mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2025-02-25 05:28:27 +00:00
224 lines
8.1 KiB
TypeScript
224 lines
8.1 KiB
TypeScript
|
import GameWrapper from "#app/test/utils/gameWrapper";
|
||
|
import {Mode} from "#app/ui/ui";
|
||
|
import {generateStarter, waitUntil} from "#app/test/utils/gameManagerUtils";
|
||
|
import {
|
||
|
CheckSwitchPhase,
|
||
|
CommandPhase,
|
||
|
EncounterPhase,
|
||
|
LoginPhase,
|
||
|
PostSummonPhase,
|
||
|
SelectGenderPhase,
|
||
|
SelectStarterPhase,
|
||
|
SummonPhase,
|
||
|
TitlePhase,
|
||
|
ToggleDoublePositionPhase,
|
||
|
} from "#app/phases";
|
||
|
import BattleScene from "#app/battle-scene.js";
|
||
|
import PhaseInterceptor from "#app/test/utils/phaseInterceptor";
|
||
|
import TextInterceptor from "#app/test/utils/TextInterceptor";
|
||
|
import {expect} from "vitest";
|
||
|
import {GameModes} from "#app/game-mode";
|
||
|
import fs from "fs";
|
||
|
import { AES, enc } from "crypto-js";
|
||
|
import {updateUserInfo} from "#app/account";
|
||
|
import {Species} from "#app/data/enums/species";
|
||
|
import {PlayerGender} from "#app/data/enums/player-gender";
|
||
|
import {GameDataType} from "#app/data/enums/game-data-type";
|
||
|
import InputsHandler from "#app/test/utils/inputsHandler";
|
||
|
import {ExpNotification} from "#app/enums/exp-notification";
|
||
|
|
||
|
/**
|
||
|
* 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;
|
||
|
|
||
|
/**
|
||
|
* Creates an instance of GameManager.
|
||
|
* @param phaserGame - The Phaser game instance.
|
||
|
* @param bypassLogin - Whether to bypass the login phase.
|
||
|
*/
|
||
|
constructor(phaserGame: Phaser.Game, bypassLogin: boolean = true) {
|
||
|
BattleScene.prototype.randBattleSeedInt = (arg) => arg-1;
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* 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) => {
|
||
|
await waitUntil(() => this.scene.ui?.getMode() === mode);
|
||
|
return resolve();
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Ends the current phase.
|
||
|
*/
|
||
|
endPhase() {
|
||
|
this.scene.getCurrentPhase().end();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds an action to be executed on the next prompt.
|
||
|
* @param phaseTarget - The target phase.
|
||
|
* @param mode - The mode to wait for.
|
||
|
* @param callback - The callback to execute.
|
||
|
* @param expireFn - Optional function to determine if the prompt has expired.
|
||
|
*/
|
||
|
onNextPrompt(phaseTarget: string, mode: Mode, callback: () => void, expireFn?: () => void) {
|
||
|
this.phaseInterceptor.addToNextPrompt(phaseTarget, mode, callback, expireFn);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Runs the game to the title phase.
|
||
|
* @returns A promise that resolves when the title phase is reached.
|
||
|
*/
|
||
|
runToTitle(): Promise<void> {
|
||
|
return new Promise(async(resolve) => {
|
||
|
await this.phaseInterceptor.run(LoginPhase);
|
||
|
this.onNextPrompt("SelectGenderPhase", Mode.OPTION_SELECT, () => {
|
||
|
this.scene.gameData.gender = PlayerGender.MALE;
|
||
|
this.endPhase();
|
||
|
}, () => this.isCurrentPhase(TitlePhase));
|
||
|
await this.phaseInterceptor.run(SelectGenderPhase, () => this.isCurrentPhase(TitlePhase));
|
||
|
await this.phaseInterceptor.run(TitlePhase);
|
||
|
this.scene.gameSpeed = 5;
|
||
|
this.scene.moveAnimations = false;
|
||
|
this.scene.showLevelUpStats = false;
|
||
|
this.scene.expGainsSpeed = 3;
|
||
|
this.scene.expParty = ExpNotification.SKIP;
|
||
|
this.scene.hpBarSpeed = 3;
|
||
|
resolve();
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Runs the game to the summon phase.
