Adds sleep talk unit test coverage

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Christopher Schmidt 2024-10-17 19:59:23 -04:00
parent 25e4037e45
commit ce717b2db8
1 changed files with 75 additions and 0 deletions

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import { Stat } from "#app/enums/stat";
import { StatusEffect } from "#app/enums/status-effect";
import { MoveResult } from "#app/field/pokemon";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Moves - Sleep Talk", () => {
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
.moveset([ Moves.SPLASH, Moves.SLEEP_TALK ])
.statusEffect(StatusEffect.SLEEP)
.ability(Abilities.BALL_FETCH)
.battleType("single")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH)
.enemyLevel(100);
});
it("should fail when the user is not asleep", async () => {
game.override.statusEffect(StatusEffect.NONE);
await game.classicMode.startBattle([ Species.FEEBAS ]);
game.move.select(Moves.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should fail if the user has no valid moves", async () => {
game.override.moveset([ Moves.SLEEP_TALK, Moves.DIG, Moves.METRONOME, Moves.SOLAR_BEAM, Moves.SLEEP_TALK ]);
await game.classicMode.startBattle([ Species.FEEBAS ]);
game.move.select(Moves.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should call a random valid move if the user is asleep", async () => {
game.override.moveset([ Moves.SLEEP_TALK, Moves.DIG, Moves.FLY, Moves.SWORDS_DANCE ]); // Dig and Fly are invalid moves, Swords Dance should always be called
await game.classicMode.startBattle([ Species.FEEBAS ]);
game.move.select(Moves.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.getStatStage(Stat.ATK));
});
it("should apply secondary effects of a move", async () => {
game.override.moveset([ Moves.SLEEP_TALK, Moves.DIG, Moves.FLY, Moves.WOOD_HAMMER ]); // Dig and Fly are invalid moves, Wood Hammer should always be called
await game.classicMode.startBattle();
game.move.select(Moves.SLEEP_TALK);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!.isFullHp()).toBeFalsy(); // Wood Hammer recoil effect should be applied
});
});