pokerogue/test/testUtils/phaseInterceptor.ts
Sirz Benjie a51a504155
[Test] Move test folder out of src (#5398)
* move test folder

* Update vitest files

* rename test/utils to test/testUtils

* Remove stray utils/gameManager

Got put back from a rebase
2025-02-22 22:52:07 -06:00

568 lines
19 KiB
TypeScript

import { Phase } from "#app/phase";
import ErrorInterceptor from "#test/testUtils/errorInterceptor";
import { AttemptRunPhase } from "#app/phases/attempt-run-phase";
import { BattleEndPhase } from "#app/phases/battle-end-phase";
import { BerryPhase } from "#app/phases/berry-phase";
import { CheckSwitchPhase } from "#app/phases/check-switch-phase";
import { CommandPhase } from "#app/phases/command-phase";
import { DamageAnimPhase } from "#app/phases/damage-anim-phase";
import { EggLapsePhase } from "#app/phases/egg-lapse-phase";
import { EncounterPhase } from "#app/phases/encounter-phase";
import { EndEvolutionPhase } from "#app/phases/end-evolution-phase";
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
import { EvolutionPhase } from "#app/phases/evolution-phase";
import { FaintPhase } from "#app/phases/faint-phase";
import { FormChangePhase } from "#app/phases/form-change-phase";
import { LearnMovePhase } from "#app/phases/learn-move-phase";
import { LevelCapPhase } from "#app/phases/level-cap-phase";
import { LoginPhase } from "#app/phases/login-phase";
import { MessagePhase } from "#app/phases/message-phase";
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
import { MoveEndPhase } from "#app/phases/move-end-phase";
import { MovePhase } from "#app/phases/move-phase";
import { NewBattlePhase } from "#app/phases/new-battle-phase";
import { NewBiomeEncounterPhase } from "#app/phases/new-biome-encounter-phase";
import { NextEncounterPhase } from "#app/phases/next-encounter-phase";
import { PostSummonPhase } from "#app/phases/post-summon-phase";
import { QuietFormChangePhase } from "#app/phases/quiet-form-change-phase";
import { SelectGenderPhase } from "#app/phases/select-gender-phase";
import { SelectModifierPhase } from "#app/phases/select-modifier-phase";
import { SelectStarterPhase } from "#app/phases/select-starter-phase";
import { SelectTargetPhase } from "#app/phases/select-target-phase";
import { ShinySparklePhase } from "#app/phases/shiny-sparkle-phase";
import { ShowAbilityPhase } from "#app/phases/show-ability-phase";
import { StatStageChangePhase } from "#app/phases/stat-stage-change-phase";
import { SummonPhase } from "#app/phases/summon-phase";
import { SwitchPhase } from "#app/phases/switch-phase";
import { SwitchSummonPhase } from "#app/phases/switch-summon-phase";
import { TitlePhase } from "#app/phases/title-phase";
import { ToggleDoublePositionPhase } from "#app/phases/toggle-double-position-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import { TurnStartPhase } from "#app/phases/turn-start-phase";
import { UnavailablePhase } from "#app/phases/unavailable-phase";
import { VictoryPhase } from "#app/phases/victory-phase";
import { PartyHealPhase } from "#app/phases/party-heal-phase";
import UI, { Mode } from "#app/ui/ui";
import { SelectBiomePhase } from "#app/phases/select-biome-phase";
import {
MysteryEncounterBattlePhase,
MysteryEncounterOptionSelectedPhase,
MysteryEncounterPhase,
MysteryEncounterRewardsPhase,
PostMysteryEncounterPhase
} from "#app/phases/mystery-encounter-phases";
import { ModifierRewardPhase } from "#app/phases/modifier-reward-phase";
import { PartyExpPhase } from "#app/phases/party-exp-phase";
import { ExpPhase } from "#app/phases/exp-phase";
import { GameOverPhase } from "#app/phases/game-over-phase";
import { RibbonModifierRewardPhase } from "#app/phases/ribbon-modifier-reward-phase";
import { GameOverModifierRewardPhase } from "#app/phases/game-over-modifier-reward-phase";
import { UnlockPhase } from "#app/phases/unlock-phase";
import { PostGameOverPhase } from "#app/phases/post-game-over-phase";
