[Test] Add test for final boss fight phase switch (#3847)
* implement test for final boss encounter phase switch * Update Eternatus tests & helper function * fix endless_boss test following GameManager update --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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@ -32,7 +32,7 @@ describe("Endless Boss", () => {
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it(`should spawn a minor boss every ${EndlessBossWave.Minor} waves in END biome in Endless`, async () => {
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game.override.startingWave(EndlessBossWave.Minor);
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await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.ENDLESS);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.ENDLESS);
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expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Minor);
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expect(game.scene.arena.biomeType).toBe(Biome.END);
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@ -44,7 +44,7 @@ describe("Endless Boss", () => {
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it(`should spawn a major boss every ${EndlessBossWave.Major} waves in END biome in Endless`, async () => {
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game.override.startingWave(EndlessBossWave.Major);
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await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.ENDLESS);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.ENDLESS);
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expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Major);
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expect(game.scene.arena.biomeType).toBe(Biome.END);
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@ -56,7 +56,7 @@ describe("Endless Boss", () => {
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it(`should spawn a minor boss every ${EndlessBossWave.Minor} waves in END biome in Spliced Endless`, async () => {
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game.override.startingWave(EndlessBossWave.Minor);
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await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.SPLICED_ENDLESS);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.SPLICED_ENDLESS);
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expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Minor);
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expect(game.scene.arena.biomeType).toBe(Biome.END);
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@ -68,7 +68,7 @@ describe("Endless Boss", () => {
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it(`should spawn a major boss every ${EndlessBossWave.Major} waves in END biome in Spliced Endless`, async () => {
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game.override.startingWave(EndlessBossWave.Major);
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await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.SPLICED_ENDLESS);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.SPLICED_ENDLESS);
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expect(game.scene.currentBattle.waveIndex).toBe(EndlessBossWave.Major);
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expect(game.scene.arena.biomeType).toBe(Biome.END);
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@ -80,7 +80,7 @@ describe("Endless Boss", () => {
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it(`should NOT spawn major or minor boss outside wave ${EndlessBossWave.Minor}s in END biome`, async () => {
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game.override.startingWave(EndlessBossWave.Minor - 1);
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await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.ENDLESS);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.ENDLESS);
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expect(game.scene.currentBattle.waveIndex).not.toBe(EndlessBossWave.Minor);
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expect(game.scene.getEnemyPokemon()!.species.speciesId).not.toBe(Species.ETERNATUS);
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@ -1,8 +1,13 @@
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import { StatusEffect } from "#app/data/status-effect";
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import { Abilities } from "#app/enums/abilities";
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import { Biome } from "#app/enums/biome";
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import { Moves } from "#app/enums/moves";
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import { Species } from "#app/enums/species";
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import { GameModes } from "#app/game-mode";
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import { TurnHeldItemTransferModifier } from "#app/modifier/modifier";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import GameManager from "./utils/gameManager";
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import { SPLASH_ONLY } from "./utils/testUtils";
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const FinalWave = {
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Classic: 200,
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@ -20,7 +25,13 @@ describe("Final Boss", () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override.startingWave(FinalWave.Classic).startingBiome(Biome.END).disableCrits();
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game.override
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.startingWave(FinalWave.Classic)
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.startingBiome(Biome.END)
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.disableCrits()
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.enemyMoveset(SPLASH_ONLY)
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.moveset([ Moves.SPLASH, Moves.WILL_O_WISP, Moves.DRAGON_PULSE ])
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.startingLevel(10000);
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});
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afterEach(() => {
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@ -28,7 +39,7 @@ describe("Final Boss", () => {
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});
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it("should spawn Eternatus on wave 200 in END biome", async () => {
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await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.CLASSIC);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
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expect(game.scene.currentBattle.waveIndex).toBe(FinalWave.Classic);
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expect(game.scene.arena.biomeType).toBe(Biome.END);
