pokerogue/test/testUtils/gameManager.ts

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import { updateUserInfo } from "#app/account";
import { BattlerIndex } from "#app/battle";
import BattleScene from "#app/battle-scene";
import { getMoveTargets } from "#app/data/moves/move";
import type { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon";
import Trainer from "#app/field/trainer";
import { GameModes, getGameMode } from "#app/game-mode";
import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type";
import overrides from "#app/overrides";
import { CheckSwitchPhase } from "#app/phases/check-switch-phase";
import { CommandPhase } from "#app/phases/command-phase";
import { EncounterPhase } from "#app/phases/encounter-phase";
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
import { FaintPhase } from "#app/phases/faint-phase";
import { LoginPhase } from "#app/phases/login-phase";
import { MovePhase } from "#app/phases/move-phase";
import { MysteryEncounterPhase } from "#app/phases/mystery-encounter-phases";
import { NewBattlePhase } from "#app/phases/new-battle-phase";
import { SelectStarterPhase } from "#app/phases/select-starter-phase";
import type { SelectTargetPhase } from "#app/phases/select-target-phase";
import { TitlePhase } from "#app/phases/title-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import { TurnStartPhase } from "#app/phases/turn-start-phase";
import ErrorInterceptor from "#test/testUtils/errorInterceptor";
import type InputsHandler from "#test/testUtils/inputsHandler";
import type BallUiHandler from "#app/ui/ball-ui-handler";
import type BattleMessageUiHandler from "#app/ui/battle-message-ui-handler";
import type CommandUiHandler from "#app/ui/command-ui-handler";
import type ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler";
import type PartyUiHandler from "#app/ui/party-ui-handler";
import type TargetSelectUiHandler from "#app/ui/target-select-ui-handler";
import { Mode } from "#app/ui/ui";
import { isNullOrUndefined } from "#app/utils";
import { BattleStyle } from "#enums/battle-style";
import { Button } from "#enums/buttons";
import { ExpGainsSpeed } from "#enums/exp-gains-speed";
import { ExpNotification } from "#enums/exp-notification";
import type { Moves } from "#enums/moves";
import type { MysteryEncounterType } from "#enums/mystery-encounter-type";
import { PlayerGender } from "#enums/player-gender";
import type { Species } from "#enums/species";
import { generateStarter, waitUntil } from "#test/testUtils/gameManagerUtils";
import GameWrapper from "#test/testUtils/gameWrapper";
import { ChallengeModeHelper } from "#test/testUtils/helpers/challengeModeHelper";
import { ClassicModeHelper } from "#test/testUtils/helpers/classicModeHelper";
import { DailyModeHelper } from "#test/testUtils/helpers/dailyModeHelper";
import { ModifierHelper } from "#test/testUtils/helpers/modifiersHelper";
import { MoveHelper } from "#test/testUtils/helpers/moveHelper";
import { OverridesHelper } from "#test/testUtils/helpers/overridesHelper";
import { ReloadHelper } from "#test/testUtils/helpers/reloadHelper";
import { SettingsHelper } from "#test/testUtils/helpers/settingsHelper";
import PhaseInterceptor from "#test/testUtils/phaseInterceptor";
import TextInterceptor from "#test/testUtils/TextInterceptor";
import { AES, enc } from "crypto-js";
import fs from "node:fs";
import { expect, vi } from "vitest";
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
/**
* Class to manage the game state and transitions between phases.
*/
export default class GameManager {
public gameWrapper: GameWrapper;
public scene: BattleScene;
public phaseInterceptor: PhaseInterceptor;
public textInterceptor: TextInterceptor;
public inputsHandler: InputsHandler;
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public readonly override: OverridesHelper;
public readonly move: MoveHelper;
public readonly classicMode: ClassicModeHelper;
public readonly dailyMode: DailyModeHelper;
[Challenge] Inverse battle challenge (#3525) * add inverse battle challenge. refactoring type.ts for inverse battle challenge * update type integer -> number * add inverse battle condition to thunder wave, conversion 2. * add inverse_battle test code, add checking gameMode in runToSummon not to overwrite gameMode to CLASSIC always * update startBattle with isClassicMode default = true * add inverse achievement * fix achv validation condition * remove unnecessary new line * update defaultWidth 160 -> 200 * update locales * fix korean translation * fix korean translation2 * Update src/locales/de/achv.ts Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> * Update src/locales/de/challenges.ts Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> * Update src/locales/de/challenges.ts Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> * resize challenge description 96 -> 84 * update challenge select UI size. * revert font size to 84. update de translation * Update src/locales/fr/challenges.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/fr/achv.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/es/challenges.ts Co-authored-by: Asdar <asdargmng@gmail.com> * Update src/locales/fr/challenges.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/fr/achv.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/es/achv.ts Co-authored-by: Asdar <asdargmng@gmail.com> * Update src/locales/fr/achv.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * shrink de font size on achivement * set middle align to achv title * Update src/locales/zh_CN/achv.ts Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> * Update src/locales/zh_TW/achv.ts Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> * Update src/locales/zh_CN/challenges.ts Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> * Update src/locales/zh_TW/challenges.ts Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> * fix zh_TW ahiv.ts * fix import code on inverse battle test for updated phase * Update src/data/type.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * update requested changes * Update src/locales/pt_BR/achv.ts Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> * Update src/locales/pt_BR/achv.ts Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> * Update src/locales/pt_BR/challenges.ts Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> * [draft] update inverse battle apply function * change the way how to use applyChallenge for inverse type * resolve confilct * fix test codes * remove unnecessary multiplier variable and break codes * update getTypeDamageMultiplier argument type from `number` to `Type` * Fix inverse types tests (#1) * Fix Inverse Battle tests * Add timeout parameter to tests * update requested changes * update requested changes * update requested changes2 * update comments * Update src/test/utils/helpers/challengeModeHelper.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update src/test/utils/helpers/challengeModeHelper.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * fix mis pasted code * revert loadChallenge code for FreshStartChallenge * code refactoring * restore challenge.json lost translations * revert UI changes * revert unreverted newlines * Run History inclusion * requested changes from torranx * update WaterSuperEffectTypeMultiplierAttr for inverse battle matchup. * fix test code. adding flying press test code * update requested change from xavion3 * updated requested change from xavion 2 * update requested changes from xavion 3 * remove exception code which is not valid * attach partial mark to Freeze dry. requested by xavion * add missing game over phase code when we delete old phases.ts * fix test codes * merge conflict * fix achv condition * updated achv block condition. we don't want to change desc now * resolve conflict * Eternatus Moveset Tinkering * Cleaning it up --------- Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> Co-authored-by: Asdar <asdargmng@gmail.com> Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: frutescens <info@laptop>
2024-08-30 03:59:33 +09:00
public readonly challengeMode: ChallengeModeHelper;
Main -> Beta (#3635) * Fixed issue with falsy issue within condition to get a stat for IV scanner * add fix setting code to prevent form/variant bug when default form/variant setting is wrong. in addition, that fix code include gender fix, so i revert old gender fix. update wrong log message. * [Hotfix] Fix Memory Mushroom not showing relearner moves (#3619) * Fix Memory Mushroom not showing relearner moves * Fix rollout test * Rewrite player faint logic in FaintPhase (#3614) * 867 runerigus sprite (#3629) cropped static frames, fixed cropped sprite set runerigus exp to use the shiny exp's animation verified all hex colors are unchanged - fixed ultra necrozma exp front variant swapped arrays. - xatu female eye color fix * [Bug] Preventing the MBH from being stolen in Endless (#3630) * Endless MBH Fix * add import * Revert "add import" This reverts commit 814a4059c2830e972c348d698259535e117850bf. * Revert "Endless MBH Fix" This reverts commit 8eb448130132ff9eed614a2ec576926814008df0. * removed newline --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt> Co-authored-by: frutescens <info@laptop> * [Bug] Fix type-hints for immunity (#3620) * enable mock containers to be found by name * enable mock text to be found by name * add test coverage for type-hints Only for "immunity" and "status moves" * fix wrong message key of curse(ghost type) (#3631) Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt> * [Hotfix] Steal-able Mini Black Hole Pt 2 (#3632) * Still have no idea where Eternatus is given the MBH.... * typedocs --------- Co-authored-by: frutescens <info@laptop> * [Hotfix] Abilities that prevent ATK drops no longer stop other stat drops (#3624) * Abilities that prevent ATK drops no longer stop other stat drops * Apply suggestions from code review Co-authored-by: Mumble <kimjoanne@protonmail.com> * Add `isNullOrUndefined()` utility function --------- * Grip Claw now shows the proper pokemon nickname (#3634) Co-authored-by: frutescens <info@laptop> --------- Co-authored-by: Opaque02 <66582645+Opaque02@users.noreply.github.com> Co-authored-by: KimJeongSun <leo@atlaslabs.ai> Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt> Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> Co-authored-by: cam <lrlrliwoo@gmail.com> Co-authored-by: Mumble <kimjoanne@protonmail.com> Co-authored-by: frutescens <info@laptop> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: Enoch <enoch.jwsong@gmail.com> Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
2024-08-18 18:18:43 -07:00
public readonly settings: SettingsHelper;
public readonly reload: ReloadHelper;
[Daily] Daily standardization (#3776) * Disable Luck in Daily Runs If the Game Mode is Daily Run, the player's Luck is set to 0, and the Luck value is hidden. * Give free map in daily Adds a Map to the player's pool of starting items for Daily Runs. * Disable Eviolite in Daily Runs Disables Eviolite spawning in Daily Run mode. * Write shop test and add new overrides Adds new overrides that allow you to force content to be locked or unlocked These overrides were also added to the OverridesHelper to make them available to tests Adds a new check function for content unlocks, which returns `true` if it is overrode to be unlocked, `false` if it is overrode to be locked, and the unlock data mapped to a Boolean otherwise All existing checks (other than the ones that involve actually unlocking things) for unlockables have been changed to use this Added a pair of new exporting booleans, specifically for my test, that check if Eviolite or Mini Black Hole are in the loot table * Prevent shinies from altering runs Places variant rolls inside of an ExecuteWithSeedOffset block, using the current floor's RNG seed as the seed and the Pokémon's ID as the offset. --------- Co-authored-by: Leo Kim <47556641+KimJeongSun@users.noreply.github.com> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: Amani H. <109637146+xsn34kzx@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>
2024-09-26 04:39:59 -04:00
public readonly modifiers: ModifierHelper;
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
/**
* Creates an instance of GameManager.