import { RevivalBlessingPhase } from "#app/phases/revival-blessing-phase";
export interface PromptHandler {
phaseTarget?: string;
mode?: Mode;
callback?: () => void;
expireFn?: () => void;
awaitingActionInput?: boolean;
}
type PhaseClass =
| typeof LoginPhase
| typeof TitlePhase
| typeof SelectGenderPhase
| typeof NewBiomeEncounterPhase
| typeof SelectStarterPhase
| typeof PostSummonPhase
| typeof SummonPhase
| typeof ToggleDoublePositionPhase
| typeof CheckSwitchPhase
| typeof ShowAbilityPhase
| typeof MessagePhase
| typeof TurnInitPhase
| typeof CommandPhase
| typeof EnemyCommandPhase
| typeof TurnStartPhase
| typeof MovePhase
| typeof MoveEffectPhase
| typeof DamageAnimPhase
| typeof FaintPhase
| typeof BerryPhase
| typeof TurnEndPhase
| typeof BattleEndPhase
| typeof EggLapsePhase
| typeof SelectModifierPhase
| typeof NextEncounterPhase
| typeof NewBattlePhase
| typeof VictoryPhase
| typeof LearnMovePhase
| typeof MoveEndPhase
| typeof StatStageChangePhase
| typeof ShinySparklePhase
| typeof SelectTargetPhase
| typeof UnavailablePhase
| typeof QuietFormChangePhase
| typeof SwitchPhase
| typeof SwitchSummonPhase
| typeof PartyHealPhase
| typeof FormChangePhase
| typeof EvolutionPhase
| typeof EndEvolutionPhase
| typeof LevelCapPhase
| typeof AttemptRunPhase
| typeof SelectBiomePhase
| typeof MysteryEncounterPhase
| typeof MysteryEncounterOptionSelectedPhase
| typeof MysteryEncounterBattlePhase
| typeof MysteryEncounterRewardsPhase
| typeof PostMysteryEncounterPhase
| typeof RibbonModifierRewardPhase
| typeof GameOverModifierRewardPhase
| typeof ModifierRewardPhase
| typeof PartyExpPhase
| typeof ExpPhase
| typeof EncounterPhase
| typeof GameOverPhase
| typeof UnlockPhase
| typeof PostGameOverPhase
| typeof RevivalBlessingPhase;
type PhaseString =
| "LoginPhase"
| "TitlePhase"
| "SelectGenderPhase"
| "NewBiomeEncounterPhase"
| "SelectStarterPhase"
| "PostSummonPhase"
| "SummonPhase"
| "ToggleDoublePositionPhase"
| "CheckSwitchPhase"
| "ShowAbilityPhase"
| "MessagePhase"
| "TurnInitPhase"
| "CommandPhase"
| "EnemyCommandPhase"
| "TurnStartPhase"
| "MovePhase"
| "MoveEffectPhase"
| "DamageAnimPhase"
| "FaintPhase"
| "BerryPhase"
| "TurnEndPhase"
| "BattleEndPhase"
| "EggLapsePhase"
| "SelectModifierPhase"
| "NextEncounterPhase"
| "NewBattlePhase"
| "VictoryPhase"
| "LearnMovePhase"
| "MoveEndPhase"
| "StatStageChangePhase"
| "ShinySparklePhase"
| "SelectTargetPhase"
| "UnavailablePhase"
| "QuietFormChangePhase"
| "SwitchPhase"
| "SwitchSummonPhase"
| "PartyHealPhase"
| "FormChangePhase"
| "EvolutionPhase"
| "EndEvolutionPhase"
| "LevelCapPhase"
| "AttemptRunPhase"
| "SelectBiomePhase"
| "MysteryEncounterPhase"
| "MysteryEncounterOptionSelectedPhase"
| "MysteryEncounterBattlePhase"
| "MysteryEncounterRewardsPhase"
| "PostMysteryEncounterPhase"
| "RibbonModifierRewardPhase"
| "GameOverModifierRewardPhase"
| "ModifierRewardPhase"
| "PartyExpPhase"
| "ExpPhase"
| "EncounterPhase"
| "GameOverPhase"
| "UnlockPhase"
| "PostGameOverPhase"
| "RevivalBlessingPhase";
type PhaseInterceptorPhase = PhaseClass | PhaseString;
export default class PhaseInterceptor {
public scene;
public phases = {};
public log: string[];
private onHold;
private interval;
private promptInterval;
private intervalRun;
private prompts: PromptHandler[];
private phaseFrom;
private inProgress;
private originalSetMode;
private originalSuperEnd;
/**
* List of phases with their corresponding start methods.
*
* CAUTION: If a phase and its subclasses (if any) both appear in this list,
* make sure that this list contains said phase AFTER all of its subclasses.
* This way, the phase's `prototype.start` is properly preserved during
* `initPhases()` so that its subclasses can use `super.start()` properly.
*/
private PHASES = [
[ LoginPhase, this.startPhase ],
[ TitlePhase, this.startPhase ],
[ SelectGenderPhase, this.startPhase ],
[ NewBiomeEncounterPhase, this.startPhase ],
