add more failing tests cause I found more stuff that's broke
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c47c82e634
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@ -10,10 +10,10 @@ import { BattleStat } from "#app/data/battle-stat.js";
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import { BattlerIndex } from "#app/battle.js";
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import { TerrainType } from "#app/data/terrain.js";
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import { Abilities } from "#app/enums/abilities.js";
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import { BerryPhase } from "#app/phases/berry-phase.js";
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import { EnemyCommandPhase } from "#app/phases/enemy-command-phase.js";
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import { SwitchSummonPhase } from "#app/phases/switch-summon-phase.js";
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import { EncounterPhase } from "#app/phases/encounter-phase.js";
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import { TurnStartPhase } from "#app/phases/turn-start-phase.js";
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interface PokemonAssertionChainer {
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and(expectation: (p?: Pokemon) => PokemonAssertionChainer): PokemonAssertionChainer;
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@ -32,12 +32,10 @@ function toArray<T>(a?: T | T[]) {
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return Array.isArray(a) ? a : [a!];
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}
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describe("Moves - Pursuit", () => {
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describe("Moves - Pursuit", { timeout: 10000 }, () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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let moveOrder: BattlerIndex[] | undefined;
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const pursuitMoveDef = allMoves[Moves.PURSUIT];
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const playerLead = Species.MUDSDALE;
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@ -47,19 +45,12 @@ describe("Moves - Pursuit", () => {
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return game.startBattle([playerLead, Species.RAICHU, Species.ABSOL]);
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}
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async function runCombatTurn(kill?: Pokemon | Pokemon[]) {
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if (moveOrder?.length) {
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// game.phaseInterceptor.tapNextPhase(TurnStartPhase, p => {
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// vi.spyOn(p, "getOrder").mockReturnValue(moveOrder!);
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// });
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await game.setTurnOrder(moveOrder);
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}
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if (kill) {
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for (const pkmn of toArray(kill)) {
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await game.killPokemon(pkmn);
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}
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}
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return await game.phaseInterceptor.to(BerryPhase, false);
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async function runCombatTurn(to: string = "TurnInitPhase") {
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// many of these tests can't run only to BerryPhase because of interactions with fainting
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// during switches. we need to run tests all the way through to the start of the next turn
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// to ensure that, for example, the game doesn't attempt to switch two pokemon into the same
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// slot (once in the originally queued summon phase, and the next as a result of FaintPhase)
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return await game.phaseInterceptor.to(to, false);
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}
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function afterFirstSwitch(action: () => void) {
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@ -106,13 +97,29 @@ describe("Moves - Pursuit", () => {
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function forceMovesLast(pokemon?: Pokemon | Pokemon[]) {
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pokemon = toArray(pokemon);
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const otherPkmn = game.scene.getField().filter(p => p && !pokemon.find(p1 => p1 === p));
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moveOrder = ([...otherPkmn, ...pokemon].map(pkmn => pkmn.getBattlerIndex()));
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const moveOrder = ([...otherPkmn, ...pokemon].map(pkmn => pkmn.getBattlerIndex()));
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game.phaseInterceptor.onNextPhase(TurnStartPhase, p => {
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vi.spyOn(p, "getOrder").mockReturnValue(
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// TurnStartPhase crashes if a BI returned by getOrder() is fainted.
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// not an issue normally but some of the test setups can cause this
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moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true))
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);
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});
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}
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function forceMovesFirst(pokemon?: Pokemon | Pokemon[]) {
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pokemon = toArray(pokemon);
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const otherPkmn = game.scene.getField().filter(p => p && !pokemon.find(p1 => p1 === p));
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moveOrder = ([...pokemon, ...otherPkmn].map(pkmn => pkmn.getBattlerIndex()));
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const moveOrder = ([...pokemon, ...otherPkmn].map(pkmn => pkmn.getBattlerIndex()));
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game.phaseInterceptor.onNextPhase(TurnStartPhase, p => {
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vi.spyOn(p, "getOrder").mockReturnValue(
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// TurnStartPhase crashes if a BI returned by getOrder() is fainted.
