import { updateUserInfo } from "#app/account"; import { BattlerIndex } from "#app/battle"; import BattleScene from "#app/battle-scene"; import { getMoveTargets } from "#app/data/move"; import type { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon"; import Trainer from "#app/field/trainer"; import { GameModes, getGameMode } from "#app/game-mode"; import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type"; import overrides from "#app/overrides"; import { CheckSwitchPhase } from "#app/phases/check-switch-phase"; import { CommandPhase } from "#app/phases/command-phase"; import { EncounterPhase } from "#app/phases/encounter-phase"; import { EnemyCommandPhase } from "#app/phases/enemy-command-phase"; import { FaintPhase } from "#app/phases/faint-phase"; import { LoginPhase } from "#app/phases/login-phase"; import { MovePhase } from "#app/phases/move-phase"; import { MysteryEncounterPhase } from "#app/phases/mystery-encounter-phases"; import { NewBattlePhase } from "#app/phases/new-battle-phase"; import { SelectStarterPhase } from "#app/phases/select-starter-phase"; import type { SelectTargetPhase } from "#app/phases/select-target-phase"; import { TitlePhase } from "#app/phases/title-phase"; import { TurnEndPhase } from "#app/phases/turn-end-phase"; import { TurnInitPhase } from "#app/phases/turn-init-phase"; import { TurnStartPhase } from "#app/phases/turn-start-phase"; import ErrorInterceptor from "#test/testUtils/errorInterceptor"; import type InputsHandler from "#test/testUtils/inputsHandler"; import type BallUiHandler from "#app/ui/ball-ui-handler"; import type BattleMessageUiHandler from "#app/ui/battle-message-ui-handler"; import type CommandUiHandler from "#app/ui/command-ui-handler"; import type ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler"; import type PartyUiHandler from "#app/ui/party-ui-handler"; import type TargetSelectUiHandler from "#app/ui/target-select-ui-handler"; import { Mode } from "#app/ui/ui"; import { isNullOrUndefined } from "#app/utils"; import { BattleStyle } from "#enums/battle-style"; import { Button } from "#enums/buttons"; import { ExpGainsSpeed } from "#enums/exp-gains-speed"; import { ExpNotification } from "#enums/exp-notification"; import type { Moves } from "#enums/moves"; import type { MysteryEncounterType } from "#enums/mystery-encounter-type"; import { PlayerGender } from "#enums/player-gender"; import type { Species } from "#enums/species"; import { generateStarter, waitUntil } from "#test/testUtils/gameManagerUtils"; import GameWrapper from "#test/testUtils/gameWrapper"; import { ChallengeModeHelper } from "#test/testUtils/helpers/challengeModeHelper"; import { ClassicModeHelper } from "#test/testUtils/helpers/classicModeHelper"; import { DailyModeHelper } from "#test/testUtils/helpers/dailyModeHelper"; import { ModifierHelper } from "#test/testUtils/helpers/modifiersHelper"; import { MoveHelper } from "#test/testUtils/helpers/moveHelper"; import { OverridesHelper } from "#test/testUtils/helpers/overridesHelper"; import { ReloadHelper } from "#test/testUtils/helpers/reloadHelper"; import { SettingsHelper } from "#test/testUtils/helpers/settingsHelper"; import PhaseInterceptor from "#test/testUtils/phaseInterceptor"; import TextInterceptor from "#test/testUtils/TextInterceptor"; import { AES, enc } from "crypto-js"; import fs from "fs"; import { expect, vi } from "vitest"; /** * 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; public readonly move: MoveHelper; public readonly classicMode: ClassicModeHelper; public readonly dailyMode: DailyModeHelper; public readonly challengeMode: ChallengeModeHelper; public readonly settings: SettingsHelper; public readonly reload: ReloadHelper; public readonly modifiers: ModifierHelper; /** * 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 = (range, min: number = 0) => min + range - 1; // This simulates a max roll 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); this.move = new MoveHelper(this); this.classicMode = new ClassicModeHelper(this); this.dailyMode = new DailyModeHelper(this); this.challengeMode = new ChallengeModeHelper(this); this.settings = new SettingsHelper(this); this.reload = new ReloadHelper(this); this.modifiers = new ModifierHelper(this); // Disables Mystery Encounters on all tests (can be overridden at test level) this.override.mysteryEncounterChance(0); } /** * 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. * This can be used to (among other things) simulate inputs or run functions mid-phase. * @param phaseTarget - The target phase. * @param mode - The mode to wait