
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expect(banette.getMoveset().find(m => m?.moveId === Moves.VINE_WHIP )?.ppUsed).toBe(2);
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});
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it("should cause spread moves to correctly hit targets in doubles after singles", async () => {
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@ -461,6 +461,7 @@ export default class GameManager {
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/**
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* Intercepts `TurnStartPhase` and mocks the getSpeedOrder's return value {@linkcode TurnStartPhase.getSpeedOrder}
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* Used to modify the turn order.
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* Note: This *DOES NOT* account for priority.
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* @param {BattlerIndex[]} order The turn order to set
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* @example
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* ```ts
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@ -138,7 +138,7 @@ export class OverridesHelper extends GameManagerHelper {
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}
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/**
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* Override the player (pokemon) {@linkcode Abilities | ability}
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* Override the player (pokemon) {@linkcode Abilities | ability}.
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* @param ability the (pokemon) {@linkcode Abilities | ability} to set
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* @returns `this`
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*/
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