* @param phaserGame - The Phaser game instance.
* @param bypassLogin - Whether to bypass the login phase.
*/
constructor(phaserGame: Phaser.Game, bypassLogin = true) {
localStorage.clear();
ErrorInterceptor.getInstance().clear();
BattleScene.prototype.randBattleSeedInt = (range, min = 0) => min + range - 1; // This simulates a max roll
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
this.gameWrapper = new GameWrapper(phaserGame, bypassLogin);
this.scene = new BattleScene();
this.phaseInterceptor = new PhaseInterceptor(this.scene);
this.textInterceptor = new TextInterceptor(this.scene);
this.gameWrapper.setScene(this.scene);
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this.override = new OverridesHelper(this);
this.move = new MoveHelper(this);
this.classicMode = new ClassicModeHelper(this);
this.dailyMode = new DailyModeHelper(this);
[Challenge] Inverse battle challenge (#3525) * add inverse battle challenge. refactoring type.ts for inverse battle challenge * update type integer -> number * add inverse battle condition to thunder wave, conversion 2. * add inverse_battle test code, add checking gameMode in runToSummon not to overwrite gameMode to CLASSIC always * update startBattle with isClassicMode default = true * add inverse achievement * fix achv validation condition * remove unnecessary new line * update defaultWidth 160 -> 200 * update locales * fix korean translation * fix korean translation2 * Update src/locales/de/achv.ts Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> * Update src/locales/de/challenges.ts Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> * Update src/locales/de/challenges.ts Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> * resize challenge description 96 -> 84 * update challenge select UI size. * revert font size to 84. update de translation * Update src/locales/fr/challenges.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/fr/achv.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/es/challenges.ts Co-authored-by: Asdar <asdargmng@gmail.com> * Update src/locales/fr/challenges.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/fr/achv.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/es/achv.ts Co-authored-by: Asdar <asdargmng@gmail.com> * Update src/locales/fr/achv.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * shrink de font size on achivement * set middle align to achv title * Update src/locales/zh_CN/achv.ts Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> * Update src/locales/zh_TW/achv.ts Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> * Update src/locales/zh_CN/challenges.ts Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> * Update src/locales/zh_TW/challenges.ts Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> * fix zh_TW ahiv.ts * fix import code on inverse battle test for updated phase * Update src/data/type.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * update requested changes * Update src/locales/pt_BR/achv.ts Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> * Update src/locales/pt_BR/achv.ts Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> * Update src/locales/pt_BR/challenges.ts Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> * [draft] update inverse battle apply function * change the way how to use applyChallenge for inverse type * resolve confilct * fix test codes * remove unnecessary multiplier variable and break codes * update getTypeDamageMultiplier argument type from `number` to `Type` * Fix inverse types tests (#1) * Fix Inverse Battle tests * Add timeout parameter to tests * update requested changes * update requested changes * update requested changes2 * update comments * Update src/test/utils/helpers/challengeModeHelper.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update src/test/utils/helpers/challengeModeHelper.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * fix mis pasted code * revert loadChallenge code for FreshStartChallenge * code refactoring * restore challenge.json lost translations * revert UI changes * revert unreverted newlines * Run History inclusion * requested changes from torranx * update WaterSuperEffectTypeMultiplierAttr for inverse battle matchup. * fix test code. adding flying press test code * update requested change from xavion3 * updated requested change from xavion 2 * update requested changes from xavion 3 * remove exception code which is not valid * attach partial mark to Freeze dry. requested by xavion * add missing game over phase code when we delete old phases.ts * fix test codes * merge conflict * fix achv condition * updated achv block condition. we don't want to change desc now * resolve conflict * Eternatus Moveset Tinkering * Cleaning it up --------- Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> Co-authored-by: Asdar <asdargmng@gmail.com> Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: frutescens <info@laptop>
2024-08-30 03:59:33 +09:00
this.challengeMode = new ChallengeModeHelper(this);
Main -> Beta (#3635) * Fixed issue with falsy issue within condition to get a stat for IV scanner * add fix setting code to prevent form/variant bug when default form/variant setting is wrong. in addition, that fix code include gender fix, so i revert old gender fix. update wrong log message. * [Hotfix] Fix Memory Mushroom not showing relearner moves (#3619) * Fix Memory Mushroom not showing relearner moves * Fix rollout test * Rewrite player faint logic in FaintPhase (#3614) * 867 runerigus sprite (#3629) cropped static frames, fixed cropped sprite set runerigus exp to use the shiny exp's animation verified all hex colors are unchanged - fixed ultra necrozma exp front variant swapped arrays. - xatu female eye color fix * [Bug] Preventing the MBH from being stolen in Endless (#3630) * Endless MBH Fix * add import * Revert "add import" This reverts commit 814a4059c2830e972c348d698259535e117850bf. * Revert "Endless MBH Fix" This reverts commit 8eb448130132ff9eed614a2ec576926814008df0. * removed newline --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt> Co-authored-by: frutescens <info@laptop> * [Bug] Fix type-hints for immunity (#3620) * enable mock containers to be found by name * enable mock text to be found by name * add test coverage for type-hints Only for "immunity" and "status moves" * fix wrong message key of curse(ghost type) (#3631) Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt> * [Hotfix] Steal-able Mini Black Hole Pt 2 (#3632) * Still have no idea where Eternatus is given the MBH.... * typedocs --------- Co-authored-by: frutescens <info@laptop> * [Hotfix] Abilities that prevent ATK drops no longer stop other stat drops (#3624) * Abilities that prevent ATK drops no longer stop other stat drops * Apply suggestions from code review Co-authored-by: Mumble <kimjoanne@protonmail.com> * Add `isNullOrUndefined()` utility function --------- * Grip Claw now shows the proper pokemon nickname (#3634) Co-authored-by: frutescens <info@laptop> --------- Co-authored-by: Opaque02 <66582645+Opaque02@users.noreply.github.com> Co-authored-by: KimJeongSun <leo@atlaslabs.ai> Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt> Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> Co-authored-by: cam <lrlrliwoo@gmail.com> Co-authored-by: Mumble <kimjoanne@protonmail.com> Co-authored-by: frutescens <info@laptop> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: Enoch <enoch.jwsong@gmail.com> Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
2024-08-18 18:18:43 -07:00
this.settings = new SettingsHelper(this);
this.reload = new ReloadHelper(this);