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// not an issue normally but some of the test setups can cause this
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moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true))
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);
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});
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}
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function forceLowestPriorityBracket() {
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@ -187,7 +194,6 @@ describe("Moves - Pursuit", () => {
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});
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beforeEach(() => {
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moveOrder = undefined;
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game = new GameManager(phaserGame);
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game.override
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.battleType("single")
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@ -328,7 +334,11 @@ describe("Moves - Pursuit", () => {
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expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead));
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});
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it.todo("should bypass substitute when hitting an escaping target");
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it.todo("should bypass substitute when hitting an escaping target (hard switch)");
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it.todo("should bypass substitute when hitting an escaping target (switch move)");
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it.todo("should not bypass substitute when hitting a non-escaping target");
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it("should hit a grounded, switching target under Psychic Terrain (switch move)", async () => {
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// arrange
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@ -410,7 +420,7 @@ describe("Moves - Pursuit", () => {
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// act
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playerUsesPursuit();
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enemyUses(Moves.U_TURN);
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await runCombatTurn();
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await runCombatTurn("BerryPhase");
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// assert
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expectPursuitFailed(game.scene.getPlayerPokemon());
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@ -496,10 +506,79 @@ describe("Moves - Pursuit", () => {
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// assert
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expect(game.scene.getParty()[0]!.isFainted()).toBe(true);
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expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead)).and(expectNotOnField);
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expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead))
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.and(expectNotOnField);
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});
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describe("doubles interactions", { timeout: 1000000 }, () => {
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it("should not cause two pokemon to enter the field if a switching-out pokemon is fainted by pursuit (hard-switch, enemy faints)", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getPlayerPokemon());
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game.scene.getEnemyPokemon()!.hp = 1;
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// act
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playerUsesPursuit();
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enemySwitches();
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await runCombatTurn();
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// assert
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expect(game.scene.getEnemyParty().filter(p => p.isOnField())).toHaveLength(1);
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});
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it("should not cause two pokemon to enter the field if a switching-out pokemon is fainted by pursuit (u-turn, enemy faints)", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getPlayerPokemon());
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game.scene.getEnemyPokemon()!.hp = 1;
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// act
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playerUsesPursuit();
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enemyUses(Moves.U_TURN);
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await runCombatTurn();
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// assert
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expect(game.scene.getEnemyParty().filter(p => p.isOnField())).toHaveLength(1);
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});
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it("should not cause two pokemon to enter the field or a premature switch if a switching-out pokemon is fainted by pursuit (hard-switch, player faints)", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getEnemyPokemon());
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game.scene.getPlayerPokemon()!.hp = 1;
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// act
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playerSwitches();
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enemyUses(Moves.PURSUIT);
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await runCombatTurn("TurnEndPhase");
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// assert
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expect(game.scene.getParty().filter(p => p.isOnField())).toHaveLength(1);
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// SwitchPhase for fainted pokemon happens after TurnEndPhase - if we
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// skipped the uturn switch, we shouldn't have executed a switchout by this point
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expect(game.scene.getPlayerField()[0]?.isFainted()).toBeTruthy();
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expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
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});
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it("should not cause two pokemon to enter the field or a premature switch if a switching-out pokemon is fainted by pursuit (u-turn, player faints)", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getEnemyPokemon());
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game.scene.getPlayerPokemon()!.hp = 1;
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// act
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playerUsesSwitchMove();
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enemyUses(Moves.PURSUIT);
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await runCombatTurn("TurnEndPhase");
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// assert
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expect(game.scene.getParty().filter(p => p.isOnField())).toHaveLength(1);
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// SwitchPhase for fainted pokemon happens after TurnEndPhase - if we
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// skipped the uturn switch, we shouldn't have executed a switchout by this point
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expect(game.scene.getPlayerField()[0]?.isFainted()).toBeTruthy();
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expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
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});
