[Refactor/Test] Update Dynamax Cannon Unit Tests (#3074)
* [Refactor/Test] Update Dynamax Cannon Unit Tests * Adjust Test Names
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@ -2,37 +2,18 @@ import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vite
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import Phaser from "phaser";
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import GameManager from "#app/test/utils/gameManager";
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import overrides from "#app/overrides";
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import { MoveEffectPhase } from "#app/phases";
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import { MoveEffectPhase, DamagePhase, TurnStartPhase } from "#app/phases";
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import { getMovePosition } from "#app/test/utils/gameManagerUtils";
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import { Stat } from "#app/data/pokemon-stat";
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import { applyMoveAttrs, VariablePowerAttr } from "#app/data/move";
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import * as Utils from "#app/utils";
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import { allMoves } from "#app/data/move";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { BattlerIndex } from "#app/battle";
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describe("Moves - Dynamax Cannon", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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/**
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* Checks the base power of the {@linkcode intendedMove} before and after any
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* {@linkcode VariablePowerAttr}s have been applied.
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* @param phase current {@linkcode MoveEffectPhase}
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* @param intendedMove Expected move during this {@linkcode phase}
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* @param before Expected base power before any base power changes
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* @param after Expected base power after any base power changes
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*/
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const checkBasePowerChanges = (phase: MoveEffectPhase, intendedMove: Moves, before: number, after: number) => {
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// Double check if the intended move was used and verify its initial base power
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const move = phase.move.getMove();
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expect(move.id).toBe(intendedMove);
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expect(move.power).toBe(before);
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/** Mocking application of {@linkcode VariablePowerAttr} */
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const power = new Utils.IntegerHolder(move.power);
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applyMoveAttrs(VariablePowerAttr, phase.getUserPokemon(), phase.getTarget(), move, power);
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expect(power.value).toBe(after);
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};
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const dynamaxCannon = allMoves[Moves.DYNAMAX_CANNON];
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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@ -46,156 +27,149 @@ describe("Moves - Dynamax Cannon", () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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const moveToUse = Moves.DYNAMAX_CANNON;
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([ dynamaxCannon.id ]);
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vi.spyOn(overrides, "STARTING_LEVEL_OVERRIDE", "get").mockReturnValue(200);
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// Note that, for Waves 1-10, the level cap is 10
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vi.spyOn(overrides, "STARTING_WAVE_OVERRIDE", "get").mockReturnValue(1);
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vi.spyOn(overrides, "SINGLE_BATTLE_OVERRIDE", "get").mockReturnValue(true);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.MAGIKARP);
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vi.spyOn(overrides, "STARTING_LEVEL_OVERRIDE", "get").mockReturnValue(200);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([ moveToUse ]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([ Moves.SPLASH, Moves.SPLASH, Moves.SPLASH, Moves.SPLASH ]);
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vi.spyOn(overrides, "NEVER_CRIT_OVERRIDE", "get").mockReturnValue(true);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.MAGIKARP);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([ Moves.SPLASH, Moves.SPLASH, Moves.SPLASH, Moves.SPLASH ]);
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vi.spyOn(dynamaxCannon, "calculateBattlePower");
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});
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it("DYNAMAX CANNON against enemy below level cap", async() => {
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it("should return 100 power against an enemy below level cap", async() => {
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vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(1);
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const moveToUse = Moves.DYNAMAX_CANNON;
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await game.startBattle([
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Species.ETERNATUS,
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]);
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.doAttack(getMovePosition(game.scene, 0, dynamaxCannon.id));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, 100, 100);
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expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(dynamaxCannon.id);
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(100);
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}, 20000);
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it("DYNAMAX CANNON against enemy exactly at level cap", async() => {
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it("should return 100 power against an enemy at level cap", async() => {
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vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(10);
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const moveToUse = Moves.DYNAMAX_CANNON;
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await game.startBattle([
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Species.ETERNATUS,
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]);
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.doAttack(getMovePosition(game.scene, 0, dynamaxCannon.id));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, 100, 100);
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expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(dynamaxCannon.id);
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(100);
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}, 20000);
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it("DYNAMAX CANNON against enemy exactly at 1% above level cap", async() => {
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it("should return 120 power against an enemy 1% above level cap", async() => {
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vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(101);
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const moveToUse = Moves.DYNAMAX_CANNON;
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await game.startBattle([
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Species.ETERNATUS,
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]);
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.doAttack(getMovePosition(game.scene, 0, dynamaxCannon.id));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
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const target = phase.getTarget();
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// Force level cap to be 100; that is, level cap is no longer 10
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target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
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checkBasePowerChanges(phase, moveToUse, 100, 120);
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expect(phase.move.moveId).toBe(dynamaxCannon.id);
