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* [Test] Fix some test flakiness involving game.doKillOpponents() * PR Feedback * Fix linting --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
171 lines
5.3 KiB
TypeScript
171 lines
5.3 KiB
TypeScript
import { GameModes } from "#app/game-mode";
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import OptionSelectUiHandler from "#app/ui/settings/option-select-ui-handler";
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import { Mode } from "#app/ui/ui";
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import { Biome } from "#enums/biome";
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import { Button } from "#enums/buttons";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import { MockClock } from "#test/utils/mocks/mockClock";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Reload", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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});
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it("should not have RNG inconsistencies in a Classic run", async () => {
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await game.classicMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies after a biome switch", async () => {
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game.override
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.startingWave(10)
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.battleType("single")
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.startingLevel(100) // Avoid levelling up
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.disableTrainerWaves()
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.moveset([ Moves.SPLASH ])
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.enemyMoveset(Moves.SPLASH);
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await game.dailyMode.startBattle();
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// Transition from Wave 10 to Wave 11 in order to trigger biome switch
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game.move.select(Moves.SPLASH);
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await game.doKillOpponents();
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game.onNextPrompt("SelectBiomePhase", Mode.OPTION_SELECT, () => {
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(game.scene.time as MockClock).overrideDelay = null;
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const optionSelectUiHandler = game.scene.ui.getHandler() as OptionSelectUiHandler;
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game.scene.time.delayedCall(1010, () => optionSelectUiHandler.processInput(Button.ACTION));
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game.endPhase();
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(game.scene.time as MockClock).overrideDelay = 1;
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});
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await game.toNextWave();
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expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have weather inconsistencies after a biome switch", async () => {
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game.override
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.startingWave(10)
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.startingBiome(Biome.ICE_CAVE) // Will lead to Snowy Forest with randomly generated weather
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.battleType("single")
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.startingLevel(100) // Avoid levelling up
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.disableTrainerWaves()
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.moveset([ Moves.SPLASH ])
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.enemyMoveset(Moves.SPLASH);
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await game.classicMode.startBattle(); // Apparently daily mode would override the biome
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// Transition from Wave 10 to Wave 11 in order to trigger biome switch
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game.move.select(Moves.SPLASH);
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await game.doKillOpponents();
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await game.toNextWave();
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expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
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const preReloadWeather = game.scene.arena.weather;
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await game.reload.reloadSession();
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const postReloadWeather = game.scene.arena.weather;
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expect(postReloadWeather).toStrictEqual(preReloadWeather);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run wild Pokemon fight", async () => {
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await game.dailyMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run double battle", async () => {
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game.override
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.battleType("double");
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await game.dailyMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run Gym Leader fight", async () => {
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game.override
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.battleType("single")
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.startingWave(40);
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await game.dailyMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run regular trainer fight", async () => {
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game.override
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.battleType("single")
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.startingWave(45);
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await game.dailyMode.startBattle();
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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it("should not have RNG inconsistencies at a Daily run wave 50 Boss fight", async () => {
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game.override
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.battleType("single")
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.startingWave(50);
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await game.runToFinalBossEncounter([ Species.BULBASAUR ], GameModes.DAILY);
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const preReloadRngState = Phaser.Math.RND.state();
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await game.reload.reloadSession();
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const postReloadRngState = Phaser.Math.RND.state();
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expect(preReloadRngState).toBe(postReloadRngState);
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}, 20000);
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});
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