mirror of
https://github.com/pagefaultgames/pokerogue.git
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* added test for spikes + forceOpponentToSwitch * fix conditional for intimidate in a double if there is only 1 pokemon available on our side * fix variable naming and ternary condition * added a fallback to clear the conditionalQueue if it's a new turn * speed up tests by skipping LoginPhase
351 lines
11 KiB
TypeScript
351 lines
11 KiB
TypeScript
import {
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BattleEndPhase,
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BerryPhase,
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CheckSwitchPhase,
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CommandPhase,
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DamagePhase,
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EggLapsePhase,
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EncounterPhase,
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EnemyCommandPhase,
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FaintPhase,
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LoginPhase,
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MessagePhase,
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MoveEffectPhase,
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MoveEndPhase,
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MovePhase,
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NewBattlePhase,
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NextEncounterPhase,
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PostSummonPhase,
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SelectGenderPhase,
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SelectModifierPhase,
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SelectStarterPhase,
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SelectTargetPhase,
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ShinySparklePhase,
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ShowAbilityPhase,
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StatChangePhase,
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SummonPhase,
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SwitchPhase,
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SwitchSummonPhase,
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TitlePhase,
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ToggleDoublePositionPhase,
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TurnEndPhase,
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TurnInitPhase,
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TurnStartPhase,
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UnavailablePhase,
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VictoryPhase
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} from "#app/phases";
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import UI, {Mode} from "#app/ui/ui";
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import {Phase} from "#app/phase";
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import ErrorInterceptor from "#app/test/utils/errorInterceptor";
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import {QuietFormChangePhase} from "#app/form-change-phase";
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export default class PhaseInterceptor {
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public scene;
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public phases = {};
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public log;
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private onHold;
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private interval;
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private promptInterval;
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private intervalRun;
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private prompts;
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private phaseFrom;
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private inProgress;
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private originalSetMode;
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private originalSuperEnd;
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/**
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* List of phases with their corresponding start methods.
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*/
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private PHASES = [
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[LoginPhase, this.startPhase],
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[TitlePhase, this.startPhase],
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[SelectGenderPhase, this.startPhase],
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[EncounterPhase, this.startPhase],
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[SelectStarterPhase, this.startPhase],
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[PostSummonPhase, this.startPhase],
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[SummonPhase, this.startPhase],
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[ToggleDoublePositionPhase, this.startPhase],
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[CheckSwitchPhase, this.startPhase],
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[ShowAbilityPhase, this.startPhase],
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[MessagePhase, this.startPhase],
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[TurnInitPhase, this.startPhase],
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[CommandPhase, this.startPhase],
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[EnemyCommandPhase, this.startPhase],
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[TurnStartPhase, this.startPhase],
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[MovePhase, this.startPhase],
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[MoveEffectPhase, this.startPhase],
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[DamagePhase, this.startPhase],
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[FaintPhase, this.startPhase],
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[BerryPhase, this.startPhase],
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[TurnEndPhase, this.startPhase],
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[BattleEndPhase, this.startPhase],
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[EggLapsePhase, this.startPhase],
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[SelectModifierPhase, this.startPhase],
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[NextEncounterPhase, this.startPhase],
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[NewBattlePhase, this.startPhase],
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[VictoryPhase, this.startPhase],
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[MoveEndPhase, this.startPhase],
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[StatChangePhase, this.startPhase],
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[ShinySparklePhase, this.startPhase],
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[SelectTargetPhase, this.startPhase],
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[UnavailablePhase, this.startPhase],
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[QuietFormChangePhase, this.startPhase],
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[SwitchPhase, this.startPhase],
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[SwitchSummonPhase, this.startPhase],
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];
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private endBySetMode = [
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TitlePhase, SelectGenderPhase, CommandPhase
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];
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/**
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* Constructor to initialize the scene and properties, and to start the phase handling.
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* @param scene - The scene to be managed.