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@ -37,7 +48,7 @@ describe("Final Boss", () => {
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it("should NOT spawn Eternatus before wave 200 in END biome", async () => {
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game.override.startingWave(FinalWave.Classic - 1);
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await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.CLASSIC);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
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expect(game.scene.currentBattle.waveIndex).not.toBe(FinalWave.Classic);
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expect(game.scene.arena.biomeType).toBe(Biome.END);
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@ -46,7 +57,7 @@ describe("Final Boss", () => {
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it("should NOT spawn Eternatus outside of END biome", async () => {
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game.override.startingBiome(Biome.FOREST);
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await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.CLASSIC);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
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expect(game.scene.currentBattle.waveIndex).toBe(FinalWave.Classic);
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expect(game.scene.arena.biomeType).not.toBe(Biome.END);
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@ -54,12 +65,81 @@ describe("Final Boss", () => {
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});
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it("should not have passive enabled on Eternatus", async () => {
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await game.runToFinalBossEncounter(game, [Species.BIDOOF], GameModes.CLASSIC);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
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const eternatus = game.scene.getEnemyPokemon();
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expect(eternatus?.species.speciesId).toBe(Species.ETERNATUS);
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expect(eternatus?.hasPassive()).toBe(false);
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const eternatus = game.scene.getEnemyPokemon()!;
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expect(eternatus.species.speciesId).toBe(Species.ETERNATUS);
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expect(eternatus.hasPassive()).toBe(false);
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});
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it("should change form on direct hit down to last boss fragment", async () => {
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await game.runToFinalBossEncounter([Species.KYUREM], GameModes.CLASSIC);
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await game.phaseInterceptor.to("CommandPhase");
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// Eternatus phase 1
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const eternatus = game.scene.getEnemyPokemon()!;
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const phase1Hp = eternatus.getMaxHp();
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expect(eternatus.species.speciesId).toBe(Species.ETERNATUS);
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expect(eternatus.formIndex).toBe(0);
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expect(eternatus.bossSegments).toBe(4);
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expect(eternatus.bossSegmentIndex).toBe(3);
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game.move.select(Moves.DRAGON_PULSE);
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await game.toNextTurn();
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// Eternatus phase 2: changed form, healed and restored its shields
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expect(eternatus.species.speciesId).toBe(Species.ETERNATUS);
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expect(eternatus.hp).toBeGreaterThan(phase1Hp);
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expect(eternatus.hp).toBe(eternatus.getMaxHp());
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expect(eternatus.formIndex).toBe(1);
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expect(eternatus.bossSegments).toBe(5);
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expect(eternatus.bossSegmentIndex).toBe(4);
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const miniBlackHole = eternatus.getHeldItems().find(m => m instanceof TurnHeldItemTransferModifier);
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expect(miniBlackHole).toBeDefined();
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expect(miniBlackHole?.stackCount).toBe(1);
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});
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it("should change form on status damage down to last boss fragment", async () => {
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game.override.ability(Abilities.NO_GUARD);
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await game.runToFinalBossEncounter([Species.BIDOOF], GameModes.CLASSIC);
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await game.phaseInterceptor.to("CommandPhase");
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// Eternatus phase 1
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const eternatus = game.scene.getEnemyPokemon()!;
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const phase1Hp = eternatus.getMaxHp();
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expect(eternatus.species.speciesId).toBe(Species.ETERNATUS);
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expect(eternatus.formIndex).toBe(0);
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expect(eternatus.bossSegments).toBe(4);
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expect(eternatus.bossSegmentIndex).toBe(3);
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game.move.select(Moves.WILL_O_WISP);
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await game.toNextTurn();
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expect(eternatus.status?.effect).toBe(StatusEffect.BURN);
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const tickDamage = phase1Hp - eternatus.hp;
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const lastShieldHp = Math.ceil(phase1Hp / eternatus.bossSegments);
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// Stall until the burn is one hit away from breaking the last shield
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while (eternatus.hp - tickDamage > lastShieldHp) {
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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}
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expect(eternatus.bossSegmentIndex).toBe(1);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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// Eternatus phase 2: changed form, healed and restored its shields
