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[Test(refactor)]: Refactor tests game manager (#2062)
* refactor tests game manager * add setPosition to Mock Text class
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@ -300,7 +300,7 @@ describe("Test Battle Phase", () => {
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.TACKLE,Moves.TACKLE,Moves.TACKLE,Moves.TACKLE]);
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await game.startBattle();
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const turn = game.scene.currentBattle.turn;
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await game.doAttack(0);
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game.doAttack(0);
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await game.toNextTurn();
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expect(game.scene.currentBattle.turn).toBeGreaterThan(turn);
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}, 20000);
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@ -318,7 +318,7 @@ describe("Test Battle Phase", () => {
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.TACKLE,Moves.TACKLE,Moves.TACKLE,Moves.TACKLE]);
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await game.startBattle();
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const waveIndex = game.scene.currentBattle.waveIndex;
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await game.doAttack(0);
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game.doAttack(0);
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await game.doKillOpponents();
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await game.toNextWave();
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expect(game.scene.currentBattle.waveIndex).toBeGreaterThan(waveIndex);
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@ -37,7 +37,7 @@ describe("Test Battle Phase", () => {
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it.skip("to next turn", async() => {
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await game.startBattle();
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const turn = game.scene.currentBattle.turn;
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await game.doAttack(0);
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game.doAttack(0);
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await game.toNextTurn();
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expect(game.scene.currentBattle.turn).toBeGreaterThan(turn);
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}, 20000);
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@ -3,7 +3,6 @@ import {Mode} from "#app/ui/ui";
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import {generateStarter, waitUntil} from "#app/test/utils/gameManagerUtils";
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import {
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CommandPhase,
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DamagePhase,
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EncounterPhase,
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FaintPhase,
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LoginPhase, NewBattlePhase,
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@ -98,23 +97,23 @@ export default class GameManager {
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* Runs the game to the title phase.
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* @returns A promise that resolves when the title phase is reached.
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*/
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runToTitle(): Promise<void> {
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return new Promise(async(resolve, reject) => {
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await this.phaseInterceptor.run(LoginPhase).catch((e) => reject(e));
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this.onNextPrompt("SelectGenderPhase", Mode.OPTION_SELECT, () => {
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this.scene.gameData.gender = PlayerGender.MALE;
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this.endPhase();
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}, () => this.isCurrentPhase(TitlePhase));
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await this.phaseInterceptor.run(SelectGenderPhase, () => this.isCurrentPhase(TitlePhase)).catch((e) => reject(e));
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await this.phaseInterceptor.run(TitlePhase).catch((e) => reject(e));
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this.scene.gameSpeed = 5;
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this.scene.moveAnimations = false;
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this.scene.showLevelUpStats = false;
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this.scene.expGainsSpeed = 3;
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this.scene.expParty = ExpNotification.SKIP;
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this.scene.hpBarSpeed = 3;
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resolve();
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});
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async runToTitle(): Promise<void> {
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await this.phaseInterceptor.run(LoginPhase);
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this.onNextPrompt("SelectGenderPhase", Mode.OPTION_SELECT, () => {
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this.scene.gameData.gender = PlayerGender.MALE;
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this.endPhase();
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}, () => this.isCurrentPhase(TitlePhase));
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await this.phaseInterceptor.run(SelectGenderPhase, () => this.isCurrentPhase(TitlePhase));
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await this.phaseInterceptor.run(TitlePhase);
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this.scene.gameSpeed = 5;
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this.scene.moveAnimations = false;
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this.scene.showLevelUpStats = false;
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this.scene.expGainsSpeed = 3;
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this.scene.expParty = ExpNotification.SKIP;
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this.scene.hpBarSpeed = 3;
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}
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/**
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@ -122,92 +121,91 @@ export default class GameManager {
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* @param species - Optional array of species to summon.
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* @returns A promise that resolves when the summon phase is reached.