|
||
|
* @param species - Optional array of species to summon.
|
||
|
* @returns A promise that resolves when the summon phase is reached.
|
||
|
*/
|
||
|
runToSummon(species?: Species[]): Promise<void> {
|
||
|
return new Promise(async(resolve) => {
|
||
|
await this.runToTitle();
|
||
|
this.onNextPrompt("TitlePhase", Mode.TITLE, () => {
|
||
|
const starters = generateStarter(this.scene, species);
|
||
|
const selectStarterPhase = new SelectStarterPhase(this.scene, GameModes.CLASSIC);
|
||
|
this.scene.pushPhase(new EncounterPhase(this.scene, false));
|
||
|
selectStarterPhase.initBattle(starters);
|
||
|
});
|
||
|
await this.phaseInterceptor.run(EncounterPhase);
|
||
|
resolve();
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Starts a battle.
|
||
|
* @param species - Optional array of species to start the battle with.
|
||
|
* @returns A promise that resolves when the battle is started.
|
||
|
*/
|
||
|
startBattle(species?: Species[]): Promise<void> {
|
||
|
return new Promise(async(resolve) => {
|
||
|
await this.runToSummon(species);
|
||
|
await this.phaseInterceptor.runFrom(PostSummonPhase).to(ToggleDoublePositionPhase);
|
||
|
await this.phaseInterceptor.run(SummonPhase, () => this.isCurrentPhase(CheckSwitchPhase) || this.isCurrentPhase(PostSummonPhase));
|
||
|
this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
|
||
|
this.setMode(Mode.MESSAGE);
|
||
|
this.endPhase();
|
||
|
}, () => this.isCurrentPhase(PostSummonPhase));
|
||
|
this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
|
||
|
this.setMode(Mode.MESSAGE);
|
||
|
this.endPhase();
|
||
|
}, () => this.isCurrentPhase(PostSummonPhase));
|
||
|
await this.phaseInterceptor.run(CheckSwitchPhase, () => this.isCurrentPhase(PostSummonPhase));
|
||
|
await this.phaseInterceptor.run(CheckSwitchPhase, () => this.isCurrentPhase(PostSummonPhase));
|
||
|
await this.phaseInterceptor.runFrom(PostSummonPhase).to(CommandPhase);
|
||
|
await waitUntil(() => this.scene.ui?.getMode() === Mode.COMMAND);
|
||
|
console.log("==================[New Turn]==================");
|
||
|
expect(this.scene.ui?.getMode()).toBe(Mode.COMMAND);
|
||
|
expect(this.scene.getCurrentPhase().constructor.name).toBe(CommandPhase.name);
|
||
|
return resolve();
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* 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;
|
||
|
return this.scene.getCurrentPhase().constructor.name === targetName;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* 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> {
|
||
|
return new Promise(async (resolve) => {
|
||
|
await this.scene.gameData.saveAll(this.scene, true, true, true, true);
|
||
|
this.scene.reset(true);
|
||
|
await waitUntil(() => this.scene.ui?.getMode() === Mode.TITLE);
|
||
|
await this.scene.gameData.tryExportData(GameDataType.SESSION, 0);
|
||
|
await waitUntil(() => localStorage.hasOwnProperty("toExport"));
|
||
|
return resolve(localStorage.getItem("toExport"));
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* 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, integer]> {
|
||
|
const saveKey = "x0i2O7WRiANTqPmZ";
|
||
|
const dataRaw = fs.readFileSync(path, {encoding: "utf8", flag: "r"});
|
||
|
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();
|
||
|
}
|
||
|
}
|