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* Grabbed reverted changes from stuff * Added version migrator for rage fist data + deepMergeSpriteData tests * fixed formattign * Fied a few * Fixed constructor (maybe), moved deepCopy and deepMergeSpriteData to own file `common.ts` is hella bloated so seems legit * Moved empty moveset verification mapping thing to upgrade script bc i wanted to * Fixed tests * test added * Fixed summondata being cleared inside summonPhase, removed `summonDataPrimer` like seriously how come no-one checked this * Fixed test I forgot that we outsped and oneshot * Fixed test * huhjjjjjb * Hopefully fixed bug my sanity and homework are paying the price for this lol * added commented out console.log statement uncomment to see new berry data * Fixed migrate script, re-added deprecated attributes out of necessity * Fixed failing test by not trying to mock rng * Fixed test * Fixed tests * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update overrides.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update berry-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update encounter-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update game-data.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move-phase.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Added utility function `randSeedFloat` basically just `Phaser.math.RND.realInRange(0, 1)` * Applied review comments, cleaned up code a bit * Removed unnecessary null checks for turnData and co. I explicitly made them initialized by default for this very reason * Added tests for Last Resort regarding moveHistory * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle-scene.ts Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * Update the-winstrate-challenge-encounter.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle-anims.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update pokemon.ts comments * Fixed a few outstanding issues with documentation * Updated switch summon phase comment * Re-added BattleSummonData as TempSummonData * Hppefully fixed -1 sprite scale glitch * Fixed comment * Reveted `pokemon-forms.ts` * Fuxed constructor * fixed -1 bug * Revert "Added utility function `randSeedFloat`" This reverts commit 4c3447c851731c989fc591feea0094b6bbde7fd2. --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
89 lines
3.0 KiB
TypeScript
89 lines
3.0 KiB
TypeScript
import { GameManagerHelper } from "./gameManagerHelper";
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import { TitlePhase } from "#app/phases/title-phase";
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import { UiMode } from "#enums/ui-mode";
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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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// remove all persistent mods before loading
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// TODO: Look into why these aren't removed before load
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if (this.game.scene.modifiers.length) {
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console.log(
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"Removing %d modifiers from scene on load...",
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this.game.scene.modifiers.length,
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this.game.scene.modifiers,
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);
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this.game.scene.modifiers = [];
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}
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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(
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"CheckSwitchPhase",
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UiMode.CONFIRM,
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() => {
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this.game.setMode(UiMode.MESSAGE);
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this.game.endPhase();
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},
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() => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase),
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);
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this.game.onNextPrompt(
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"CheckSwitchPhase",
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UiMode.CONFIRM,
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() => {
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this.game.setMode(UiMode.MESSAGE);
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this.game.endPhase();
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},
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() => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase),
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);
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}
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await this.game.phaseInterceptor.to(CommandPhase);
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console.log("==================[New Turn (Reloaded)]==================");
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}
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}
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