import { GameManagerHelper } from "./gameManagerHelper"; import { TitlePhase } from "#app/phases/title-phase"; import { Mode } from "#app/ui/ui"; import { vi } from "vitest"; import { BattleStyle } from "#app/enums/battle-style"; import { CommandPhase } from "#app/phases/command-phase"; import { TurnInitPhase } from "#app/phases/turn-init-phase"; import type { SessionSaveData } from "#app/system/game-data"; import type GameManager from "../gameManager"; /** * Helper to allow reloading sessions in unit tests. */ export class ReloadHelper extends GameManagerHelper { sessionData: SessionSaveData; constructor(game: GameManager) { super(game); // Whenever the game saves the session, save it to the reloadHelper instead vi.spyOn(game.scene.gameData, "saveAll").mockImplementation(() => { return new Promise((resolve, reject) => { this.sessionData = game.scene.gameData.getSessionSaveData(); resolve(true); }); }); } /** * Simulate reloading the session from the title screen, until reaching the * beginning of the first turn (equivalent to running `startBattle()`) for * the reloaded session. */ async reloadSession() : Promise { const scene = this.game.scene; const titlePhase = new TitlePhase(); scene.clearPhaseQueue(); // Set the last saved session to the desired session data vi.spyOn(scene.gameData, "getSession").mockReturnValue( new Promise((resolve, reject) => { resolve(this.sessionData); }) ); scene.unshiftPhase(titlePhase); this.game.endPhase(); // End the currently ongoing battle titlePhase.loadSaveSlot(-1); // Load the desired session data this.game.phaseInterceptor.shift(); // Loading the save slot also ended TitlePhase, clean it up // Run through prompts for switching Pokemon, copied from classicModeHelper.ts if (this.game.scene.battleStyle === BattleStyle.SWITCH) { this.game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => { this.game.setMode(Mode.MESSAGE); this.game.endPhase(); }, () => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase)); this.game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => { this.game.setMode(Mode.MESSAGE); this.game.endPhase(); }, () => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase)); } await this.game.phaseInterceptor.to(CommandPhase); console.log("==================[New Turn]=================="); } }