[Daily] Daily standardization (#3776) * Disable Luck in Daily Runs If the Game Mode is Daily Run, the player's Luck is set to 0, and the Luck value is hidden. * Give free map in daily Adds a Map to the player's pool of starting items for Daily Runs. * Disable Eviolite in Daily Runs Disables Eviolite spawning in Daily Run mode. * Write shop test and add new overrides Adds new overrides that allow you to force content to be locked or unlocked These overrides were also added to the OverridesHelper to make them available to tests Adds a new check function for content unlocks, which returns `true` if it is overrode to be unlocked, `false` if it is overrode to be locked, and the unlock data mapped to a Boolean otherwise All existing checks (other than the ones that involve actually unlocking things) for unlockables have been changed to use this Added a pair of new exporting booleans, specifically for my test, that check if Eviolite or Mini Black Hole are in the loot table * Prevent shinies from altering runs Places variant rolls inside of an ExecuteWithSeedOffset block, using the current floor's RNG seed as the seed and the Pokémon's ID as the offset. --------- Co-authored-by: Leo Kim <47556641+KimJeongSun@users.noreply.github.com> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: Amani H. <109637146+xsn34kzx@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>
2024-09-26 04:39:59 -04:00
this.modifiers = new ModifierHelper(this);
[Feature] Add Mystery Encounters to the game (#3938) * add .github/workflows/mystery-event.yml * update mystery-event.yml * mystery encounters: resolve review comments: Lost at Sea: -fix typo in handlePokemonGuidingYouPhase function Mysterious Chest: - remove obsolete commented code mystery-encounter.ts - remove unused `onDone` field from MysteryEncounterBuilder * fix typo in CanLearnMoveRequirementOptions * remove redundance from Pokemon.isAllowedInBattle() * chore: jsdoc formatting * fix lost-at-sea tests * add fallback for biomeMysteryEncounters if empty * lost-at-sea-encounter: fix and extend tests * move "battle:fainted" into `koPlayerPokemon` * add retries to quick-draw tests * fix lost-at-sea-encounter tests * clean up battle animation logic * Update and rename mystery-event.yml to mystery-events.yml * Update mystery-events.yml * Fix typo * Update mystery-events.yml Fix debug runs * clean up unit tests and utils * attach github issues to all encounter jsdocs * start dialogue refactor * update sleeping snorlax encounter * migrate encounters dialogue to new format * cleanup and add jsdocs * finish fiery fallout encounter * fix unit test breaks * add skeleton tests to fiery fallout * commit latest test changes * finish unit tests for fiery fallout * bug fix for empty modifier shop * stash working changes * stash changes * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/battle-anims.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * nit updates and cleanup * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * add jsdocs and more cleanup * add more jsdoc * add the strong stuff encounter * add the strong stuff encounter and more unit tests * cleanup container length checks in ME ui * add retries to tests * add retries to tests * fix trainer wave disable override * add shuckle juice modifier * add dialogue bug fixes * add dialogue bug fixes * add pokemon salesman encounter and affects pokedex UI display * add unit tests for pokemon salesman * temp stash * add offer you can't refuse * add unit tests for offer you can't refuse encounter * remove unnecessary prompt handlers * add tests for disabled encounter options * add delibird-y encounter * add delibird-y encounter * add absolute avarice encounter * finish absolute avarice encounter * add unit tests and enhancements for item overrides in tests * fix unit test * cleanup absolute avarice PR * small bug fixes with latest sync from main * update visuals loading for safari and stat trainer visuals * update visuals loading for safari and stat trainer visuals * update a trainer's test encounter and add unit tests * add Trash to Treasure encounter * clean up trash to treasure encounter * clean up trash to treasure encounter * add berries abound encounter * start clowning around encounter * first implementation pass at clowning around * add unit tests for clowning around * add unit tests for clowning around * clean up ME unit tests * clean up unit tests * update unit tests * add part timer and dancing lessons encounters * add unit tests for Dancing Lessons and Part-Timer * reordered biome list and adjusted redirection for project and labels * Add Weird Dream encounter and slight reworks to Berries Abound/Fight or Flight * adjusting yml to match new labels * fix yml whoopsie * Expanded 'Weird Dream' banlist and fixed a bug with the BST bump range * adds Winstrate Challenge mystery encounter * small cleanup for winstrates * add unit tests for Winstrate Challenge * fix pokemon not returning after winstrate battle * commit latest beta merge updates * fix ME null checks and unit tests with beta update * fix ME null checks and unit tests with beta update * MEs to pokerogue beta branch * test dialogue changes * test patch fix * test patch fix * test patch fix * adds teleporting hijinks encounter * add unit tests for Teleporting Hijinks * small change to teleporting hijinks dialogue * migrate ME translations to json * add retries to berries-abound.Option1: should reward the player with X berries based on wave * add missing ME dialogue back in * revert template changes * add ME unique trainer dialogue to both dialogue jsons * fix hanging comma in json * fix broken imports * resolve lint issues * fix flaky test * balance tweaks to a few MEs, updates to bug superfan * add unit tests for Bug-Type Superfan and clean up dialogue * Adds Fun and Games mystery encounter * add unit tests for Fun and Games encounter * update jsdoc * small ME balance changes * small ME balance changes * Adds Uncommon Breed ME and misc. ME bug fixes * Update getFinalSessionData() to collect Mystery Encounter data * adds GTS encounter * various ME bug fixes and balance changes * latest ME bug fixes * clean up GTS Encounter and add unit tests * small cleanup to MEs branch * add BGM music names for ME music * bug fixes and balance changes for MEs * ME data schema updates * balance changes and bug fixes to MEs * balance changes and bug fixes to MEs * update tests for MEs * add jsdoc to party exp function * dialogue updates and test fixes for MEs * dialogue updates and test fixes for MEs * PR suggestions and fixees * stash PR feedback and bugfixes * fix all tests for MEs and cleanup * PR feedback * update flaky ME test * update tests, bug fix MEs, and sprite assets * remove unintentional console log * re-enable stubbed function for Phaser text styling * handle undefined introVisuals properly * PR feedback from NightKev * disable Uncommon Breed tests * locales updates and bug fixes for safari zone * more PR feedback and update field trip with Rarer Candy * fix unit test * Change how reroll button gets disabled in Modifier Shop Phase * update continue button text logic * Update src/ui/modifier-select-ui-handler.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * fix money formatting and some nits * more nits * more nits * update ME tsdocs with links * update ME tsdocs with links --------- Co-authored-by: Felix Staud <felix.staud@headwire.com> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: ImperialSympathizer <imperialsympathizer@gmail.com> Co-authored-by: InnocentGameDev <asdargmng@gmail.com> Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
2024-09-13 22:05:58 -04:00
// Disables Mystery Encounters on all tests (can be overridden at test level)
this.override.mysteryEncounterChance(0);
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
}
/**
* Sets the game mode.
* @param mode - The mode to set.
*/
setMode(mode: Mode) {
this.scene.ui?.setMode(mode);
}
/**
* Waits until the specified mode is set.
* @param mode - The mode to wait for.
* @returns A promise that resolves when the mode is set.
*/
waitMode(mode: Mode): Promise<void> {
return new Promise(async resolve => {
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
await waitUntil(() => this.scene.ui?.getMode() === mode);
return resolve();
});
}
/**
* Ends the current phase.