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*/
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runToSummon(species?: Species[]): Promise<void> {
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return new Promise(async(resolve, reject) => {
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await this.runToTitle().catch((e) => reject(e));
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this.onNextPrompt("TitlePhase", Mode.TITLE, () => {
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this.scene.gameMode = getGameMode(GameModes.CLASSIC);
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const starters = generateStarter(this.scene, species);
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const selectStarterPhase = new SelectStarterPhase(this.scene);
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this.scene.pushPhase(new EncounterPhase(this.scene, false));
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selectStarterPhase.initBattle(starters);
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});
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await this.phaseInterceptor.run(EncounterPhase).catch((e) => reject(e));
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resolve();
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async runToSummon(species?: Species[]) {
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await this.runToTitle();
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this.onNextPrompt("TitlePhase", Mode.TITLE, () => {
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this.scene.gameMode = getGameMode(GameModes.CLASSIC);
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const starters = generateStarter(this.scene, species);
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const selectStarterPhase = new SelectStarterPhase(this.scene);
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this.scene.pushPhase(new EncounterPhase(this.scene, false));
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selectStarterPhase.initBattle(starters);
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});
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await this.phaseInterceptor.run(EncounterPhase);
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}
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/**
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* Starts a battle.
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* Transitions to the start of a battle.
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* @param species - Optional array of species to start the battle with.
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* @returns A promise that resolves when the battle is started.
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*/
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startBattle(species?: Species[]): Promise<void> {
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return new Promise(async(resolve, reject) => {
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await this.runToSummon(species).catch((e) => reject(e));
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this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase));
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this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase));
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await this.phaseInterceptor.to(CommandPhase).catch((e) => reject(e));
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console.log("==================[New Turn]==================");
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return resolve();
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});
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async startBattle(species?: Species[]) {
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await this.runToSummon(species);
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this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase));
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this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase));
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await this.phaseInterceptor.to(CommandPhase);
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console.log("==================[New Turn]==================");
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}
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doAttack(moveIndex: integer): Promise<void> {
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/**
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* Emulate a player attack
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* @param movePosition the index of the move in the pokemon's moveset array
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*/
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doAttack(movePosition: integer) {
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this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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this.scene.ui.setMode(Mode.FIGHT, (this.scene.getCurrentPhase() as CommandPhase).getFieldIndex());
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});
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this.onNextPrompt("CommandPhase", Mode.FIGHT, () => {
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(this.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, moveIndex, false);
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});
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return this.phaseInterceptor.to(DamagePhase);
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}
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doKillOpponents() {
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return new Promise<void>(async(resolve, reject) => {
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await this.killPokemon(this.scene.currentBattle.enemyParty[0]).catch((e) => reject(e));
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if (this.scene.currentBattle.double) {
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await this.killPokemon(this.scene.currentBattle.enemyParty[1]).catch((e) => reject(e));
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}
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return resolve();
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(this.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false);
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});
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}
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toNextTurn(): Promise<void> {
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return new Promise<void>(async(resolve, reject) => {
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await this.phaseInterceptor.to(CommandPhase).catch((e) => reject(e));
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return resolve();
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});
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/** Faint all opponents currently on the field */
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async doKillOpponents() {
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await this.killPokemon(this.scene.currentBattle.enemyParty[0]);
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if (this.scene.currentBattle.double) {
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await this.killPokemon(this.scene.currentBattle.enemyParty[1]);
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}
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}
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toNextWave(): Promise<void> {
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return new Promise<void>(async(resolve, reject) => {
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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.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.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(TurnInitPhase));
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this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(TurnInitPhase));
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await this.phaseInterceptor.to(CommandPhase).catch((e) => reject(e));
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/** Emulate selecting a modifier (item) */
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doSelectModifier() {
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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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return resolve();
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});
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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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}
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/** Transition to the next upcoming {@linkcode CommandPhase} */
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async toNextTurn() {
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await this.phaseInterceptor.to(CommandPhase);
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}
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/** Emulate selecting a modifier (item) and transition to the next upcoming {@linkcode CommandPhase} */
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async toNextWave() {
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this.doSelectModifier();
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this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(TurnInitPhase));
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await this.toNextTurn();
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}
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/**
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@ -8,6 +8,7 @@ export default class MockText {
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private textureManager;
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public list = [];
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public style;
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constructor(textureManager, x, y, content, styleOptions) {
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this.scene = textureManager.scene;
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this.textureManager = textureManager;
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@ -138,6 +139,15 @@ export default class MockText {
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// return this.phaserText.setX(x);
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}
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/**
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* Sets the position of this Game Object.
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* @param x The x position of this Game Object. Default 0.
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* @param y The y position of this Game Object. If not set it will use the `x` value. Default x.
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* @param z The z position of this Game Object. Default 0.
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* @param w The w position of this Game Object. Default 0.
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*/
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setPosition(x?: number, y?: number, z?: number, w?: number) { }
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setText(text) {
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// Sets the text this Game Object will display.
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// return this.phaserText.setText(text);
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