[Telemetry][Misc] Client-Side changes to log run results at the end of runs (#4834)
* Added new telemetry-related parameters * Update test with new parameters. * Removing extra parameters. * Cat in front of keyboar d sorry * Changed variable name to isVictory. * Apply suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Thank you Torranx * Condensed if-else pair to else if statement * Update src/phases/game-over-phase.ts Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com> * inhale... exhale... corrected variable name to pass linter --------- Co-authored-by: frutescens <info@laptop> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
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@ -8,6 +8,7 @@ export class UpdateSessionSavedataRequest {
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/** This is **NOT** similar to {@linkcode ClearSessionSavedataRequest} */
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/** This is **NOT** similar to {@linkcode ClearSessionSavedataRequest} */
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export interface NewClearSessionSavedataRequest {
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export interface NewClearSessionSavedataRequest {
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slot: number;
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slot: number;
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isVictory: boolean;
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clientSessionId: string;
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clientSessionId: string;
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}
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}
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@ -26,13 +26,13 @@ import i18next from "i18next";
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import { pokerogueApi } from "#app/plugins/api/pokerogue-api";
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import { pokerogueApi } from "#app/plugins/api/pokerogue-api";
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export class GameOverPhase extends BattlePhase {
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export class GameOverPhase extends BattlePhase {
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private victory: boolean;
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private isVictory: boolean;
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private firstRibbons: PokemonSpecies[] = [];
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private firstRibbons: PokemonSpecies[] = [];
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constructor(scene: BattleScene, victory?: boolean) {
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constructor(scene: BattleScene, isVictory: boolean = false) {
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super(scene);
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super(scene);
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this.victory = !!victory;
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this.isVictory = isVictory;
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}
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}
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start() {
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start() {
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@ -40,22 +40,22 @@ export class GameOverPhase extends BattlePhase {
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// Failsafe if players somehow skip floor 200 in classic mode
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// Failsafe if players somehow skip floor 200 in classic mode
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if (this.scene.gameMode.isClassic && this.scene.currentBattle.waveIndex > 200) {
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if (this.scene.gameMode.isClassic && this.scene.currentBattle.waveIndex > 200) {
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this.victory = true;
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this.isVictory = true;
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}
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}
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// Handle Mystery Encounter special Game Over cases
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// Handle Mystery Encounter special Game Over cases
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// Situations such as when player lost a battle, but it isn't treated as full Game Over
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// Situations such as when player lost a battle, but it isn't treated as full Game Over
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if (!this.victory && this.scene.currentBattle.mysteryEncounter?.onGameOver && !this.scene.currentBattle.mysteryEncounter.onGameOver(this.scene)) {
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if (!this.isVictory && this.scene.currentBattle.mysteryEncounter?.onGameOver && !this.scene.currentBattle.mysteryEncounter.onGameOver(this.scene)) {
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// Do not end the game
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// Do not end the game
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return this.end();
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return this.end();
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}
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}
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// Otherwise, continue standard Game Over logic
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// Otherwise, continue standard Game Over logic
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if (this.victory && this.scene.gameMode.isEndless) {
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if (this.isVictory && this.scene.gameMode.isEndless) {
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const genderIndex = this.scene.gameData.gender ?? PlayerGender.UNSET;
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const genderIndex = this.scene.gameData.gender ?? PlayerGender.UNSET;
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const genderStr = PlayerGender[genderIndex].toLowerCase();
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const genderStr = PlayerGender[genderIndex].toLowerCase();
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this.scene.ui.showDialogue(i18next.t("miscDialogue:ending_endless", { context: genderStr }), i18next.t("miscDialogue:ending_name"), 0, () => this.handleGameOver());
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this.scene.ui.showDialogue(i18next.t("miscDialogue:ending_endless", { context: genderStr }), i18next.t("miscDialogue:ending_name"), 0, () => this.handleGameOver());
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} else if (this.victory || !this.scene.enableRetries) {
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} else if (this.isVictory || !this.scene.enableRetries) {
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this.handleGameOver();
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this.handleGameOver();
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} else {
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} else {
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this.scene.ui.showText(i18next.t("battle:retryBattle"), null, () => {
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this.scene.ui.showText(i18next.t("battle:retryBattle"), null, () => {
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@ -93,7 +93,7 @@ export class GameOverPhase extends BattlePhase {
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this.scene.disableMenu = true;
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this.scene.disableMenu = true;
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this.scene.time.delayedCall(1000, () => {
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this.scene.time.delayedCall(1000, () => {
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let firstClear = false;
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let firstClear = false;
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if (this.victory && newClear) {
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if (this.isVictory && newClear) {
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if (this.scene.gameMode.isClassic) {
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if (this.scene.gameMode.isClassic) {
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firstClear = this.scene.validateAchv(achvs.CLASSIC_VICTORY);
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firstClear = this.scene.validateAchv(achvs.CLASSIC_VICTORY);
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this.scene.validateAchv(achvs.UNEVOLVED_CLASSIC_VICTORY);
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this.scene.validateAchv(achvs.UNEVOLVED_CLASSIC_VICTORY);
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@ -109,8 +109,8 @@ export class GameOverPhase extends BattlePhase {
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this.scene.gameData.gameStats.dailyRunSessionsWon++;
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this.scene.gameData.gameStats.dailyRunSessionsWon++;
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}
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}
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}
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}