*/
endPhase() {
[Refactor] use typescript `strict-null` (#3259) * TS: enable strict-null * fix battle-scene.ts * fix voucher.ts * adapt more files to strict-null * adapt more files to strict-null ( 2) * adapt ability.ts to strict-null * adapt `arena.ts` to strict-null * adapt TagAddedEvent constructor to strict-null * adapt phases.ts.to strict-null * adapt status-effect.ts to strict-null * adapt `account.ts` to strict-null * adapt `configHandler.ts` to strict-null * adapt `ability.ts` to strict-null * adapt `biomes.ts` to strict-null * adapt `challenge.ts` to strict-null * adapt `daily-run.ts` to strict-null * adapt `nature.ts` to strict-null * adapt `pokemon-forms.ts` to strict-null * adapt `tainer-names.ts` to strict-null * adapt `types.ts` to strict-null * adapt `weather.ts` to strict-null * adapt `egg-hatch-phase.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `pokemon-sprite-sparkle-handler.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `game-mode.ts` to strict-null * adapt `utils.ts` to strict-null * adapt `voucher-ui-handler.ts` to strict-null * adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null * adapt `src/ui/ui.ts` to strict-null * adapt `src/ui/ui-theme.ts` to strict-null * adapt `src/ui/title-ui-handler.ts` to strict-null * adapt `src/ui/time-of-day-widget.ts` to strict-null * adapt `src/ui/text.ts` to strict-null * adapt `src/ui/target-select-ui-handler.ts` to strict-null * adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null * adapt more files to strict-null (3) * adapt more files to strict-null (4) * adapt more files (mostly tests) to strict-null (5) * adapt more files to strict-null (6) * adapt more files to strict-null (7) * Update `src/data/pokemon-evolutions.ts` for strict-null Partial update `src/data/pokemon-species.ts` for strict-null * adapt more files to strict-null (8) * adapt more files to strict-null (9) * Strict some more nulls (still a few errors remaining) * adapt rest of the files to strict-null (9) * fix tests (check for null instead of undefined) * repalce a lot of `??` with bangs And added TODO notice as usual * fix more tests * all tests pass now * fix broken game-loop after trainer battle add some console.warn for missing cases and falling back to default * remove guessed fallback from utils.rgbHexToRgba * add TODO for this.currentBattle = null * adjust getPokemonById() return to include `null` * fix compilation errors * add test for pokemon.trySetStatus * `chanceMultiplier` shouldn't be optional * allow `null` for currentPhase * adjust hasExpSprite logic for no keymatch found * reduce bang usage in account.updateUserInfo() * fix new strict-null issues after merge * fix `strict-null` issues in dropdown.ts and sand_spit.test.ts * fix egg-gacha * adapt gul_missile.test.ts to strict-null * fix move.ts strict-null * fix i18n.ts strict-null * fix strict-null issues * fix baton_pass test after accidentially breaking it * chore: fix compiler errors * revert accidential changes in baton_pass.test.ts --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-08-07 09:23:12 -07:00
this.scene.getCurrentPhase()?.end();
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
}
/**
* Adds an action to be executed on the next prompt.
* This can be used to (among other things) simulate inputs or run functions mid-phase.
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
* @param phaseTarget - The target phase.
* @param mode - The mode to wait for.
* @param callback - The callback function to execute on next prompt.
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
* @param expireFn - Optional function to determine if the prompt has expired.
*/
onNextPrompt(
phaseTarget: string,
mode: Mode,
callback: () => void,
expireFn?: () => void,
awaitingActionInput = false,
) {
this.phaseInterceptor.addToNextPrompt(phaseTarget, mode, callback, expireFn, awaitingActionInput);
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
}
/**
* Runs the game to the title phase.
* @returns A promise that resolves when the title phase is reached.
*/
async runToTitle(): Promise<void> {
await this.phaseInterceptor.whenAboutToRun(LoginPhase);
this.phaseInterceptor.pop();
await this.phaseInterceptor.run(TitlePhase);
this.scene.gameSpeed = 5;
this.scene.moveAnimations = false;
this.scene.showLevelUpStats = false;
this.scene.expGainsSpeed = ExpGainsSpeed.SKIP;
this.scene.expParty = ExpNotification.SKIP;
this.scene.hpBarSpeed = 3;
this.scene.enableTutorials = false;
this.scene.gameData.gender = PlayerGender.MALE; // set initial player gender
this.scene.battleStyle = this.settings.battleStyle;
this.scene.fieldVolume = 0;
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
}
/**
* Helper function to run to the final boss encounter as it's a bit tricky due to extra dialogue
* Also handles Major/Minor bosses from endless modes
* @param game - The game manager
* @param species
* @param mode
*/
async runToFinalBossEncounter(species: Species[], mode: GameModes) {
console.log("===to final boss encounter===");
await this.runToTitle();
this.onNextPrompt("TitlePhase", Mode.TITLE, () => {
this.scene.gameMode = getGameMode(mode);
const starters = generateStarter(this.scene, species);
const selectStarterPhase = new SelectStarterPhase();
this.scene.pushPhase(new EncounterPhase(false));
selectStarterPhase.initBattle(starters);
});
// This will consider all battle entry dialog as seens and skip them
vi.spyOn(this.scene.ui, "shouldSkipDialogue").mockReturnValue(true);
if (overrides.OPP_HELD_ITEMS_OVERRIDE.length === 0) {
this.removeEnemyHeldItems();
}
await this.phaseInterceptor.to(EncounterPhase);
console.log("===finished run to final boss encounter===");
}
[Feature] Add Mystery Encounters to the game (#3938) * add .github/workflows/mystery-event.yml * update mystery-event.yml * mystery encounters: resolve review comments: Lost at Sea: -fix typo in handlePokemonGuidingYouPhase function Mysterious Chest: - remove obsolete commented code mystery-encounter.ts - remove unused `onDone` field from MysteryEncounterBuilder * fix typo in CanLearnMoveRequirementOptions * remove redundance from Pokemon.isAllowedInBattle() * chore: jsdoc formatting * fix lost-at-sea tests * add fallback for biomeMysteryEncounters if empty * lost-at-sea-encounter: fix and extend tests * move "battle:fainted" into `koPlayerPokemon` * add retries to quick-draw tests * fix lost-at-sea-encounter tests * clean up battle animation logic * Update and rename mystery-event.yml to mystery-events.yml * Update mystery-events.yml * Fix typo * Update mystery-events.yml Fix debug runs * clean up unit tests and utils * attach github issues to all encounter jsdocs * start dialogue refactor * update sleeping snorlax encounter * migrate encounters dialogue to new format * cleanup and add jsdocs * finish fiery fallout encounter * fix unit test breaks * add skeleton tests to fiery fallout * commit latest test changes * finish unit tests for fiery fallout * bug fix for empty modifier shop * stash working changes * stash changes * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/battle-anims.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * nit updates and cleanup * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * add jsdocs and more cleanup * add more jsdoc * add the strong stuff encounter * add the strong stuff encounter and more unit tests * cleanup container length checks in ME ui * add retries to tests * add retries to tests * fix trainer wave disable override * add shuckle juice modifier * add dialogue bug fixes * add dialogue bug fixes * add pokemon salesman encounter and affects pokedex UI display * add unit tests for pokemon salesman * temp stash * add offer you can't refuse * add unit tests for offer you can't refuse encounter * remove unnecessary prompt handlers * add tests for disabled encounter options * add delibird-y encounter * add delibird-y encounter * add absolute avarice encounter * finish absolute avarice encounter * add unit tests and enhancements for item overrides in tests * fix unit test * cleanup absolute avarice PR * small bug fixes with latest sync from main * update visuals loading for safari and stat trainer visuals * update visuals loading for safari and stat trainer visuals * update a trainer's test encounter and add unit tests * add Trash to Treasure encounter * clean up trash to treasure encounter * clean up trash to treasure encounter * add berries abound encounter * start clowning around encounter * first implementation pass at clowning around * add unit tests for clowning around * add unit tests for clowning around * clean up ME unit tests * clean up unit tests * update unit tests * add part timer and dancing lessons encounters * add unit tests for Dancing Lessons and Part-Timer * reordered biome list and adjusted redirection for project and labels * Add Weird Dream encounter and slight reworks to Berries Abound/Fight or Flight * adjusting yml to match new labels * fix yml whoopsie * Expanded 'Weird Dream' banlist and fixed a bug with the BST bump range * adds Winstrate Challenge mystery encounter * small cleanup for winstrates * add unit tests for Winstrate Challenge * fix pokemon not returning after winstrate battle * commit latest beta merge updates * fix ME null checks and unit tests with beta update * fix ME null checks and unit tests with beta update * MEs to pokerogue beta branch * test dialogue changes * test patch fix * test patch fix * test patch fix * adds teleporting hijinks encounter * add unit tests for Teleporting Hijinks * small change to teleporting hijinks dialogue * migrate ME translations to json * add retries to berries-abound.Option1: should reward the player with X berries based on wave * add missing ME dialogue back in * revert template changes * add ME unique trainer dialogue to both dialogue jsons * fix hanging comma in json * fix broken imports * resolve lint issues * fix flaky test * balance tweaks to a few MEs, updates to bug superfan * add unit tests for Bug-Type Superfan and clean up dialogue * Adds Fun and Games mystery encounter * add unit tests for Fun and Games encounter * update jsdoc * small ME balance changes * small ME balance changes * Adds Uncommon Breed ME and misc. ME bug fixes * Update getFinalSessionData() to collect Mystery Encounter data * adds GTS encounter * various ME bug fixes and balance changes * latest ME bug fixes * clean up GTS Encounter and add unit tests * small cleanup to MEs branch * add BGM music names for ME music * bug fixes and balance changes for MEs * ME data schema updates * balance changes and bug fixes to MEs * balance changes and bug fixes to MEs * update tests for MEs * add jsdoc to party exp function * dialogue updates and test fixes for MEs * dialogue updates and test fixes for MEs * PR suggestions and fixees * stash PR feedback and bugfixes * fix all tests for MEs and cleanup * PR feedback * update flaky ME test * update tests, bug fix MEs, and sprite assets * remove unintentional console log * re-enable stubbed function for Phaser text styling * handle undefined introVisuals properly * PR feedback from NightKev * disable Uncommon Breed tests * locales updates and bug fixes for safari zone * more PR feedback and update field trip with Rarer Candy * fix unit test * Change how reroll button gets disabled in Modifier Shop Phase * update continue button text logic * Update src/ui/modifier-select-ui-handler.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * fix money formatting and some nits * more nits * more nits * update ME tsdocs with links * update ME tsdocs with links --------- Co-authored-by: Felix Staud <felix.staud@headwire.com> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: ImperialSympathizer <imperialsympathizer@gmail.com> Co-authored-by: InnocentGameDev <asdargmng@gmail.com> Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
2024-09-13 22:05:58 -04:00
/**
* Runs the game to a mystery encounter phase.
