'use strict'; const assert = require('./../../assert'); const common = require('./../../common'); let battle; describe('Fake Out', () => { afterEach(() => { battle.destroy(); }); it('should flinch on the first turn out', () => { battle = common.createBattle([[ { species: 'Chansey', ability: 'naturalcure', moves: ['fakeout'] }, ], [ { species: 'Venusaur', ability: 'overgrow', moves: ['swift'] }, ]]); battle.makeChoices('move fakeout', 'move swift'); assert.equal(battle.p1.active[0].hp, battle.p1.active[0].maxhp); }); it('should not flinch on the second turn out', () => { battle = common.createBattle([[ { species: 'Chansey', ability: 'naturalcure', moves: ['fakeout'] }, ], [ { species: 'Venusaur', ability: 'overgrow', moves: ['swift'] }, ]]); battle.makeChoices('move fakeout', 'move swift'); assert.equal(battle.p1.active[0].hp, battle.p1.active[0].maxhp); battle.makeChoices('move fakeout', 'move swift'); assert.notEqual(battle.p1.active[0].hp, battle.p1.active[0].maxhp); }); it('should flinch after switching out and back in to refresh the move', () => { battle = common.createBattle([[ { species: 'Chansey', ability: 'naturalcure', moves: ['fakeout'] }, { species: 'Blissey', ability: 'naturalcure', moves: ['fakeout'] }, ], [ { species: 'Venusaur', ability: 'overgrow', moves: ['swift', 'sleeptalk'] }, ]]); battle.makeChoices('move fakeout', 'move swift'); battle.makeChoices('switch 2', 'move sleeptalk'); battle.makeChoices('switch 2', 'move sleeptalk'); battle.makeChoices('move fakeout', 'move swift'); assert.equal(battle.p1.active[0].hp, battle.p1.active[0].maxhp); }); it('should not flinch if the user has already used a Dancer move first', () => { battle = common.createBattle([[ { species: 'Chansey', ability: 'naturalcure', moves: ['fakeout'] }, { species: 'Oricorio', ability: 'dancer', moves: ['fakeout'] }, ], [ { species: 'Venusaur', ability: 'overgrow', moves: ['swift', 'quiverdance'] }, ]]); battle.makeChoices('switch 2', 'move quiverdance'); battle.makeChoices('move fakeout', 'move swift'); assert.notEqual(battle.p1.active[0].hp, battle.p1.active[0].maxhp); }); it('should not flinch if the target had prepared to Focus Punch', () => { battle = common.createBattle([[ { species: 'Hitmontop', ability: 'steadfast', moves: ['fakeout'] }, ], [ { species: 'Gallade', ability: 'steadfast', moves: ['focuspunch'] }, ]]); battle.makeChoices(); assert.equal(battle.p2.active[0].boosts.spe, 0); }); });