Basic test case
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import { Species } from "#enums/species";
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import { Moves } from "#enums/moves";
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import { Abilities } from "#app/enums/abilities";
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import { BattlerIndex } from "#app/battle";
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import { WeatherType } from "#enums/weather-type";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest";
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describe("Moves - Quash", () => {
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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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.battleType("double")
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.enemyLevel(1)
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.enemySpecies(Species.SLOWPOKE)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset([ Moves.RAIN_DANCE, Moves.SPLASH ])
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.ability(Abilities.BALL_FETCH)
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.moveset([ Moves.QUASH, Moves.SUNNY_DAY, Moves.SPLASH ]);
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});
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it("makes the target move last in a turn, ignoring priority", async () => {
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await game.classicMode.startBattle([ Species.ACCELGOR, Species.RATTATA ]);
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game.move.select(Moves.QUASH, 0, BattlerIndex.PLAYER_2);
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game.move.select(Moves.SUNNY_DAY, 1);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.RAIN_DANCE);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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// will be sunny if player_2 moved last because of quash, rainy otherwise
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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});
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