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// Force level cap to be 100
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vi.spyOn(phase.getTarget().scene, "getMaxExpLevel").mockReturnValue(100);
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(120);
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}, 20000);
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it("DYNAMAX CANNON against enemy exactly at 2% above level cap", async() => {
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it("should return 140 power against an enemy 2% above level capp", async() => {
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vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(102);
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const moveToUse = Moves.DYNAMAX_CANNON;
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await game.startBattle([
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Species.ETERNATUS,
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]);
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.doAttack(getMovePosition(game.scene, 0, dynamaxCannon.id));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
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const target = phase.getTarget();
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target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
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checkBasePowerChanges(phase, moveToUse, 100, 140);
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expect(phase.move.moveId).toBe(dynamaxCannon.id);
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// Force level cap to be 100
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vi.spyOn(phase.getTarget().scene, "getMaxExpLevel").mockReturnValue(100);
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(140);
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}, 20000);
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it("DYNAMAX CANNON against enemy exactly at 3% above level cap", async() => {
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it("should return 160 power against an enemy 3% above level cap", async() => {
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vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(103);
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const moveToUse = Moves.DYNAMAX_CANNON;
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await game.startBattle([
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Species.ETERNATUS,
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]);
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.doAttack(getMovePosition(game.scene, 0, dynamaxCannon.id));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
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const target = phase.getTarget();
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target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
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checkBasePowerChanges(phase, moveToUse, 100, 160);
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expect(phase.move.moveId).toBe(dynamaxCannon.id);
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// Force level cap to be 100
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vi.spyOn(phase.getTarget().scene, "getMaxExpLevel").mockReturnValue(100);
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(160);
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}, 20000);
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it("DYNAMAX CANNON against enemy exactly at 4% above level cap", async() => {
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it("should return 180 power against an enemy 4% above level cap", async() => {
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vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(104);
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const moveToUse = Moves.DYNAMAX_CANNON;
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await game.startBattle([
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Species.ETERNATUS,
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]);
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.doAttack(getMovePosition(game.scene, 0, dynamaxCannon.id));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
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const target = phase.getTarget();
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target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
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checkBasePowerChanges(phase, moveToUse, 100, 180);
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expect(phase.move.moveId).toBe(dynamaxCannon.id);
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// Force level cap to be 100
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vi.spyOn(phase.getTarget().scene, "getMaxExpLevel").mockReturnValue(100);
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(180);
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}, 20000);
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it("DYNAMAX CANNON against enemy exactly at 5% above level cap", async() => {
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it("should return 200 power against an enemy 5% above level cap", async() => {
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vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(105);
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const moveToUse = Moves.DYNAMAX_CANNON;
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await game.startBattle([
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Species.ETERNATUS,
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]);
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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game.doAttack(getMovePosition(game.scene, 0, dynamaxCannon.id));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
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const target = phase.getTarget();
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target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
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checkBasePowerChanges(phase, moveToUse, 100, 200);
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expect(phase.move.moveId).toBe(dynamaxCannon.id);
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// Force level cap to be 100
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vi.spyOn(phase.getTarget().scene, "getMaxExpLevel").mockReturnValue(100);
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(200);
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}, 20000);
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it("DYNAMAX CANNON against enemy way above level cap", async() => {
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it("should return 200 power against an enemy way above level cap", async() => {
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vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(999);
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const moveToUse = Moves.DYNAMAX_CANNON;
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await game.startBattle([
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Species.ETERNATUS,
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]);
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// Force enemy to go last
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game.scene.getEnemyParty()[0].stats[Stat.SPD] = 1;
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game.doAttack(getMovePosition(game.scene, 0, dynamaxCannon.id));
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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await game.phaseInterceptor.to(TurnStartPhase, false);
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// Force user to act before enemy
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vi.spyOn((game.scene.getCurrentPhase() as TurnStartPhase), "getOrder").mockReturnValue([ BattlerIndex.PLAYER, BattlerIndex. ENEMY]);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, 100, 200);
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expect((game.scene.getCurrentPhase() as MoveEffectPhase).move.moveId).toBe(dynamaxCannon.id);
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await game.phaseInterceptor.to(DamagePhase, false);
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expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(200);
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}, 20000);
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});
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