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*/
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constructor(scene) {
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this.scene = scene;
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this.log = [];
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this.onHold = [];
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this.prompts = [];
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this.startPromptHandler();
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this.initPhases();
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}
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rejectAll(error) {
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if (this.inProgress) {
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clearInterval(this.promptInterval);
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clearInterval(this.interval);
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clearInterval(this.intervalRun);
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this.inProgress.onError(error);
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}
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}
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/**
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* Method to set the starting phase.
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* @param phaseFrom - The phase to start from.
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* @returns The instance of the PhaseInterceptor.
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*/
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runFrom(phaseFrom) {
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this.phaseFrom = phaseFrom;
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return this;
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}
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/**
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* Method to transition to a target phase.
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* @param phaseTo - The phase to transition to.
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* @returns A promise that resolves when the transition is complete.
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*/
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async to(phaseTo, runTarget: boolean = true): Promise<void> {
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return new Promise(async (resolve, reject) => {
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ErrorInterceptor.getInstance().add(this);
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if (this.phaseFrom) {
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await this.run(this.phaseFrom).catch((e) => reject(e));
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this.phaseFrom = null;
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}
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const targetName = typeof phaseTo === "string" ? phaseTo : phaseTo.name;
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this.intervalRun = setInterval(async() => {
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const currentPhase = this.onHold?.length && this.onHold[0];
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if (currentPhase && currentPhase.name === targetName) {
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clearInterval(this.intervalRun);
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if (!runTarget) {
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return resolve();
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}
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await this.run(currentPhase).catch((e) => {
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clearInterval(this.intervalRun);
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return reject(e);
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});
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return resolve();
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}
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if (currentPhase && currentPhase.name !== targetName) {
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await this.run(currentPhase).catch((e) => {
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clearInterval(this.intervalRun);
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return reject(e);
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});
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}
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});
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});
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}
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/**
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* Method to run a phase with an optional skip function.
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* @param phaseTarget - The phase to run.
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* @param skipFn - Optional skip function.
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* @returns A promise that resolves when the phase is run.
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*/
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run(phaseTarget, skipFn?): Promise<void> {
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const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
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this.scene.moveAnimations = null; // Mandatory to avoid crash
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return new Promise(async (resolve, reject) => {
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ErrorInterceptor.getInstance().add(this);
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const interval = setInterval(async () => {
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const currentPhase = this.onHold.shift();
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if (currentPhase) {
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if (currentPhase.name !== targetName) {
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clearInterval(interval);
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const skip = skipFn && skipFn(currentPhase.name);
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if (skip) {
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this.onHold.unshift(currentPhase);
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ErrorInterceptor.getInstance().remove(this);
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return resolve();
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}
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clearInterval(interval);
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return reject(`Wrong phase: this is ${currentPhase.name} and not ${targetName}`);
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}
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clearInterval(interval);
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this.inProgress = {
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name: currentPhase.name,
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callback: () => {
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ErrorInterceptor.getInstance().remove(this);
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resolve();
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},
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onError: (error) => reject(error),
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};
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currentPhase.call();
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}
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});
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});
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}
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whenAboutToRun(phaseTarget, skipFn?): Promise<void> {
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const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
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this.scene.moveAnimations = null; // Mandatory to avoid crash
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return new Promise(async (resolve, reject) => {
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ErrorInterceptor.getInstance().add(this);
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const interval = setInterval(async () => {
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const currentPhase = this.onHold[0];
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if (currentPhase?.name === targetName) {
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clearInterval(interval);
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resolve();
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}
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});
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});
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}
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pop() {
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this.onHold.pop();
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this.scene.shiftPhase();
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}
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/**
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* Method to initialize phases and their corresponding methods.