for. * @param callback - The callback function to execute on next prompt. * @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 = ExpGainsSpeed.SKIP; this.scene.expParty = ExpNotification.SKIP; this.scene.hpBarSpeed = 3; this.scene.enableTutorials = false; this.scene.gameData.gender = PlayerGender.MALE; // set initial player gender this.scene.battleStyle = this.settings.battleStyle; this.scene.fieldVolume = 0; } /** * Helper function to run to the final boss encounter as it's a bit tricky due to extra dialogue * Also handles Major/Minor bosses from endless modes * @param game - The game manager * @param species * @param mode */ async runToFinalBossEncounter(species: Species[], mode: GameModes) { console.log("===to final boss encounter==="); await this.runToTitle(); this.onNextPrompt("TitlePhase", Mode.TITLE, () => { this.scene.gameMode = getGameMode(mode); const starters = generateStarter(this.scene, species); const selectStarterPhase = new SelectStarterPhase(); this.scene.pushPhase(new EncounterPhase(false)); selectStarterPhase.initBattle(starters); }); // This will consider all battle entry dialog as seens and skip them vi.spyOn(this.scene.ui, "shouldSkipDialogue").mockReturnValue(true); if (overrides.OPP_HELD_ITEMS_OVERRIDE.length === 0) { this.removeEnemyHeldItems(); } await this.phaseInterceptor.to(EncounterPhase); console.log("===finished run to final boss encounter==="); } /** * Runs the game to a mystery encounter phase. * @param encounterType if specified, will expect encounter to have been spawned * @param species Optional array of species for party. * @returns A promise that resolves when the EncounterPhase ends. */ async runToMysteryEncounter(encounterType?: MysteryEncounterType, species?: Species[]) { if (!isNullOrUndefined(encounterType)) { this.override.disableTrainerWaves(); this.override.mysteryEncounter(encounterType); } 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.pushPhase(new EncounterPhase(false)); selectStarterPhase.initBattle(starters); }, () => this.isCurrentPhase(EncounterPhase)); this.onNextPrompt("EncounterPhase", Mode.MESSAGE, () => { const handler = this.scene.ui.getHandler() as BattleMessageUiHandler; handler.processInput(Button.ACTION); }, () => this.isCurrentPhase(MysteryEncounterPhase), true); await this.phaseInterceptor.run(EncounterPhase); if (!isNullOrUndefined(encounterType)) { expect(this.scene.currentBattle?.mysteryEncounter?.encounterType).toBe(encounterType); } } /** * @deprecated Use `game.classicMode.startBattle()` or `game.dailyMode.startBattle()` instead * * 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.classicMode.runToSummon(species); if (this.scene.battleStyle === BattleStyle.SWITCH) { 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's target selection after a move is chosen, usually called automatically by {@linkcode MoveHelper.select}. * Will trigger during the next {@linkcode SelectTargetPhase} * @param {BattlerIndex} targetIndex The index of the attack target, or `undefined` for multi-target attacks * @param movePosition The index of the move in the pokemon's moveset array */ selectTarget(movePosition: number, targetIndex?: BattlerIndex) { 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(); // TODO: is the bang correct? if (!move.isMultiTarget()) { handler.setCursor(targetIndex !== undefined ? targetIndex : BattlerIndex.ENEMY); } if (move.isMultiTarget() && targetIndex !== undefined) { throw new Error(`targetIndex was passed to selectMove() but move ("${move.name}") is not targetted`); } handler.processInput(Button.ACTION); }, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(MovePhase) || this.isCurrentPhase(TurnStartPhase) || this.isCurrentPhase(TurnEndPhase)); } /** 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) || this.isCurrentPhase(CheckSwitchPhase), true); this.onNextPrompt("SelectModifierPhase", Mode.CONFIRM, () => { const handler = this.scene.ui.getHandler() as ModifierSelectUiHandler; handler.processInput(Button.ACTION); }, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase) || this.isCurrentPhase(CheckSwitchPhase)); } /** * Forces the next enemy selecting a move to use the given move in its moveset against the * given target (if applicable). * @param moveId {@linkcode Moves} the move the enemy will use * @param target {@linkcode BattlerIndex} the target on which the enemy will use the given move */ async forceEnemyMove(moveId: Moves, target?: BattlerIndex) { // Wait for the next EnemyCommandPhase to start await this.phaseInterceptor.to(EnemyCommandPhase, false); const enemy = this.scene.getEnemyField()[(this.scene.getCurrentPhase() as EnemyCommandPhase).getFieldIndex()]; const legalTargets = getMoveTargets(enemy, moveId); vi.spyOn(enemy, "getNextMove").mockReturnValueOnce({ move: moveId, targets: (target !