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[Bug] Fix reloads causing RNG inconsistencies, Moody and Acupressure use seeded RNG now (#3952)
* [Bug] Fix reloads causing RNG inconsistencies * Minor revisions * Allow reload helper to directly access getSessionSaveData() * Changed Moody and Acupressure to use seeded RNG * Fix broken unit test
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@ -3475,12 +3475,12 @@ export class MoodyAbAttr extends PostTurnAbAttr {
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if (!simulated) {
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if (canRaise.length > 0) {
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const raisedStat = Utils.randSeedItem(canRaise);
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const raisedStat = canRaise[pokemon.randSeedInt(canRaise.length)];
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canLower = canRaise.filter(s => s !== raisedStat);
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pokemon.scene.unshiftPhase(new StatStageChangePhase(pokemon.scene, pokemon.getBattlerIndex(), true, [ raisedStat ], 2));
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}
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if (canLower.length > 0) {
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const loweredStat = Utils.randSeedItem(canLower);
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const loweredStat = canLower[pokemon.randSeedInt(canLower.length)];
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pokemon.scene.unshiftPhase(new StatStageChangePhase(pokemon.scene, pokemon.getBattlerIndex(), true, [ loweredStat ], -1));
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}
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}
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@ -2675,7 +2675,7 @@ export class AcupressureStatStageChangeAttr extends MoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean | Promise<boolean> {
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const randStats = BATTLE_STATS.filter(s => target.getStatStage(s) < 6);
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if (randStats.length > 0) {
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const boostStat = [randStats[Utils.randInt(randStats.length)]];
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const boostStat = [randStats[user.randSeedInt(randStats.length)]];
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user.scene.unshiftPhase(new StatStageChangePhase(user.scene, target.getBattlerIndex(), this.selfTarget, boostStat, 2));
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return true;
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}
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@ -161,9 +161,11 @@ export class EncounterPhase extends BattlePhase {
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return this.scene.reset(true);
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}
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this.doEncounter();
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this.scene.resetSeed();
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});
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} else {
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this.doEncounter();
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this.scene.resetSeed();
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}
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});
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});
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@ -946,7 +946,7 @@ export class GameData {
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return ret;
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}
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private getSessionSaveData(scene: BattleScene): SessionSaveData {
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public getSessionSaveData(scene: BattleScene): SessionSaveData {
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return {
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seed: scene.seed,
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playTime: scene.sessionPlayTime,
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137
src/test/reload.test.ts
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137
src/test/reload.test.ts
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@ -0,0 +1,137 @@
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import { Species } from "#app/enums/species";
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import { GameModes } from "#app/game-mode";
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import GameManager from "#test/utils/gameManager";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { SPLASH_ONLY } from "./utils/testUtils";
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import { Moves } from "#app/enums/moves";
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import { Biome } from "#app/enums/biome";
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describe("Reload", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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});
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it("should not have RNG inconsistencies in a Classic run", async () => {
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await game.classicMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies after a biome switch", async () => {
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game.override
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.startingWave(10)
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.startingBiome(Biome.CAVE) // Will lead to biomes with randomly generated weather
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.battleType("single")
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.startingLevel(100)
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.enemyLevel(1000)
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.disableTrainerWaves()
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.moveset([Moves.KOWTOW_CLEAVE])
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.enemyMoveset(SPLASH_ONLY);
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await game.dailyMode.startBattle();
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// Transition from Daily Run Wave 10 to Wave 11 in order to trigger biome switch
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game.move.select(Moves.KOWTOW_CLEAVE);
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await game.phaseInterceptor.to("DamagePhase");
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await game.doKillOpponents();
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await game.toNextWave();
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expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run wild Pokemon fight", async () => {
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await game.dailyMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run double battle", async () => {
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game.override
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.battleType("double");
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await game.dailyMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run Gym Leader fight", async () => {
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game.override
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.battleType("single")
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.startingWave(40);
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await game.dailyMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run regular trainer fight", async () => {
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game.override
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.battleType("single")
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.startingWave(45);
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await game.dailyMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run wave 50 Boss fight", async () => {
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game.override
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.battleType("single")
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.startingWave(50);
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await game.runToFinalBossEncounter([Species.BULBASAUR], GameModes.DAILY);
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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});
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@ -45,6 +45,8 @@ import { ChallengeModeHelper } from "./helpers/challengeModeHelper";
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import { MoveHelper } from "./helpers/moveHelper";
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import { OverridesHelper } from "./helpers/overridesHelper";
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import { SettingsHelper } from "./helpers/settingsHelper";
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import { ReloadHelper } from "./helpers/reloadHelper";
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import { CheckSwitchPhase } from "#app/phases/check-switch-phase";
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/**
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* Class to manage the game state and transitions between phases.
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@ -61,6 +63,7 @@ export default class GameManager {
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public readonly dailyMode: DailyModeHelper;
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public readonly challengeMode: ChallengeModeHelper;
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public readonly settings: SettingsHelper;
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public readonly reload: ReloadHelper;
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/**
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* Creates an instance of GameManager.