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*/
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initPhases() {
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this.originalSetMode = UI.prototype.setMode;
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this.originalSuperEnd = Phase.prototype.end;
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UI.prototype.setMode = (mode, ...args) => this.setMode.call(this, mode, ...args);
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Phase.prototype.end = () => this.superEndPhase.call(this);
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for (const [phase, methodStart] of this.PHASES) {
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const originalStart = phase.prototype.start;
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this.phases[phase.name] = {
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start: originalStart,
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endBySetMode: this.endBySetMode.some((elm) => elm.name === phase.name),
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};
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phase.prototype.start = () => methodStart.call(this, phase);
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}
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}
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/**
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* Method to start a phase and log it.
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* @param phase - The phase to start.
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*/
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startPhase(phase) {
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this.log.push(phase.name);
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const instance = this.scene.getCurrentPhase();
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this.onHold.push({
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name: phase.name,
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call: () => {
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this.phases[phase.name].start.apply(instance);
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}
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});
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}
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unlock() {
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this.inProgress?.callback();
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this.inProgress = undefined;
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}
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/**
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* Method to end a phase and log it.
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* @param phase - The phase to start.
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*/
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superEndPhase() {
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const instance = this.scene.getCurrentPhase();
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this.originalSuperEnd.apply(instance);
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this.inProgress?.callback();
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this.inProgress = undefined;
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}
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/**
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* m2m to set mode.
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* @param phase - The phase to start.
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*/
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setMode(mode: Mode, ...args: any[]): Promise<void> {
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const currentPhase = this.scene.getCurrentPhase();
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const instance = this.scene.ui;
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console.log("setMode", mode, args);
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const ret = this.originalSetMode.apply(instance, [mode, ...args]);
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if (!this.phases[currentPhase.constructor.name]) {
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throw new Error(`missing ${currentPhase.constructor.name} in phaseInterceptior PHASES list`);
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}
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if (this.phases[currentPhase.constructor.name].endBySetMode) {
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this.inProgress?.callback();
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this.inProgress = undefined;
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}
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return ret;
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}
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/**
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* Method to start the prompt handler.
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*/
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startPromptHandler() {
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this.promptInterval = setInterval(() => {
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if (this.prompts.length) {
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const actionForNextPrompt = this.prompts[0];
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const expireFn = actionForNextPrompt.expireFn && actionForNextPrompt.expireFn();
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const currentMode = this.scene.ui.getMode();
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const currentPhase = this.scene.getCurrentPhase().constructor.name;
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const currentHandler = this.scene.ui.getHandler();
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if (expireFn) {
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this.prompts.shift();
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} else if (currentMode === actionForNextPrompt.mode && currentPhase === actionForNextPrompt.phaseTarget && currentHandler.active && (!actionForNextPrompt.awaitingActionInput || (actionForNextPrompt.awaitingActionInput && currentHandler.awaitingActionInput))) {
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this.prompts.shift().callback();
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}
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}
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});
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}
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/**
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* Method to add an action to the next prompt.
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* @param phaseTarget - The target phase for the prompt.
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* @param mode - The mode of the UI.
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* @param callback - The callback function to execute.
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* @param expireFn - The function to determine if the prompt has expired.
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*/
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addToNextPrompt(phaseTarget: string, mode: Mode, callback: () => void, expireFn: () => void, awaitingActionInput: boolean = false) {
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this.prompts.push({
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phaseTarget,
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mode,
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callback,
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expireFn,
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awaitingActionInput
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});
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}
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/**
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* Restores the original state of phases and clears intervals.
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*
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* This function iterates through all phases and resets their `start` method to the original
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* function stored in `this.phases`. Additionally, it clears the `promptInterval` and `interval`.
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*/
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restoreOg() {
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for (const [phase] of this.PHASES) {
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phase.prototype.start = this.phases[phase.name].start;
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}
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UI.prototype.setMode = this.originalSetMode;
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Phase.prototype.end = this.originalSuperEnd;
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clearInterval(this.promptInterval);
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clearInterval(this.interval);
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clearInterval(this.intervalRun);
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}
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}
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