[Test] Add Dragon Cheer tests (#4013)
* add dragon cheer tests * Update src/test/moves/dragon_cheer.test.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * update tests --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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import { BattlerIndex } from "#app/battle";
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import { Type } from "#app/data/type";
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import { Moves } from "#app/enums/moves";
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import { Species } from "#app/enums/species";
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import { Abilities } from "#enums/abilities";
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import GameManager from "#test/utils/gameManager";
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import { SPLASH_ONLY } from "#test/utils/testUtils";
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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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describe("Moves - Dragon Cheer", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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const TIMEOUT = 20 * 1000;
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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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.battleType("double")
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(SPLASH_ONLY)
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.enemyLevel(20)
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.moveset([Moves.DRAGON_CHEER, Moves.TACKLE, Moves.SPLASH]);
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});
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it("increases the user's allies' critical hit ratio by one stage", async () => {
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await game.classicMode.startBattle([Species.DRAGONAIR, Species.MAGIKARP]);
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const enemy = game.scene.getEnemyField()[0];
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vi.spyOn(enemy, "getCritStage");
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game.move.select(Moves.DRAGON_CHEER, 0);
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game.move.select(Moves.TACKLE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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// After Tackle
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemy.getCritStage).toHaveReturnedWith(1); // getCritStage is called on defender
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}, TIMEOUT);
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it("increases the user's Dragon-type allies' critical hit ratio by two stages", async () => {
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await game.classicMode.startBattle([Species.MAGIKARP, Species.DRAGONAIR]);
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const enemy = game.scene.getEnemyField()[0];
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vi.spyOn(enemy, "getCritStage");
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game.move.select(Moves.DRAGON_CHEER, 0);
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game.move.select(Moves.TACKLE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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// After Tackle
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemy.getCritStage).toHaveReturnedWith(2); // getCritStage is called on defender
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}, TIMEOUT);
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it("applies the effect based on the allies' type upon use of the move, and do not change if the allies' type changes later in battle", async () => {
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await game.classicMode.startBattle([Species.DRAGONAIR, Species.MAGIKARP]);
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const magikarp = game.scene.getPlayerField()[1];
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const enemy = game.scene.getEnemyField()[0];
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vi.spyOn(enemy, "getCritStage");
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game.move.select(Moves.DRAGON_CHEER, 0);
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game.move.select(Moves.TACKLE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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// After Tackle
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemy.getCritStage).toHaveReturnedWith(1); // getCritStage is called on defender
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await game.toNextTurn();
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// Change Magikarp's type to Dragon
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vi.spyOn(magikarp, "getTypes").mockReturnValue([Type.DRAGON]);
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expect(magikarp.getTypes()).toEqual([Type.DRAGON]);
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game.move.select(Moves.SPLASH, 0);
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game.move.select(Moves.TACKLE, 1, BattlerIndex.ENEMY);
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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("MoveEndPhase");
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expect(enemy.getCritStage).toHaveReturnedWith(1); // getCritStage is called on defender
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}, TIMEOUT);
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});
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