* @param encounterType if specified, will expect encounter to have been spawned
* @param species Optional array of species for party.
* @returns A promise that resolves when the EncounterPhase ends.
*/
async runToMysteryEncounter(encounterType?: MysteryEncounterType, species?: Species[]) {
if (!isNullOrUndefined(encounterType)) {
this.override.disableTrainerWaves();
this.override.mysteryEncounter(encounterType);
[Feature] Add Mystery Encounters to the game (#3938) * add .github/workflows/mystery-event.yml * update mystery-event.yml * mystery encounters: resolve review comments: Lost at Sea: -fix typo in handlePokemonGuidingYouPhase function Mysterious Chest: - remove obsolete commented code mystery-encounter.ts - remove unused `onDone` field from MysteryEncounterBuilder * fix typo in CanLearnMoveRequirementOptions * remove redundance from Pokemon.isAllowedInBattle() * chore: jsdoc formatting * fix lost-at-sea tests * add fallback for biomeMysteryEncounters if empty * lost-at-sea-encounter: fix and extend tests * move "battle:fainted" into `koPlayerPokemon` * add retries to quick-draw tests * fix lost-at-sea-encounter tests * clean up battle animation logic * Update and rename mystery-event.yml to mystery-events.yml * Update mystery-events.yml * Fix typo * Update mystery-events.yml Fix debug runs * clean up unit tests and utils * attach github issues to all encounter jsdocs * start dialogue refactor * update sleeping snorlax encounter * migrate encounters dialogue to new format * cleanup and add jsdocs * finish fiery fallout encounter * fix unit test breaks * add skeleton tests to fiery fallout * commit latest test changes * finish unit tests for fiery fallout * bug fix for empty modifier shop * stash working changes * stash changes * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/battle-anims.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * nit updates and cleanup * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * add jsdocs and more cleanup * add more jsdoc * add the strong stuff encounter * add the strong stuff encounter and more unit tests * cleanup container length checks in ME ui * add retries to tests * add retries to tests * fix trainer wave disable override * add shuckle juice modifier * add dialogue bug fixes * add dialogue bug fixes * add pokemon salesman encounter and affects pokedex UI display * add unit tests for pokemon salesman * temp stash * add offer you can't refuse * add unit tests for offer you can't refuse encounter * remove unnecessary prompt handlers * add tests for disabled encounter options * add delibird-y encounter * add delibird-y encounter * add absolute avarice encounter * finish absolute avarice encounter * add unit tests and enhancements for item overrides in tests * fix unit test * cleanup absolute avarice PR * small bug fixes with latest sync from main * update visuals loading for safari and stat trainer visuals * update visuals loading for safari and stat trainer visuals * update a trainer's test encounter and add unit tests * add Trash to Treasure encounter * clean up trash to treasure encounter * clean up trash to treasure encounter * add berries abound encounter * start clowning around encounter * first implementation pass at clowning around * add unit tests for clowning around * add unit tests for clowning around * clean up ME unit tests * clean up unit tests * update unit tests * add part timer and dancing lessons encounters * add unit tests for Dancing Lessons and Part-Timer * reordered biome list and adjusted redirection for project and labels * Add Weird Dream encounter and slight reworks to Berries Abound/Fight or Flight * adjusting yml to match new labels * fix yml whoopsie * Expanded 'Weird Dream' banlist and fixed a bug with the BST bump range * adds Winstrate Challenge mystery encounter * small cleanup for winstrates * add unit tests for Winstrate Challenge * fix pokemon not returning after winstrate battle * commit latest beta merge updates * fix ME null checks and unit tests with beta update * fix ME null checks and unit tests with beta update * MEs to pokerogue beta branch * test dialogue changes * test patch fix * test patch fix * test patch fix * adds teleporting hijinks encounter * add unit tests for Teleporting Hijinks * small change to teleporting hijinks dialogue * migrate ME translations to json * add retries to berries-abound.Option1: should reward the player with X berries based on wave * add missing ME dialogue back in * revert template changes * add ME unique trainer dialogue to both dialogue jsons * fix hanging comma in json * fix broken imports * resolve lint issues * fix flaky test * balance tweaks to a few MEs, updates to bug superfan * add unit tests for Bug-Type Superfan and clean up dialogue * Adds Fun and Games mystery encounter * add unit tests for Fun and Games encounter * update jsdoc * small ME balance changes * small ME balance changes * Adds Uncommon Breed ME and misc. ME bug fixes * Update getFinalSessionData() to collect Mystery Encounter data * adds GTS encounter * various ME bug fixes and balance changes * latest ME bug fixes * clean up GTS Encounter and add unit tests * small cleanup to MEs branch * add BGM music names for ME music * bug fixes and balance changes for MEs * ME data schema updates * balance changes and bug fixes to MEs * balance changes and bug fixes to MEs * update tests for MEs * add jsdoc to party exp function * dialogue updates and test fixes for MEs * dialogue updates and test fixes for MEs * PR suggestions and fixees * stash PR feedback and bugfixes * fix all tests for MEs and cleanup * PR feedback * update flaky ME test * update tests, bug fix MEs, and sprite assets * remove unintentional console log * re-enable stubbed function for Phaser text styling * handle undefined introVisuals properly * PR feedback from NightKev * disable Uncommon Breed tests * locales updates and bug fixes for safari zone * more PR feedback and update field trip with Rarer Candy * fix unit test * Change how reroll button gets disabled in Modifier Shop Phase * update continue button text logic * Update src/ui/modifier-select-ui-handler.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * fix money formatting and some nits * more nits * more nits * update ME tsdocs with links * update ME tsdocs with links --------- Co-authored-by: Felix Staud <felix.staud@headwire.com> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: ImperialSympathizer <imperialsympathizer@gmail.com> Co-authored-by: InnocentGameDev <asdargmng@gmail.com> Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
2024-09-13 22:05:58 -04:00
}
await this.runToTitle();
this.onNextPrompt(
"TitlePhase",
Mode.TITLE,
() => {
this.scene.gameMode = getGameMode(GameModes.CLASSIC);
const starters = generateStarter(this.scene, species);
const selectStarterPhase = new SelectStarterPhase();
this.scene.pushPhase(new EncounterPhase(false));
selectStarterPhase.initBattle(starters);
},
() => this.isCurrentPhase(EncounterPhase),
);
this.onNextPrompt(
"EncounterPhase",
Mode.MESSAGE,
() => {
const handler = this.scene.ui.getHandler() as BattleMessageUiHandler;
handler.processInput(Button.ACTION);
},
() => this.isCurrentPhase(MysteryEncounterPhase),
true,
);
