pokerogue/src/test/utils/gameManager.ts
Matthew Olker e6c24dceab Revert "[QoL] Reorganize Enum Locations (#2142)"
This reverts commit cf06ff3b8d3bca1195150533b9f72f46271b167f.
2024-06-13 11:30:47 -04:00

302 lines
11 KiB
TypeScript

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,
TitlePhase, TurnInitPhase,
} 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 {Species} from "#app/data/enums/species";
import {PlayerGender} from "#app/data/enums/player-gender";
import {GameDataType} from "#app/data/enums/game-data-type";
import InputsHandler from "#app/test/utils/inputsHandler";
import {ExpNotification} from "#app/enums/exp-notification";
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 {Button} from "#app/enums/buttons";
import PartyUiHandler, {PartyUiMode} from "#app/ui/party-ui-handler";
import Trainer from "#app/field/trainer";
/**
* 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;
/**
* 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);
}
/**
* 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<void> {
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<void> {
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);
});
}
/** 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<string> {
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<void>(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);
});
}
}