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this.scene.gameData.saveRunHistory(this.scene, this.scene.gameData.getSessionSaveData(this.scene), this.victory);
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this.scene.gameData.saveRunHistory(this.scene, this.scene.gameData.getSessionSaveData(this.scene), this.isVictory);
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const fadeDuration = this.victory ? 10000 : 5000;
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const fadeDuration = this.isVictory ? 10000 : 5000;
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this.scene.fadeOutBgm(fadeDuration, true);
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this.scene.fadeOutBgm(fadeDuration, true);
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const activeBattlers = this.scene.getField().filter(p => p?.isActive(true));
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const activeBattlers = this.scene.getField().filter(p => p?.isActive(true));
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activeBattlers.map(p => p.hideInfo());
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activeBattlers.map(p => p.hideInfo());
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@ -120,7 +120,7 @@ export class GameOverPhase extends BattlePhase {
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this.scene.clearPhaseQueue();
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this.scene.clearPhaseQueue();
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this.scene.ui.clearText();
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this.scene.ui.clearText();
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if (this.victory && this.scene.gameMode.isChallenge) {
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if (this.isVictory && this.scene.gameMode.isChallenge) {
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this.scene.gameMode.challenges.forEach(c => this.scene.validateAchvs(ChallengeAchv, c));
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this.scene.gameMode.challenges.forEach(c => this.scene.validateAchvs(ChallengeAchv, c));
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}
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}
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@ -128,7 +128,7 @@ export class GameOverPhase extends BattlePhase {
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if (newClear) {
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if (newClear) {
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this.handleUnlocks();
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this.handleUnlocks();
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}
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}
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if (this.victory && newClear) {
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if (this.isVictory && newClear) {
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for (const species of this.firstRibbons) {
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for (const species of this.firstRibbons) {
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this.scene.unshiftPhase(new RibbonModifierRewardPhase(this.scene, modifierTypes.VOUCHER_PLUS, species));
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this.scene.unshiftPhase(new RibbonModifierRewardPhase(this.scene, modifierTypes.VOUCHER_PLUS, species));
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}
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}
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@ -140,7 +140,7 @@ export class GameOverPhase extends BattlePhase {
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this.end();
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this.end();
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};
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};
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if (this.victory && this.scene.gameMode.isClassic) {
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if (this.isVictory && this.scene.gameMode.isClassic) {
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const dialogueKey = "miscDialogue:ending";
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const dialogueKey = "miscDialogue:ending";
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if (!this.scene.ui.shouldSkipDialogue(dialogueKey)) {
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if (!this.scene.ui.shouldSkipDialogue(dialogueKey)) {
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@ -173,25 +173,21 @@ export class GameOverPhase extends BattlePhase {
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});
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});
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};
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};
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/* Added a local check to see if the game is running offline on victory
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/* Added a local check to see if the game is running offline
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If Online, execute apiFetch as intended
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If Online, execute apiFetch as intended
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If Offline, execute offlineNewClear(), a localStorage implementation of newClear daily run checks */
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If Offline, execute offlineNewClear() only for victory, a localStorage implementation of newClear daily run checks */
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if (this.victory) {
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if (!Utils.isLocal || Utils.isLocalServerConnected) {
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if (!Utils.isLocal || Utils.isLocalServerConnected) {
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pokerogueApi.savedata.session.newclear({ slot: this.scene.sessionSlotId, isVictory: this.isVictory, clientSessionId: clientSessionId })
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pokerogueApi.savedata.session.newclear({ slot: this.scene.sessionSlotId, clientSessionId })
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.then((success) => doGameOver(!!success));
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.then((success) => doGameOver(!!success));
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} else if (this.isVictory) {
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} else {
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this.scene.gameData.offlineNewClear(this.scene).then(result => {
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this.scene.gameData.offlineNewClear(this.scene).then(result => {
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doGameOver(result);
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doGameOver(result);
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});
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});
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}
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} else {
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doGameOver(false);
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}
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}
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}
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}
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handleUnlocks(): void {
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handleUnlocks(): void {
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if (this.victory && this.scene.gameMode.isClassic) {
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if (this.isVictory && this.scene.gameMode.isClassic) {
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if (!this.scene.gameData.unlocks[Unlockables.ENDLESS_MODE]) {
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if (!this.scene.gameData.unlocks[Unlockables.ENDLESS_MODE]) {
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this.scene.unshiftPhase(new UnlockPhase(this.scene, Unlockables.ENDLESS_MODE));
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this.scene.unshiftPhase(new UnlockPhase(this.scene, Unlockables.ENDLESS_MODE));
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}
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}
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@ -28,7 +28,8 @@ describe("Pokerogue Session Savedata API", () => {
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describe("Newclear", () => {
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describe("Newclear", () => {
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const params: NewClearSessionSavedataRequest = {
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const params: NewClearSessionSavedataRequest = {
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clientSessionId: "test-session-id",
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clientSessionId: "test-session-id",
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slot: 3,
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isVictory: true,
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slot: 3
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};
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};
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it("should return true on SUCCESS", async () => {
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it("should return true on SUCCESS", async () => {
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