[Feature] Add Mystery Encounters to the game (#3938) * add .github/workflows/mystery-event.yml * update mystery-event.yml * mystery encounters: resolve review comments: Lost at Sea: -fix typo in handlePokemonGuidingYouPhase function Mysterious Chest: - remove obsolete commented code mystery-encounter.ts - remove unused `onDone` field from MysteryEncounterBuilder * fix typo in CanLearnMoveRequirementOptions * remove redundance from Pokemon.isAllowedInBattle() * chore: jsdoc formatting * fix lost-at-sea tests * add fallback for biomeMysteryEncounters if empty * lost-at-sea-encounter: fix and extend tests * move "battle:fainted" into `koPlayerPokemon` * add retries to quick-draw tests * fix lost-at-sea-encounter tests * clean up battle animation logic * Update and rename mystery-event.yml to mystery-events.yml * Update mystery-events.yml * Fix typo * Update mystery-events.yml Fix debug runs * clean up unit tests and utils * attach github issues to all encounter jsdocs * start dialogue refactor * update sleeping snorlax encounter * migrate encounters dialogue to new format * cleanup and add jsdocs * finish fiery fallout encounter * fix unit test breaks * add skeleton tests to fiery fallout * commit latest test changes * finish unit tests for fiery fallout * bug fix for empty modifier shop * stash working changes * stash changes * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/battle-anims.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * nit updates and cleanup * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * add jsdocs and more cleanup * add more jsdoc * add the strong stuff encounter * add the strong stuff encounter and more unit tests * cleanup container length checks in ME ui * add retries to tests * add retries to tests * fix trainer wave disable override * add shuckle juice modifier * add dialogue bug fixes * add dialogue bug fixes * add pokemon salesman encounter and affects pokedex UI display * add unit tests for pokemon salesman * temp stash * add offer you can't refuse * add unit tests for offer you can't refuse encounter * remove unnecessary prompt handlers * add tests for disabled encounter options * add delibird-y encounter * add delibird-y encounter * add absolute avarice encounter * finish absolute avarice encounter * add unit tests and enhancements for item overrides in tests * fix unit test * cleanup absolute avarice PR * small bug fixes with latest sync from main * update visuals loading for safari and stat trainer visuals * update visuals loading for safari and stat trainer visuals * update a trainer's test encounter and add unit tests * add Trash to Treasure encounter * clean up trash to treasure encounter * clean up trash to treasure encounter * add berries abound encounter * start clowning around encounter * first implementation pass at clowning around * add unit tests for clowning around * add unit tests for clowning around * clean up ME unit tests * clean up unit tests * update unit tests * add part timer and dancing lessons encounters * add unit tests for Dancing Lessons and Part-Timer * reordered biome list and adjusted redirection for project and labels * Add Weird Dream encounter and slight reworks to Berries Abound/Fight or Flight * adjusting yml to match new labels * fix yml whoopsie * Expanded 'Weird Dream' banlist and fixed a bug with the BST bump range * adds Winstrate Challenge mystery encounter * small cleanup for winstrates * add unit tests for Winstrate Challenge * fix pokemon not returning after winstrate battle * commit latest beta merge updates * fix ME null checks and unit tests with beta update * fix ME null checks and unit tests with beta update * MEs to pokerogue beta branch * test dialogue changes * test patch fix * test patch fix * test patch fix * adds teleporting hijinks encounter * add unit tests for Teleporting Hijinks * small change to teleporting hijinks dialogue * migrate ME translations to json * add retries to berries-abound.Option1: should reward the player with X berries based on wave * add missing ME dialogue back in * revert template changes * add ME unique trainer dialogue to both dialogue jsons * fix hanging comma in json * fix broken imports * resolve lint issues * fix flaky test * balance tweaks to a few MEs, updates to bug superfan * add unit tests for Bug-Type Superfan and clean up dialogue * Adds Fun and Games mystery encounter * add unit tests for Fun and Games encounter * update jsdoc * small ME balance changes * small ME balance changes * Adds Uncommon Breed ME and misc. ME bug fixes * Update getFinalSessionData() to collect Mystery Encounter data * adds GTS encounter * various ME bug fixes and balance changes * latest ME bug fixes * clean up GTS Encounter and add unit tests * small cleanup to MEs branch * add BGM music names for ME music * bug fixes and balance changes for MEs * ME data schema updates * balance changes and bug fixes to MEs * balance changes and bug fixes to MEs * update tests for MEs * add jsdoc to party exp function * dialogue updates and test fixes for MEs * dialogue updates and test fixes for MEs * PR suggestions and fixees * stash PR feedback and bugfixes * fix all tests for MEs and cleanup * PR feedback * update flaky ME test * update tests, bug fix MEs, and sprite assets * remove unintentional console log * re-enable stubbed function for Phaser text styling * handle undefined introVisuals properly * PR feedback from NightKev * disable Uncommon Breed tests * locales updates and bug fixes for safari zone * more PR feedback and update field trip with Rarer Candy * fix unit test * Change how reroll button gets disabled in Modifier Shop Phase * update continue button text logic * Update src/ui/modifier-select-ui-handler.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * fix money formatting and some nits * more nits * more nits * update ME tsdocs with links * update ME tsdocs with links --------- Co-authored-by: Felix Staud <felix.staud@headwire.com> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: ImperialSympathizer <imperialsympathizer@gmail.com> Co-authored-by: InnocentGameDev <asdargmng@gmail.com> Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
2024-09-13 22:05:58 -04:00
await this.phaseInterceptor.run(EncounterPhase);
if (!isNullOrUndefined(encounterType)) {
expect(this.scene.currentBattle?.mysteryEncounter?.encounterType).toBe(encounterType);
}
}
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
/**
* @deprecated Use `game.classicMode.startBattle()` or `game.dailyMode.startBattle()` instead
*
* Transitions to the start of a battle.
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
* @param species - Optional array of species to start the battle with.
* @returns A promise that resolves when the battle is started.
*/
async startBattle(species?: Species[]) {
await this.classicMode.runToSummon(species);
if (this.scene.battleStyle === BattleStyle.SWITCH) {
this.onNextPrompt(
"CheckSwitchPhase",
Mode.CONFIRM,
() => {
this.setMode(Mode.MESSAGE);
this.endPhase();
},
() => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase),
);
this.onNextPrompt(
"CheckSwitchPhase",
Mode.CONFIRM,
() => {
this.setMode(Mode.MESSAGE);
this.endPhase();
},
() => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase),
);
}
await this.phaseInterceptor.to(CommandPhase);
console.log("==================[New Turn]==================");
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
}
/**
* Emulate a player's target selection after a move is chosen, usually called automatically by {@linkcode MoveHelper.select}.
