add more failing tests cause I found more stuff that's broke

This commit is contained in:
Alex Van Liew 2024-08-20 19:22:03 -07:00
parent c47c82e634
commit 5a582db148
1 changed files with 160 additions and 30 deletions

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