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describe("doubles interactions", () => {
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beforeEach(() => {
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game.override.battleType("double");
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});
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@ -514,7 +593,8 @@ describe("Moves - Pursuit", () => {
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playerUsesSwitchMove(1);
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enemyUses(Moves.PURSUIT);
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game.move.forceAiTargets(game.scene.getEnemyPokemon(), BattlerIndex.PLAYER_2);
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await runCombatTurn(game.scene.getEnemyField()[1]);
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await game.killPokemon(game.scene.getEnemyField()[1]);
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await runCombatTurn();
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// assert
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expectPursuitPowerDoubled();
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@ -534,7 +614,8 @@ describe("Moves - Pursuit", () => {
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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enemyUses(Moves.PURSUIT);
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game.move.forceAiTargets(game.scene.getEnemyPokemon(), BattlerIndex.PLAYER_2);
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await runCombatTurn(game.scene.getEnemyField()[1]);
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await game.killPokemon(game.scene.getEnemyField()[1]);
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await runCombatTurn();
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// assert
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expectPursuitPowerUnchanged();
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@ -542,8 +623,7 @@ describe("Moves - Pursuit", () => {
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expectWasNotHit(findPartyMember(game.scene.getParty(), Species.RAICHU));
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});
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// fails: fainting an escapee still runs the enemy SwitchSummonPhase
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it("should fail if both pokemon use pursuit on a target that is switching out and it faints after the first one", async () => {
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it("should not cause the enemy AI to send out a fainted pokemon if they command 2 switches and one of the outgoing pokemon faints to pursuit", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getPlayerField());
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@ -553,14 +633,64 @@ describe("Moves - Pursuit", () => {
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playerUsesPursuit(0);
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playerUsesPursuit(1);
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enemySwitches();
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await runCombatTurn(game.scene.getEnemyField()[1]);
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await runCombatTurn();
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// assert
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expect(game.scene.getEnemyParty()[0]!.isFainted()).toBe(true);
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expect(game.scene.getEnemyParty().filter(p => p.isOnField())).toHaveLength(2);
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expect(game.scene.getEnemyParty().filter(p => p.isOnField() && p.isFainted())).toHaveLength(0);
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});
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// TODO: is this correct behavior?
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it("should fail if both pokemon use pursuit on a target that is switching out and it faints after the first one with no other targets on field", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getPlayerField());
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game.scene.getEnemyField()[0]!.hp = 1;
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// act
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playerUsesPursuit(0);
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playerUsesPursuit(1);
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enemySwitches();
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await game.killPokemon(game.scene.getEnemyField()[1]);
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await runCombatTurn();
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// assert
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expectPursuitPowerDoubled();
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expectPursuitSucceeded(game.scene.getPlayerField()[0]);
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expectPursuitFailed(game.scene.getPlayerField()[1]);
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});
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// TODO: is this correct behavior?
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it("should attack the second switching pokemon if both pokemon switch and the first is KOd", async () => {
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// arrange
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game.phaseInterceptor.onNextPhase(EncounterPhase, () => {
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game.scene.currentBattle.enemyLevels = [...game.scene.currentBattle.enemyLevels!, game.scene.currentBattle.enemyLevels![0]];
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});
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await startBattle();
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forceMovesLast(game.scene.getPlayerField());
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game.scene.getEnemyField()[0]!.hp = 1;
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// act
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playerUsesPursuit(0);
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playerUsesPursuit(1);
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enemySwitches();
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afterFirstSwitch(() => {
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vi.spyOn(game.scene.currentBattle.trainer!, "getPartyMemberMatchupScores").mockReturnValue([[3, 100]]);
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vi.spyOn(game.scene.getPlayerPokemon()!, "getMatchupScore").mockReturnValue(0);
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});
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await runCombatTurn();
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// assert
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expectPursuitPowerDoubled();
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expectPursuitSucceeded(game.scene.getPlayerField()[0]);
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expectPursuitSucceeded(game.scene.getPlayerField()[1]);
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expectWasHit(findPartyMember(game.scene.getEnemyParty(), Species.SNORLAX));
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expectNotOnField(findPartyMember(game.scene.getEnemyParty(), enemyLead))
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.and(p => expect(p?.isFainted()));
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});
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// TODO: confirm correct behavior and add tests for other pursuit/switch combos in doubles
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it("should not hit a pokemon being forced out with dragon tail", async () => {
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// arrange
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await startBattle();
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