* Will trigger during the next {@linkcode SelectTargetPhase}
* @param {BattlerIndex} targetIndex The index of the attack target, or `undefined` for multi-target attacks
* @param movePosition The index of the move in the pokemon's moveset array
*/
selectTarget(movePosition: number, targetIndex?: BattlerIndex) {
this.onNextPrompt(
"SelectTargetPhase",
Mode.TARGET_SELECT,
() => {
const handler = this.scene.ui.getHandler() as TargetSelectUiHandler;
const move = (this.scene.getCurrentPhase() as SelectTargetPhase)
.getPokemon()
.getMoveset()
[movePosition]!.getMove(); // TODO: is the bang correct?
if (!move.isMultiTarget()) {
handler.setCursor(targetIndex !== undefined ? targetIndex : BattlerIndex.ENEMY);
}
if (move.isMultiTarget() && targetIndex !== undefined) {
throw new Error(`targetIndex was passed to selectMove() but move ("${move.name}") is not targetted`);
}
handler.processInput(Button.ACTION);
},
() =>
this.isCurrentPhase(CommandPhase) ||
this.isCurrentPhase(MovePhase) ||
this.isCurrentPhase(TurnStartPhase) ||
this.isCurrentPhase(TurnEndPhase),
);
}
/** Faint all opponents currently on the field */
async doKillOpponents() {
await this.killPokemon(this.scene.currentBattle.enemyParty[0]);
if (this.scene.currentBattle.double) {
await this.killPokemon(this.scene.currentBattle.enemyParty[1]);
}
}
/** Emulate selecting a modifier (item) */
doSelectModifier() {
this.onNextPrompt(
"SelectModifierPhase",
Mode.MODIFIER_SELECT,
() => {
const handler = this.scene.ui.getHandler() as ModifierSelectUiHandler;
handler.processInput(Button.CANCEL);
},
() =>
this.isCurrentPhase(CommandPhase) ||
this.isCurrentPhase(NewBattlePhase) ||
this.isCurrentPhase(CheckSwitchPhase),
true,
);
this.onNextPrompt(
"SelectModifierPhase",
Mode.CONFIRM,
() => {
const handler = this.scene.ui.getHandler() as ModifierSelectUiHandler;
handler.processInput(Button.ACTION);
},
() =>
this.isCurrentPhase(CommandPhase) ||
this.isCurrentPhase(NewBattlePhase) ||
this.isCurrentPhase(CheckSwitchPhase),
);
}
/**
* Forces the next enemy selecting a move to use the given move in its moveset against the
* given target (if applicable).
* @param moveId {@linkcode Moves} the move the enemy will use
* @param target {@linkcode BattlerIndex} the target on which the enemy will use the given move
*/
async forceEnemyMove(moveId: Moves, target?: BattlerIndex) {
// Wait for the next EnemyCommandPhase to start
await this.phaseInterceptor.to(EnemyCommandPhase, false);
const enemy = this.scene.getEnemyField()[(this.scene.getCurrentPhase() as EnemyCommandPhase).getFieldIndex()];
const legalTargets = getMoveTargets(enemy, moveId);
vi.spyOn(enemy, "getNextMove").mockReturnValueOnce({
move: moveId,
targets:
target !== undefined && !legalTargets.multiple && legalTargets.targets.includes(target)
? [target]
: enemy.getNextTargets(moveId),
});
/**
* Run the EnemyCommandPhase to completion.
* This allows this function to be called consecutively to
* force a move for each enemy in a double battle.
*/
await this.phaseInterceptor.to(EnemyCommandPhase);
}
forceEnemyToSwitch() {
const originalMatchupScore = Trainer.prototype.getPartyMemberMatchupScores;
Trainer.prototype.getPartyMemberMatchupScores = () => {
Trainer.prototype.getPartyMemberMatchupScores = originalMatchupScore;
return [
[1, 100],
[1, 100],
];
};
}
/** Transition to the next upcoming {@linkcode CommandPhase} */
async toNextTurn() {
await this.phaseInterceptor.to(CommandPhase);
}
/** Emulate selecting a modifier (item) and transition to the next upcoming {@linkcode CommandPhase} */
async toNextWave() {
this.doSelectModifier();
this.onNextPrompt(
"CheckSwitchPhase",
Mode.CONFIRM,
() => {
this.setMode(Mode.MESSAGE);
this.endPhase();
},
() => this.isCurrentPhase(TurnInitPhase),
);
await this.toNextTurn();
}
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
/**
* Checks if the player has won the battle.
* @returns True if the player has won, otherwise false.
*/
isVictory() {
return this.scene.currentBattle.enemyParty.every(pokemon => pokemon.isFainted());
}
/**
* Checks if the current phase matches the target phase.
* @param phaseTarget - The target phase.
* @returns True if the current phase matches the target phase, otherwise false.
*/
isCurrentPhase(phaseTarget) {
const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
[Refactor] use typescript `strict-null` (#3259) * TS: enable strict-null * fix battle-scene.ts * fix voucher.ts * adapt more files to strict-null * adapt more files to strict-null ( 2) * adapt ability.ts to strict-null * adapt `arena.ts` to strict-null * adapt TagAddedEvent constructor to strict-null * adapt phases.ts.to strict-null * adapt status-effect.ts to strict-null * adapt `account.ts` to strict-null * adapt `configHandler.ts` to strict-null * adapt `ability.ts` to strict-null * adapt `biomes.ts` to strict-null * adapt `challenge.ts` to strict-null * adapt `daily-run.ts` to strict-null * adapt `nature.ts` to strict-null * adapt `pokemon-forms.ts` to strict-null * adapt `tainer-names.ts` to strict-null * adapt `types.ts` to strict-null * adapt `weather.ts` to strict-null * adapt `egg-hatch-phase.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `pokemon-sprite-sparkle-handler.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `game-mode.ts` to strict-null * adapt `utils.ts` to strict-null * adapt `voucher-ui-handler.ts` to strict-null * adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null * adapt `src/ui/ui.ts` to strict-null * adapt `src/ui/ui-theme.ts` to strict-null * adapt `src/ui/title-ui-handler.ts` to strict-null * adapt `src/ui/time-of-day-widget.ts` to strict-null * adapt `src/ui/text.ts` to strict-null * adapt `src/ui/target-select-ui-handler.ts` to strict-null * adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null * adapt more files to strict-null (3) * adapt more files to strict-null (4) * adapt more files (mostly tests) to strict-null (5) * adapt more files to strict-null (6) * adapt more files to strict-null (7) * Update `src/data/pokemon-evolutions.ts` for strict-null Partial update `src/data/pokemon-species.ts` for strict-null * adapt more files to strict-null (8) * adapt more files to strict-null (9) * Strict some more nulls (still a few errors remaining) * adapt rest of the files to strict-null (9) * fix tests (check for null instead of undefined) * repalce a lot of `??` with bangs And added TODO notice as usual * fix more tests * all tests pass now * fix broken game-loop after trainer battle add some console.warn for missing cases and falling back to default * remove guessed fallback from utils.rgbHexToRgba * add TODO for this.currentBattle = null * adjust getPokemonById() return to include `null` * fix compilation errors * add test for pokemon.trySetStatus * `chanceMultiplier` shouldn't be optional * allow `null` for currentPhase * adjust hasExpSprite logic for no keymatch found * reduce bang usage in account.updateUserInfo() * fix new strict-null issues after merge * fix `strict-null` issues in dropdown.ts and sand_spit.test.ts * fix egg-gacha * adapt gul_missile.test.ts to strict-null * fix move.ts strict-null * fix i18n.ts strict-null * fix strict-null issues * fix baton_pass test after accidentially breaking it * chore: fix compiler errors * revert accidential changes in baton_pass.test.ts --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-08-07 09:23:12 -07:00
return this.scene.getCurrentPhase()?.constructor.name === targetName;
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
}
/**
* Checks if the current mode matches the target mode.
* @param mode - The target mode.
* @returns True if the current mode matches the target mode, otherwise false.
*/
isCurrentMode(mode: Mode) {
return this.scene.ui?.getMode() === mode;
}
/**
* Exports the save data to import it in a test game.
* @returns A promise that resolves with the exported save data.
*/
exportSaveToTest(): Promise<string> {
const saveKey = "x0i2O7WRiANTqPmZ";
return new Promise(async resolve => {
const sessionSaveData = this.scene.gameData.getSessionSaveData();
const encryptedSaveData = AES.encrypt(JSON.stringify(sessionSaveData), saveKey).toString();
resolve(encryptedSaveData);
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
});
}
/**
* Imports game data from a file.
* @param path - The path to the data file.
* @returns A promise that resolves with a tuple containing a boolean indicating success and an integer status code.
*/
async importData(path): Promise<[boolean, number]> {
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
const saveKey = "x0i2O7WRiANTqPmZ";
const dataRaw = fs.readFileSync(path, { encoding: "utf8", flag: "r" });
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
let dataStr = AES.decrypt(dataRaw, saveKey).toString(enc.Utf8);
dataStr = this.scene.gameData.convertSystemDataStr(dataStr);
const systemData = this.scene.gameData.parseSystemData(dataStr);
const valid = !!systemData.dexData && !!systemData.timestamp;
if (valid) {
await updateUserInfo();
await this.scene.gameData.initSystem(dataStr);
}
return updateUserInfo();
}
/**
* Faints a player or enemy pokemon instantly by setting their HP to 0.
