[Test] Speed up tests and make enemy item override remove existing items (#4203)
* Make enemy held items override remove randomly generated items Remove cries from tests * Override callback delays to 1ms
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@ -2947,6 +2947,10 @@ export function overrideHeldItems(scene: BattleScene, pokemon: Pokemon, isPlayer
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return;
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}
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if (!isPlayer) {
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scene.clearEnemyHeldItemModifiers();
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}
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heldItemsOverride.forEach(item => {
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const modifierFunc = modifierTypes[item.name];
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let modifierType: ModifierType | null = modifierFunc();
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@ -24,7 +24,6 @@ import { TurnInitPhase } from "#app/phases/turn-init-phase";
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import { TurnStartPhase } from "#app/phases/turn-start-phase";
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import ErrorInterceptor from "#app/test/utils/errorInterceptor";
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import InputsHandler from "#app/test/utils/inputsHandler";
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import { MockClock } from "#app/test/utils/mocks/mockClock";
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import CommandUiHandler from "#app/ui/command-ui-handler";
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import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler";
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import PartyUiHandler from "#app/ui/party-ui-handler";
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@ -360,12 +359,10 @@ export default class GameManager {
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}
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async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) {
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(this.scene.time as MockClock).overrideDelay = 0.01;
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return new Promise<void>(async (resolve, reject) => {
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pokemon.hp = 0;
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this.scene.pushPhase(new FaintPhase(this.scene, pokemon.getBattlerIndex(), true));
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await this.phaseInterceptor.to(FaintPhase).catch((e) => reject(e));
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(this.scene.time as MockClock).overrideDelay = undefined;
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resolve();
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});
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}
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@ -87,6 +87,8 @@ export default class GameWrapper {
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});
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Pokemon.prototype.enableMask = () => null;
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Pokemon.prototype.updateFusionPalette = () => null;
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Pokemon.prototype.cry = () => null;
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Pokemon.prototype.faintCry = (cb) => { if (cb) cb(); };
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}
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setScene(scene: BattleScene) {
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@ -2,23 +2,22 @@ import Clock = Phaser.Time.Clock;
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export class MockClock extends Clock {
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public overrideDelay: number | undefined;
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public overrideDelay: number | null = 1;
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constructor(scene) {
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super(scene);
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this.overrideDelay = undefined;
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setInterval(() => {
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/*
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To simulate frame update
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eventEmitter.on(SceneEvents.PRE_UPDATE, this.preUpdate, this);
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eventEmitter.on(SceneEvents.UPDATE, this.update, this);
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*/
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this.preUpdate(this.systems.game.loop.time, 100);
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this.update(this.systems.game.loop.time, 100);
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}, 100);
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this.preUpdate(this.systems.game.loop.time, 1);
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this.update(this.systems.game.loop.time, 1);
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}, 1);
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}
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addEvent(config: Phaser.Time.TimerEvent | Phaser.Types.Time.TimerEventConfig): Phaser.Time.TimerEvent {
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const cfg = { ...config, delay: this.overrideDelay || config.delay};
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const cfg = { ...config, delay: this.overrideDelay ?? config.delay};
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return super.addEvent(cfg);
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}
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}
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