Basic test case

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Dean 2024-12-27 13:01:07 -08:00
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import { Species } from "#enums/species";
import { Moves } from "#enums/moves";
import { Abilities } from "#app/enums/abilities";
import { BattlerIndex } from "#app/battle";
import { WeatherType } from "#enums/weather-type";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest";
describe("Moves - Quash", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleType("double")
.enemyLevel(1)
.enemySpecies(Species.SLOWPOKE)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset([ Moves.RAIN_DANCE, Moves.SPLASH ])
.ability(Abilities.BALL_FETCH)
.moveset([ Moves.QUASH, Moves.SUNNY_DAY, Moves.SPLASH ]);
});
it("makes the target move last in a turn, ignoring priority", async () => {
await game.classicMode.startBattle([ Species.ACCELGOR, Species.RATTATA ]);
game.move.select(Moves.QUASH, 0, BattlerIndex.PLAYER_2);
game.move.select(Moves.SUNNY_DAY, 1);
await game.forceEnemyMove(Moves.SPLASH);
await game.forceEnemyMove(Moves.RAIN_DANCE);
await game.phaseInterceptor.to("TurnEndPhase", false);
// will be sunny if player_2 moved last because of quash, rainy otherwise
expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
});
});