* @param pokemon The player/enemy pokemon being fainted
* @returns A promise that resolves once the fainted pokemon's FaintPhase finishes running.
*/
async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) {
return new Promise<void>(async (resolve, reject) => {
pokemon.hp = 0;
this.scene.pushPhase(new FaintPhase(pokemon.getBattlerIndex(), true));
await this.phaseInterceptor.to(FaintPhase).catch(e => reject(e));
resolve();
});
}
/**
* Command an in-battle switch to another Pokemon via the main battle menu.
* @param pokemonIndex the index of the pokemon in your party to switch to
*/
doSwitchPokemon(pokemonIndex: number) {
this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
(this.scene.ui.getHandler() as CommandUiHandler).setCursor(2);
(this.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION);
});
this.doSelectPartyPokemon(pokemonIndex, "CommandPhase");
}
/**
* Revive pokemon, currently players only.
* @param pokemonIndex the index of the pokemon in your party to revive
*/
doRevivePokemon(pokemonIndex: number) {
const party = this.scene.getPlayerParty();
const candidate = new ModifierTypeOption(modifierTypes.MAX_REVIVE(), 0);
[Refactor] use typescript `strict-null` (#3259) * TS: enable strict-null * fix battle-scene.ts * fix voucher.ts * adapt more files to strict-null * adapt more files to strict-null ( 2) * adapt ability.ts to strict-null * adapt `arena.ts` to strict-null * adapt TagAddedEvent constructor to strict-null * adapt phases.ts.to strict-null * adapt status-effect.ts to strict-null * adapt `account.ts` to strict-null * adapt `configHandler.ts` to strict-null * adapt `ability.ts` to strict-null * adapt `biomes.ts` to strict-null * adapt `challenge.ts` to strict-null * adapt `daily-run.ts` to strict-null * adapt `nature.ts` to strict-null * adapt `pokemon-forms.ts` to strict-null * adapt `tainer-names.ts` to strict-null * adapt `types.ts` to strict-null * adapt `weather.ts` to strict-null * adapt `egg-hatch-phase.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `pokemon-sprite-sparkle-handler.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `game-mode.ts` to strict-null * adapt `utils.ts` to strict-null * adapt `voucher-ui-handler.ts` to strict-null * adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null * adapt `src/ui/ui.ts` to strict-null * adapt `src/ui/ui-theme.ts` to strict-null * adapt `src/ui/title-ui-handler.ts` to strict-null * adapt `src/ui/time-of-day-widget.ts` to strict-null * adapt `src/ui/text.ts` to strict-null * adapt `src/ui/target-select-ui-handler.ts` to strict-null * adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null * adapt more files to strict-null (3) * adapt more files to strict-null (4) * adapt more files (mostly tests) to strict-null (5) * adapt more files to strict-null (6) * adapt more files to strict-null (7) * Update `src/data/pokemon-evolutions.ts` for strict-null Partial update `src/data/pokemon-species.ts` for strict-null * adapt more files to strict-null (8) * adapt more files to strict-null (9) * Strict some more nulls (still a few errors remaining) * adapt rest of the files to strict-null (9) * fix tests (check for null instead of undefined) * repalce a lot of `??` with bangs And added TODO notice as usual * fix more tests * all tests pass now * fix broken game-loop after trainer battle add some console.warn for missing cases and falling back to default * remove guessed fallback from utils.rgbHexToRgba * add TODO for this.currentBattle = null * adjust getPokemonById() return to include `null` * fix compilation errors * add test for pokemon.trySetStatus * `chanceMultiplier` shouldn't be optional * allow `null` for currentPhase * adjust hasExpSprite logic for no keymatch found * reduce bang usage in account.updateUserInfo() * fix new strict-null issues after merge * fix `strict-null` issues in dropdown.ts and sand_spit.test.ts * fix egg-gacha * adapt gul_missile.test.ts to strict-null * fix move.ts strict-null * fix i18n.ts strict-null * fix strict-null issues * fix baton_pass test after accidentially breaking it * chore: fix compiler errors * revert accidential changes in baton_pass.test.ts --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-08-07 09:23:12 -07:00
const modifier = candidate.type!.newModifier(party[pokemonIndex]);
this.scene.addModifier(modifier, false);
}
/**
* Select a pokemon from the party menu. Only really handles the basic cases
* of the party UI, where you just need to navigate to a party slot and press
* Action twice - navigating any menus that come up after you select a party member
* is not supported.
* @param slot the index of the pokemon in your party to switch to
* @param inPhase Which phase to expect the selection to occur in. Typically
* non-command switch actions happen in SwitchPhase.
*/
doSelectPartyPokemon(slot: number, inPhase = "SwitchPhase") {
this.onNextPrompt(inPhase, Mode.PARTY, () => {
const partyHandler = this.scene.ui.getHandler() as PartyUiHandler;
partyHandler.setCursor(slot);
partyHandler.processInput(Button.ACTION); // select party slot
partyHandler.processInput(Button.ACTION); // send out (or whatever option is at the top)
});
}
/**
* Select the BALL option from the command menu, then press Action; in the BALL
* menu, select a pokéball type and press Action again to throw it.
* @param ballIndex the index of the pokeball to throw
*/
public doThrowPokeball(ballIndex: number) {
this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
(this.scene.ui.getHandler() as CommandUiHandler).setCursor(1);
(this.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION);
});
this.onNextPrompt("CommandPhase", Mode.BALL, () => {
const ballHandler = this.scene.ui.getHandler() as BallUiHandler;
ballHandler.setCursor(ballIndex);
ballHandler.processInput(Button.ACTION); // select ball and throw
});
}
/**
* Intercepts `TurnStartPhase` and mocks {@linkcode TurnStartPhase.getSpeedOrder}'s return value.
* Used to manually modify Pokemon turn order.
* Note: This *DOES NOT* account for priority, only speed.
* @param {BattlerIndex[]} order The turn order to set
* @example
* ```ts
* await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
* ```
*/
async setTurnOrder(order: BattlerIndex[]): Promise<void> {
await this.phaseInterceptor.to(TurnStartPhase, false);
[Refactor] Improvements on getOrder() (#3547) * Moved getOrder() into TurnStartPhase * Cleaned up bypass speed checks * Revert "Cleaned up bypass speed checks" This reverts commit 11150254f568b8575211693919c9c5deeb3d8dcd. * Added comments. * Fixed up some inconsistencies * changed isSameBracket check * changed isSameBracket check p2 * changed isSameBracket check p3 * changed isSameBracket check p3 * Fixed up conditionals + stall/M.m * Seems OK * Update battle-spec.ts * Updated tests to use new functions introduced. Less intuitive, but faster. * Update src/phases.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Moved getOrder() into TurnStartPhase * Cleaned up bypass speed checks * Revert "Cleaned up bypass speed checks" This reverts commit 11150254f568b8575211693919c9c5deeb3d8dcd. * Added comments. * Fixed up some inconsistencies * changed isSameBracket check * changed isSameBracket check p2 * changed isSameBracket check p3 * changed isSameBracket check p3 * Fixed up conditionals + stall/M.m * Seems OK * Update battle-spec.ts * Updated tests to use new functions introduced. Less intuitive, but faster. * Removed import * i hate git * Moved getOrder() into TurnStartPhase * Seems OK * missing import * Added Snooze's review * Added test fixes and removed unwanted edit. * fixed dynamax cannon test * typedocs fixes * Updating battle-order.test.ts * merge fixes * ughhh * Update src/test/abilities/mycelium_might.test.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * tsdocs :) * Fixed tests * Update src/phases/turn-start-phase.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * Update src/phases/turn-start-phase.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * innerthunder's fixes * commas * Mocked stats instead of directly changing them --------- Co-authored-by: Frutescens <info@laptop> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com>
2024-09-01 15:23:25 -07:00
vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, "getSpeedOrder").mockReturnValue(order);
}
/**
* Removes all held items from enemy pokemon.
*/
removeEnemyHeldItems(): void {
this.scene.clearEnemyHeldItemModifiers();
this.scene.clearEnemyModifiers();
console.log("Enemy held items removed");
}
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-08 00:33:45 +02:00
}