[Test] Fix hyper beam and purify test rng (#3449)
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@ -33,6 +33,7 @@ describe("Moves - Hyper Beam", () => {
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game.override.enemySpecies(Species.SNORLAX);
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game.override.enemyAbility(Abilities.BALL_FETCH);
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game.override.enemyMoveset(Array(4).fill(Moves.SPLASH));
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game.override.enemyLevel(100);
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game.override.moveset([Moves.HYPER_BEAM, Moves.TACKLE]);
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vi.spyOn(allMoves[Moves.HYPER_BEAM], "accuracy", "get").mockReturnValue(100);
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@ -7,6 +7,8 @@ import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
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import { mockTurnOrder } from "../utils/testUtils";
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import { BattlerIndex } from "#app/battle.js";
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const TIMEOUT = 20 * 1000;
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@ -49,6 +51,7 @@ describe("Moves - Purify", () => {
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enemyPokemon.status = new Status(StatusEffect.BURN);
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game.doAttack(getMovePosition(game.scene, 0, Moves.PURIFY));
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await mockTurnOrder(game, [BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(enemyPokemon.status).toBeNull();
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@ -68,6 +71,7 @@ describe("Moves - Purify", () => {
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const playerInitialHp = playerPokemon.hp;
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game.doAttack(getMovePosition(game.scene, 0, Moves.PURIFY));
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await mockTurnOrder(game, [BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.phaseInterceptor.to(MoveEndPhase);
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expect(playerPokemon.hp).toBe(playerInitialHp);
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