import GameWrapper from "#app/test/utils/gameWrapper"; import {Mode} from "#app/ui/ui"; import {generateStarter, waitUntil} from "#app/test/utils/gameManagerUtils"; import { CommandPhase, EncounterPhase, FaintPhase, LoginPhase, NewBattlePhase, SelectStarterPhase, SelectTargetPhase, TitlePhase, TurnEndPhase, TurnInitPhase, TurnStartPhase, } from "#app/phases"; import BattleScene from "#app/battle-scene.js"; import PhaseInterceptor from "#app/test/utils/phaseInterceptor"; import TextInterceptor from "#app/test/utils/TextInterceptor"; import {GameModes, getGameMode} from "#app/game-mode"; import fs from "fs"; import {AES, enc} from "crypto-js"; import {updateUserInfo} from "#app/account"; import InputsHandler from "#app/test/utils/inputsHandler"; import ErrorInterceptor from "#app/test/utils/errorInterceptor"; import {EnemyPokemon, PlayerPokemon} from "#app/field/pokemon"; import {MockClock} from "#app/test/utils/mocks/mockClock"; import {Command} from "#app/ui/command-ui-handler"; import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler"; import PartyUiHandler, {PartyUiMode} from "#app/ui/party-ui-handler"; import Trainer from "#app/field/trainer"; import { ExpNotification } from "#enums/exp-notification"; import { GameDataType } from "#enums/game-data-type"; import { PlayerGender } from "#enums/player-gender"; import { Species } from "#enums/species"; import { Button } from "#enums/buttons"; import { BattlerIndex } from "#app/battle.js"; import TargetSelectUiHandler from "#app/ui/target-select-ui-handler.js"; import { OverridesHelper } from "./overridesHelper"; import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type.js"; /** * Class to manage the game state and transitions between phases. */ export default class GameManager { public gameWrapper: GameWrapper; public scene: BattleScene; public phaseInterceptor: PhaseInterceptor; public textInterceptor: TextInterceptor; public inputsHandler: InputsHandler; public readonly override: OverridesHelper; /** * Creates an instance of GameManager. * @param phaserGame - The Phaser game instance. * @param bypassLogin - Whether to bypass the login phase. */ constructor(phaserGame: Phaser.Game, bypassLogin: boolean = true) { localStorage.clear(); ErrorInterceptor.getInstance().clear(); BattleScene.prototype.randBattleSeedInt = (arg) => arg-1; this.gameWrapper = new GameWrapper(phaserGame, bypassLogin); this.scene = new BattleScene(); this.phaseInterceptor = new PhaseInterceptor(this.scene); this.textInterceptor = new TextInterceptor(this.scene); this.gameWrapper.setScene(this.scene); this.override = new OverridesHelper(this); } /** * Sets the game mode. * @param mode - The mode to set. */ setMode(mode: Mode) { this.scene.ui?.setMode(mode); } /** * Waits until the specified mode is set. * @param mode - The mode to wait for. * @returns A promise that resolves when the mode is set. */ waitMode(mode: Mode): Promise { return new Promise(async (resolve) => { await waitUntil(() => this.scene.ui?.getMode() === mode); return resolve(); }); } /** * Ends the current phase. */ endPhase() { this.scene.getCurrentPhase().end(); } /** * Adds an action to be executed on the next prompt. * @param phaseTarget - The target phase. * @param mode - The mode to wait for. * @param callback - The callback to execute. * @param expireFn - Optional function to determine if the prompt has expired. */ onNextPrompt(phaseTarget: string, mode: Mode, callback: () => void, expireFn?: () => void, awaitingActionInput: boolean = false) { this.phaseInterceptor.addToNextPrompt(phaseTarget, mode, callback, expireFn, awaitingActionInput); } /** * Runs the game to the title phase. * @returns A promise that resolves when the title phase is reached. */ async runToTitle(): Promise { await this.phaseInterceptor.whenAboutToRun(LoginPhase); this.phaseInterceptor.pop(); await this.phaseInterceptor.run(TitlePhase); this.scene.gameSpeed = 5; this.scene.moveAnimations = false; this.scene.showLevelUpStats = false; this.scene.expGainsSpeed = 3; this.scene.expParty = ExpNotification.SKIP; this.scene.hpBarSpeed = 3; this.scene.enableTutorials = false; this.scene.gameData.gender = PlayerGender.MALE; } /** * Runs the game to the summon phase. * @param species - Optional array of species to summon. * @returns A promise that resolves when the summon phase is reached. */ async runToSummon(species?: Species[]) { await this.runToTitle(); this.onNextPrompt("TitlePhase", Mode.TITLE, () => { this.scene.gameMode = getGameMode(GameModes.CLASSIC); const starters = generateStarter(this.scene, species); const selectStarterPhase = new SelectStarterPhase(this.scene); this.scene.pushPhase(new EncounterPhase(this.scene, false)); selectStarterPhase.initBattle(starters); }); await this.phaseInterceptor.run(EncounterPhase); } /** * Transitions to the start of a battle. * @param species - Optional array of species to start the battle with. * @returns A promise that resolves when the battle is started. */ async startBattle(species?: Species[]) { await this.runToSummon(species); this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => { this.setMode(Mode.MESSAGE); this.endPhase(); }, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase)); this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => { this.setMode(Mode.MESSAGE); this.endPhase(); }, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase)); await this.phaseInterceptor.to(CommandPhase); console.log("==================[New Turn]=================="); } /** * Emulate a player attack * @param movePosition the index of the move in the pokemon's moveset array */ doAttack(movePosition: integer) { this.onNextPrompt("CommandPhase", Mode.COMMAND, () => { this.scene.ui.setMode(Mode.FIGHT, (this.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); this.onNextPrompt("CommandPhase", Mode.FIGHT, () => { (this.