add overridesHelper.ts
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import { Weather, WeatherType } from "#app/data/weather";
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import { Biome } from "#app/enums/biome";
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import * as GameMode from "#app/game-mode";
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import { GameModes, getGameMode } from "#app/game-mode";
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import Overrides from "#app/overrides";
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import GameManager from "#test/utils/gameManager";
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import { vi } from "vitest";
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/**
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* Helper to handle overrides in tests
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*/
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export class OverridesHelper {
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private readonly game: GameManager;
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constructor(game: GameManager) {
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this.game = game;
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}
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/**
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* Override the starting biome
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* @warning Any event listeners that are attached to [NewArenaEvent](events\battle-scene.ts) may need to be handled down the line
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* @param biome the biome to set
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*/
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startingBiome(biome: Biome): this {
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this.game.scene.newArena(biome);
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this.log(`Starting biome set to ${Biome[biome]} (=${biome})!`);
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return this;
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}
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/**
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* Override the starting wave (index)
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* @param wave the wave (index) to set. Classic: `1`-`200`
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* @returns spy instance
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*/
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startingWave(wave: number): this {
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vi.spyOn(Overrides, "STARTING_WAVE_OVERRIDE", "get").mockReturnValue(wave);
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this.log(`Starting wave set to ${wave}!`);
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return this;
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}
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/**
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* Override each wave to have or not have standard trainer battles
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* @returns spy instance
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* @param disable - true
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*/
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disableTrainerWaves(disable: boolean): this {
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const realFn = getGameMode;
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vi.spyOn(GameMode, "getGameMode").mockImplementation((gameMode: GameModes) => {
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const mode = realFn(gameMode);
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mode.hasTrainers = !disable;
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return mode;
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});
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this.log(`Standard trainer waves are ${disable ? "disabled" : "enabled"}!`);
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return this;
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}
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/**
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* Override the weather (type)
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* @param type weather type to set
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* @returns spy instance
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*/
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weather(type: WeatherType): this {
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vi.spyOn(Overrides, "WEATHER_OVERRIDE", "get").mockReturnValue(type);
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this.log(`Weather set to ${Weather[type]} (=${type})!`);
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return this;
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}
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/**
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* Override the seed
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* @param seed the seed to set
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* @returns spy instance
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*/
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seed(seed: string): this {
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vi.spyOn(this.game.scene, "resetSeed").mockImplementation(() => {
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this.game.scene.waveSeed = seed;
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Phaser.Math.RND.sow([seed]);
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this.game.scene.rngCounter = 0;
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});
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this.game.scene.resetSeed();
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this.log(`Seed set to "${seed}"!`);
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return this;
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}
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private log(...params: any[]) {
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console.log("Overrides:", ...params);
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}
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}
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