[Test] Remove obsolete splash_only (#4139)

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Adrian T. 2024-09-10 03:02:11 +08:00 committed by GitHub
parent 401568609b
commit 9afab182e9
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3 changed files with 3 additions and 6 deletions

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@ -70,7 +70,6 @@ const content = `import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import { SPLASH_ONLY } from "#test/utils/testUtils";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
@ -95,7 +94,7 @@ describe("${description}", () => {
.moveset([Moves.SPLASH])
.battleType("single")
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(SPLASH_ONLY);
.enemyMoveset(Moves.SPLASH);
});
it("test case", async () => {

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@ -3,7 +3,6 @@ import { Species } from "#app/enums/species";
import { Stat } from "#app/enums/stat";
import { Abilities } from "#enums/abilities";
import GameManager from "#test/utils/gameManager";
import { SPLASH_ONLY } from "#test/utils/testUtils";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
@ -29,7 +28,7 @@ describe("Moves - Power Shift", () => {
.battleType("single")
.ability(Abilities.BALL_FETCH)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(SPLASH_ONLY);
.enemyMoveset(Moves.SPLASH);
});
it("switches the user's raw Attack stat with its raw Defense stat", async () => {

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@ -5,7 +5,6 @@ import { Species } from "#app/enums/species";
import { Stat } from "#app/enums/stat";
import { Abilities } from "#enums/abilities";
import GameManager from "#test/utils/gameManager";
import { SPLASH_ONLY } from "#test/utils/testUtils";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
@ -29,7 +28,7 @@ describe("Moves - Tar Shot", () => {
game.override
.battleType("single")
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(SPLASH_ONLY)
.enemyMoveset(Moves.SPLASH)
.enemySpecies(Species.TANGELA)
.enemyLevel(1000)
.moveset([Moves.TAR_SHOT, Moves.FIRE_PUNCH])