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