pokerogue/test/testUtils/helpers/reloadHelper.ts
Sirz Benjie a51a504155
[Test] Move test folder out of src (#5398)
* move test folder

* Update vitest files

* rename test/utils to test/testUtils

* Remove stray utils/gameManager

Got put back from a rebase
2025-02-22 22:52:07 -06:00

69 lines
2.5 KiB
TypeScript

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<boolean>((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<void> {
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]==================");
}
}