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@ -82,6 +85,7 @@ export default class GameManager {
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this.dailyMode = new DailyModeHelper(this);
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this.challengeMode = new ChallengeModeHelper(this);
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this.settings = new SettingsHelper(this);
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this.reload = new ReloadHelper(this);
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}
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/**
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@ -231,12 +235,12 @@ export default class GameManager {
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this.onNextPrompt("SelectModifierPhase", Mode.MODIFIER_SELECT, () => {
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const handler = this.scene.ui.getHandler() as ModifierSelectUiHandler;
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handler.processInput(Button.CANCEL);
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase), true);
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase) || this.isCurrentPhase(CheckSwitchPhase), true);
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this.onNextPrompt("SelectModifierPhase", Mode.CONFIRM, () => {
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const handler = this.scene.ui.getHandler() as ModifierSelectUiHandler;
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handler.processInput(Button.ACTION);
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase));
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase) || this.isCurrentPhase(CheckSwitchPhase));
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}
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forceOpponentToSwitch() {
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53
src/test/utils/helpers/reloadHelper.ts
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53
src/test/utils/helpers/reloadHelper.ts
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@ -0,0 +1,53 @@
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import { GameManagerHelper } from "./gameManagerHelper";
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import { TitlePhase } from "#app/phases/title-phase";
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import { Mode } from "#app/ui/ui";
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import { vi } from "vitest";
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import { BattleStyle } from "#app/enums/battle-style";
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import { CommandPhase } from "#app/phases/command-phase";
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import { TurnInitPhase } from "#app/phases/turn-init-phase";
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/**
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* Helper to allow reloading sessions in unit tests.
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*/
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export class ReloadHelper extends GameManagerHelper {
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/**
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* Simulate reloading the session from the title screen, until reaching the
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* beginning of the first turn (equivalent to running `startBattle()`) for
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* the reloaded session.
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*/
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async reloadSession() : Promise<void> {
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const scene = this.game.scene;
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const sessionData = scene.gameData.getSessionSaveData(scene);
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const titlePhase = new TitlePhase(scene);
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scene.clearPhaseQueue();
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// Set the last saved session to the desired session data
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vi.spyOn(scene.gameData, "getSession").mockReturnValue(
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new Promise((resolve, reject) => {
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resolve(sessionData);
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})
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);
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scene.unshiftPhase(titlePhase);
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this.game.endPhase(); // End the currently ongoing battle
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titlePhase.loadSaveSlot(-1); // Load the desired session data
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this.game.phaseInterceptor.shift(); // Loading the save slot also ended TitlePhase, clean it up
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// Run through prompts for switching Pokemon, copied from classicModeHelper.ts
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if (this.game.scene.battleStyle === BattleStyle.SWITCH) {
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this.game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.game.setMode(Mode.MESSAGE);
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this.game.endPhase();
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}, () => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase));
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this.game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.game.setMode(Mode.MESSAGE);
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this.game.endPhase();
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}, () => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase));
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}
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await this.game.phaseInterceptor.to(CommandPhase);
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console.log("==================[New Turn]==================");
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}
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}
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@ -11,12 +11,14 @@ import { EndEvolutionPhase } from "#app/phases/end-evolution-phase";
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import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
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import { EvolutionPhase } from "#app/phases/evolution-phase";
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import { FaintPhase } from "#app/phases/faint-phase";
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import { LevelCapPhase } from "#app/phases/level-cap-phase";
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import { LoginPhase } from "#app/phases/login-phase";
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import { MessagePhase } from "#app/phases/message-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { MovePhase } from "#app/phases/move-phase";
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import { NewBattlePhase } from "#app/phases/new-battle-phase";
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import { NewBiomeEncounterPhase } from "#app/phases/new-biome-encounter-phase";
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import { NextEncounterPhase } from "#app/phases/next-encounter-phase";
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import { PostSummonPhase } from "#app/phases/post-summon-phase";
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import { QuietFormChangePhase } from "#app/phases/quiet-form-change-phase";
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@ -62,6 +64,7 @@ export default class PhaseInterceptor {
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[TitlePhase, this.startPhase],
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[SelectGenderPhase, this.startPhase],
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[EncounterPhase, this.startPhase],
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[NewBiomeEncounterPhase, this.startPhase],
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[SelectStarterPhase, this.startPhase],
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[PostSummonPhase, this.startPhase],
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[SummonPhase, this.startPhase],
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@ -96,6 +99,7 @@ export default class PhaseInterceptor {
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[PartyHealPhase, this.startPhase],
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[EvolutionPhase, this.startPhase],
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[EndEvolutionPhase, this.startPhase],
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[LevelCapPhase, this.startPhase],
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];
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private endBySetMode = [
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@ -237,6 +241,22 @@ export default class PhaseInterceptor {
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this.scene.shiftPhase();
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}
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/**
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* Remove the current phase from the phase interceptor.
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*
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* Do not call this unless absolutely necessary. This function is intended
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* for cleaning up the phase interceptor when, for whatever reason, a phase
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* is manually ended without using the phase interceptor.
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*
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* @param shouldRun Whether or not the current scene should also be run.
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*/
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shift(shouldRun: boolean = false) : void {
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this.onHold.shift();
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if (shouldRun) {
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this.scene.shiftPhase();
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}
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}
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/**
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* Method to initialize phases and their corresponding methods.
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*/
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