== undefined && !legalTargets.multiple && legalTargets.targets.includes(target)) ? [ target ] : enemy.getNextTargets(moveId) }); /** * Run the EnemyCommandPhase to completion. * This allows this function to be called consecutively to * force a move for each enemy in a double battle. */ await this.phaseInterceptor.to(EnemyCommandPhase); } forceEnemyToSwitch() { 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 { const saveKey = "x0i2O7WRiANTqPmZ"; return new Promise(async (resolve) => { const sessionSaveData = this.scene.gameData.getSessionSaveData(); const encryptedSaveData = AES.encrypt(JSON.stringify(sessionSaveData), saveKey).toString(); resolve(encryptedSaveData); }); } /** * 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, number]> { 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(); } /** * Faints a player or enemy pokemon instantly by setting their HP to 0. * @param pokemon The player/enemy pokemon being fainted * @returns A promise that resolves once the fainted pokemon's FaintPhase finishes running. */ async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) { return new Promise(async (resolve, reject) => { pokemon.hp = 0; this.scene.pushPhase(new FaintPhase(pokemon.getBattlerIndex(), true)); await this.phaseInterceptor.to(FaintPhase).catch((e) => reject(e)); resolve(); }); } /** * Command an in-battle switch to another Pokemon via the main battle menu. * @param pokemonIndex the index of the pokemon in your party to switch to */ doSwitchPokemon(pokemonIndex: number) { this.onNextPrompt("CommandPhase", Mode.COMMAND, () => { (this.scene.ui.getHandler() as CommandUiHandler).setCursor(2); (this.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION); }); this.doSelectPartyPokemon(pokemonIndex, "CommandPhase"); } /** * Revive pokemon, currently players only. * @param pokemonIndex the index of the pokemon in your party to revive */ doRevivePokemon(pokemonIndex: number) { const party = this.scene.getPlayerParty(); const candidate = new ModifierTypeOption(modifierTypes.MAX_REVIVE(), 0); const modifier = candidate.type!.newModifier(party[pokemonIndex]); this.scene.addModifier(modifier, false); } /** * Select a pokemon from the party menu. Only really handles the basic cases * of the party UI, where you just need to navigate to a party slot and press * Action twice - navigating any menus that come up after you select a party member * is not supported. * @param slot the index of the pokemon in your party to switch to * @param inPhase Which phase to expect the selection to occur in. Typically * non-command switch actions happen in SwitchPhase. */ doSelectPartyPokemon(slot: number, inPhase = "SwitchPhase") { this.onNextPrompt(inPhase, Mode.PARTY, () => { const partyHandler = this.scene.ui.getHandler() as PartyUiHandler; partyHandler.setCursor(slot); partyHandler.processInput(Button.ACTION); // select party slot partyHandler.processInput(Button.ACTION); // send out (or whatever option is at the top) }); } /** * Select the BALL option from the command menu, then press Action; in the BALL * menu, select a pokéball type and press Action again to throw it. * @param ballIndex the index of the pokeball to throw */ public doThrowPokeball(ballIndex: number) { this.onNextPrompt("CommandPhase", Mode.COMMAND, () => { (this.scene.ui.getHandler() as CommandUiHandler).setCursor(1); (this.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION); }); this.onNextPrompt("CommandPhase", Mode.BALL, () => { const ballHandler = this.scene.ui.getHandler() as BallUiHandler; ballHandler.setCursor(ballIndex); ballHandler.processInput(Button.ACTION); // select ball and throw }); } /** * Intercepts `TurnStartPhase` and mocks {@linkcode TurnStartPhase.getSpeedOrder}'s return value. * Used to manually modify Pokemon turn order. * Note: This *DOES NOT* account for priority, only speed. * @param {BattlerIndex[]} order The turn order to set * @example * ```ts * await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]); * ``` */ async setTurnOrder(order: BattlerIndex[]): Promise { await this.phaseInterceptor.to(TurnStartPhase, false); vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, "getSpeedOrder").mockReturnValue(order); } /** * Removes all held items from enemy pokemon. */ removeEnemyHeldItems(): void { this.scene.clearEnemyHeldItemModifiers(); this.scene.clearEnemyModifiers(); console.log("Enemy held items removed"); } }