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expect(eternatus.hp).toBeGreaterThan(phase1Hp);
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expect(eternatus.hp).toBe(eternatus.getMaxHp());
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expect(eternatus.status).toBeFalsy();
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expect(eternatus.formIndex).toBe(1);
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expect(eternatus.bossSegments).toBe(5);
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expect(eternatus.bossSegmentIndex).toBe(4);
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const miniBlackHole = eternatus.getHeldItems().find(m => m instanceof TurnHeldItemTransferModifier);
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expect(miniBlackHole).toBeDefined();
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expect(miniBlackHole?.stackCount).toBe(1);
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});
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it.todo("should change form on direct hit down to last boss fragment", () => {});
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});
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@ -6,6 +6,7 @@ import { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon";
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import Trainer from "#app/field/trainer";
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import { GameModes, getGameMode } from "#app/game-mode";
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import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type";
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import overrides from "#app/overrides";
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import { CommandPhase } from "#app/phases/command-phase";
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import { EncounterPhase } from "#app/phases/encounter-phase";
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import { FaintPhase } from "#app/phases/faint-phase";
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@ -148,28 +149,26 @@ export default class GameManager {
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* @param species
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* @param mode
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*/
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async runToFinalBossEncounter(game: GameManager, species: Species[], mode: GameModes) {
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async runToFinalBossEncounter(species: Species[], mode: GameModes) {
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console.log("===to final boss encounter===");
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await game.runToTitle();
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await this.runToTitle();
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game.onNextPrompt("TitlePhase", Mode.TITLE, () => {
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game.scene.gameMode = getGameMode(mode);
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const starters = generateStarter(game.scene, species);
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const selectStarterPhase = new SelectStarterPhase(game.scene);
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game.scene.pushPhase(new EncounterPhase(game.scene, false));
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this.onNextPrompt("TitlePhase", Mode.TITLE, () => {
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this.scene.gameMode = getGameMode(mode);
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const starters = generateStarter(this.scene, species);
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const selectStarterPhase = new SelectStarterPhase(this.scene);
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this.scene.pushPhase(new EncounterPhase(this.scene, false));
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selectStarterPhase.initBattle(starters);
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});
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game.onNextPrompt("EncounterPhase", Mode.MESSAGE, async () => {
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// This will skip all entry dialogue (I can't figure out a way to sequentially handle the 8 chained messages via 1 prompt handler)
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game.setMode(Mode.MESSAGE);
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const encounterPhase = game.scene.getCurrentPhase() as EncounterPhase;
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// This will consider all battle entry dialog as seens and skip them
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vi.spyOn(this.scene.ui, "shouldSkipDialogue").mockReturnValue(true);
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// No need to end phase, this will do it for you
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encounterPhase.doEncounterCommon(false);
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});
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if (overrides.OPP_HELD_ITEMS_OVERRIDE.length === 0) {
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this.removeEnemyHeldItems();
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}
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await game.phaseInterceptor.to(EncounterPhase, true);
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await this.phaseInterceptor.to(EncounterPhase);
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console.log("===finished run to final boss encounter===");
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}
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@ -317,10 +317,11 @@ export default class UI extends Phaser.GameObjects.Container {
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if (i18next.exists(keyOrText) ) {
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const i18nKey = keyOrText;
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hasi18n = true;
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text = i18next.t(i18nKey, { context: genderStr }); // override text with translation
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// Skip dialogue if the player has enabled the option and the dialogue has been already seen
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if (battleScene.skipSeenDialogues && battleScene.gameData.getSeenDialogues()[i18nKey] === true) {
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if (this.shouldSkipDialogue(i18nKey)) {
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console.log(`Dialogue ${i18nKey} skipped`);
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callback();
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return;
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