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); // Confirm target selection if move is multi-target this.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => { const handler = this.scene.ui.getHandler() as TargetSelectUiHandler; const move = (this.scene.getCurrentPhase() as SelectTargetPhase).getPokemon().getMoveset()[movePosition].getMove(); if (move.isMultiTarget()) { handler.processInput(Button.ACTION); } }, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnEndPhase)); } /** * Emulate a player's target selection after an attack is chosen, * usually called after {@linkcode doAttack} in a double battle. * @param {BattlerIndex} targetIndex the index of the attack target */ doSelectTarget(targetIndex: BattlerIndex) { this.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => { const handler = this.scene.ui.getHandler() as TargetSelectUiHandler; handler.setCursor(targetIndex); handler.processInput(Button.ACTION); }, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnStartPhase)); } /** Faint all opponents currently on the field */ async doKillOpponents() { await this.killPokemon(this.scene.currentBattle.enemyParty[0]); if (this.scene.currentBattle.double) { await this.killPokemon(this.scene.currentBattle.enemyParty[1]); } } /** Emulate selecting a modifier (item) */ doSelectModifier() { this.onNextPrompt("SelectModifierPhase", Mode.MODIFIER_SELECT, () => { const handler = this.scene.ui.getHandler() as ModifierSelectUiHandler; handler.processInput(Button.CANCEL); }, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase), true); this.onNextPrompt("SelectModifierPhase", Mode.CONFIRM, () => { const handler = this.scene.ui.getHandler() as ModifierSelectUiHandler; handler.processInput(Button.ACTION); }, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase)); } forceOpponentToSwitch() { const originalMatchupScore = Trainer.prototype.getPartyMemberMatchupScores; Trainer.prototype.getPartyMemberMatchupScores = () => { Trainer.prototype.getPartyMemberMatchupScores = originalMatchupScore; return [[1, 100], [1, 100]]; }; } /** Transition to the next upcoming {@linkcode CommandPhase} */ async toNextTurn() { await this.phaseInterceptor.to(CommandPhase); } /** Emulate selecting a modifier (item) and transition to the next upcoming {@linkcode CommandPhase} */ async toNextWave() { this.doSelectModifier(); this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => { this.setMode(Mode.MESSAGE); this.endPhase(); }, () => this.isCurrentPhase(TurnInitPhase)); await this.toNextTurn(); } /** * Checks if the player has won the battle. * @returns True if the player has won, otherwise false. */ isVictory() { return this.scene.currentBattle.enemyParty.every(pokemon => pokemon.isFainted()); } /** * Checks if the current phase matches the target phase. * @param phaseTarget - The target phase. * @returns True if the current phase matches the target phase, otherwise false. */ isCurrentPhase(phaseTarget) { const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name; return this.scene.getCurrentPhase().constructor.name === targetName; } /** * Checks if the current mode matches the target mode. * @param mode - The target mode. * @returns True if the current mode matches the target mode, otherwise false. */ isCurrentMode(mode: Mode) { return this.scene.ui?.getMode() === mode; } /** * Exports the save data to import it in a test game. * @returns A promise that resolves with the exported save data. */ exportSaveToTest(): Promise { return new Promise(async (resolve) => { await this.scene.gameData.saveAll(this.scene, true, true, true, true); this.scene.reset(true); await waitUntil(() => this.scene.ui?.getMode() === Mode.TITLE); await this.scene.gameData.tryExportData(GameDataType.SESSION, 0); await waitUntil(() => localStorage.hasOwnProperty("toExport")); return resolve(localStorage.getItem("toExport")); }); } /** * Imports game data from a file. * @param path - The path to the data file. * @returns A promise that resolves with a tuple containing a boolean indicating success and an integer status code. */ async importData(path): Promise<[boolean, integer]> { const saveKey = "x0i2O7WRiANTqPmZ"; const dataRaw = fs.readFileSync(path, {encoding: "utf8", flag: "r"}); let dataStr = AES.decrypt(dataRaw, saveKey).toString(enc.Utf8); dataStr = this.scene.gameData.convertSystemDataStr(dataStr); const systemData = this.scene.gameData.parseSystemData(dataStr); const valid = !!systemData.dexData && !!systemData.timestamp; if (valid) { await updateUserInfo(); await this.scene.gameData.initSystem(dataStr); } return updateUserInfo(); } async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) { (this.scene.time as MockClock).overrideDelay = 0.01; return new Promise(async(resolve, reject) => { pokemon.hp = 0; this.scene.pushPhase(new FaintPhase(this.scene, pokemon.getBattlerIndex(), true)); await this.phaseInterceptor.to(FaintPhase).catch((e) => reject(e)); (this.scene.time as MockClock).overrideDelay = undefined; resolve(); }); } /** * Switch pokemon and transition to the enemy command phase * @param pokemonIndex the index of the pokemon in your party to switch to */ doSwitchPokemon(pokemonIndex: number) { this.onNextPrompt("CommandPhase", Mode.COMMAND, () => { this.scene.ui.setMode(Mode.PARTY, PartyUiMode.SWITCH, (this.scene.getCurrentPhase() as CommandPhase).getPokemon().getFieldIndex(), null, PartyUiHandler.FilterNonFainted); }); this.onNextPrompt("CommandPhase", Mode.PARTY, () => { (this.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.POKEMON, pokemonIndex, false); }); } /** * Revive pokemon, currently player's only. * @param pokemonIndex the index of the pokemon in your party to revive */ doRevivePokemon(pokemonIndex: number) { const party = this.scene.getParty(); const candidate = new ModifierTypeOption(modifierTypes.MAX_REVIVE(), 0); const modifier = candidate.type.newModifier(party[pokemonIndex]); this.scene.addModifier(modifier, false); } }