pokerogue/test/testUtils/helpers/dailyModeHelper.ts
Sirz Benjie 5854b21da0
[Refactor] Remove circular imports part 1 (#5663)
* Extract Mode enum out of UI and into its own file

Reduces circular imports from 909 to 773

* Move around utility files

Reduces cyclical dependencies from 773 to 765

* Remove starterColors and bypassLogin from battle-scene

Reduces cyclical dependencies from 765 to 623

* Fix test runner error

* Update import for bypassLogin in test

* Update mocks for utils in tests

* Fix broken tests

* Update selectWithTera override

* Update path for utils in ab-attr.ts

* Update path for utils in ability-class.ts

* Fix utils import path in healer.test.ts
2025-04-19 11:57:03 +00:00

77 lines
2.5 KiB
TypeScript

import { BattleStyle } from "#app/enums/battle-style";
import { Button } from "#app/enums/buttons";
import overrides from "#app/overrides";
import { CommandPhase } from "#app/phases/command-phase";
import { EncounterPhase } from "#app/phases/encounter-phase";
import { TitlePhase } from "#app/phases/title-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import type SaveSlotSelectUiHandler from "#app/ui/save-slot-select-ui-handler";
import { UiMode } from "#enums/ui-mode";
import { GameManagerHelper } from "./gameManagerHelper";
/**
* Helper to handle daily mode specifics
*/
export class DailyModeHelper extends GameManagerHelper {
/**
* Runs the daily game to the summon phase.
* @returns A promise that resolves when the summon phase is reached.
*/
async runToSummon() {
await this.game.runToTitle();
if (this.game.override.disableShinies) {
this.game.override.shiny(false).enemyShiny(false);
}
this.game.onNextPrompt("TitlePhase", UiMode.TITLE, () => {
const titlePhase = new TitlePhase();
titlePhase.initDailyRun();
});
this.game.onNextPrompt("TitlePhase", UiMode.SAVE_SLOT, () => {
const uihandler = this.game.scene.ui.getHandler<SaveSlotSelectUiHandler>();
uihandler.processInput(Button.ACTION); // select first slot. that's fine
});
await this.game.phaseInterceptor.to(EncounterPhase);
if (overrides.OPP_HELD_ITEMS_OVERRIDE.length === 0 && this.game.override.removeEnemyStartingItems) {
this.game.removeEnemyHeldItems();
}
}
/**
* Transitions to the start of a battle.
* @returns A promise that resolves when the battle is started.
*/
async startBattle() {
await this.runToSummon();
if (this.game.scene.battleStyle === BattleStyle.SWITCH) {
this.game.onNextPrompt(
"CheckSwitchPhase",
UiMode.CONFIRM,
() => {
this.game.setMode(UiMode.MESSAGE);
this.game.endPhase();
},
() => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase),
);
this.game.onNextPrompt(
"CheckSwitchPhase",
UiMode.CONFIRM,
() => {
this.game.setMode(UiMode.MESSAGE);
this.game.endPhase();
},
() => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase),
);
}
await this.game.phaseInterceptor.to(CommandPhase);
console.log("==================[New Turn]==================");
}
}