[ SelectStarterPhase, this.startPhase ],
[ PostSummonPhase, this.startPhase ],
[ SummonPhase, this.startPhase ],
[ ToggleDoublePositionPhase, this.startPhase ],
[ CheckSwitchPhase, this.startPhase ],
[ ShowAbilityPhase, this.startPhase ],
[ MessagePhase, this.startPhase ],
[ TurnInitPhase, this.startPhase ],
[ CommandPhase, this.startPhase ],
[ EnemyCommandPhase, this.startPhase ],
[ TurnStartPhase, this.startPhase ],
[ MovePhase, this.startPhase ],
[ MoveEffectPhase, this.startPhase ],
[ DamageAnimPhase, this.startPhase ],
[ FaintPhase, this.startPhase ],
[ BerryPhase, this.startPhase ],
[ TurnEndPhase, this.startPhase ],
[ BattleEndPhase, this.startPhase ],
[ EggLapsePhase, this.startPhase ],
[ SelectModifierPhase, this.startPhase ],
[ NextEncounterPhase, this.startPhase ],
[ NewBattlePhase, this.startPhase ],
[ VictoryPhase, this.startPhase ],
[ LearnMovePhase, this.startPhase ],
[ MoveEndPhase, this.startPhase ],
[ StatStageChangePhase, this.startPhase ],
[ ShinySparklePhase, this.startPhase ],
[ SelectTargetPhase, this.startPhase ],
[ UnavailablePhase, this.startPhase ],
[ QuietFormChangePhase, this.startPhase ],
[ SwitchPhase, this.startPhase ],
[ SwitchSummonPhase, this.startPhase ],
[ PartyHealPhase, this.startPhase ],
[ FormChangePhase, this.startPhase ],
[ EvolutionPhase, this.startPhase ],
[ EndEvolutionPhase, this.startPhase ],
[ LevelCapPhase, this.startPhase ],
[ AttemptRunPhase, this.startPhase ],
[ SelectBiomePhase, this.startPhase ],
[ MysteryEncounterPhase, this.startPhase ],
[ MysteryEncounterOptionSelectedPhase, this.startPhase ],
[ MysteryEncounterBattlePhase, this.startPhase ],
[ MysteryEncounterRewardsPhase, this.startPhase ],
[ PostMysteryEncounterPhase, this.startPhase ],
[ RibbonModifierRewardPhase, this.startPhase ],
[ GameOverModifierRewardPhase, this.startPhase ],
[ ModifierRewardPhase, this.startPhase ],
[ PartyExpPhase, this.startPhase ],
[ ExpPhase, this.startPhase ],
[ EncounterPhase, this.startPhase ],
[ GameOverPhase, this.startPhase ],
[ UnlockPhase, this.startPhase ],
[ PostGameOverPhase, this.startPhase ],
[ RevivalBlessingPhase, this.startPhase ],
];
private endBySetMode = [
TitlePhase, SelectGenderPhase, CommandPhase, SelectModifierPhase, MysteryEncounterPhase, PostMysteryEncounterPhase
];
/**
* Constructor to initialize the scene and properties, and to start the phase handling.
* @param scene - The scene to be managed.
*/
constructor(scene) {
this.scene = scene;
this.onHold = [];
this.prompts = [];
this.clearLogs();
this.startPromptHandler();
this.initPhases();
}
/**
* Clears phase logs
*/
clearLogs() {
this.log = [];
}
rejectAll(error) {
if (this.inProgress) {
clearInterval(this.promptInterval);
clearInterval(this.interval);
clearInterval(this.intervalRun);
this.inProgress.onError(error);
}
}
/**
* Method to set the starting phase.
* @param phaseFrom - The phase to start from.
* @returns The instance of the PhaseInterceptor.
*/
runFrom(phaseFrom: PhaseInterceptorPhase): PhaseInterceptor {
this.phaseFrom = phaseFrom;
return this;
}
/**
* Method to transition to a target phase.
* @param phaseTo - The phase to transition to.
* @param runTarget - Whether or not to run the target phase.
* @returns A promise that resolves when the transition is complete.
*/
async to(phaseTo: PhaseInterceptorPhase, runTarget: boolean = true): Promise<void> {
return new Promise(async (resolve, reject) => {
ErrorInterceptor.getInstance().add(this);
if (this.phaseFrom) {
await this.run(this.phaseFrom).catch((e) => reject(e));
this.phaseFrom = null;
}
const targetName = typeof phaseTo === "string" ? phaseTo : phaseTo.name;
this.intervalRun = setInterval(async() => {
const currentPhase = this.onHold?.length && this.onHold[0];
if (currentPhase && currentPhase.name === targetName) {
clearInterval(this.intervalRun);
if (!runTarget) {
return resolve();
}
await this.run(currentPhase).catch((e) => {
clearInterval(this.intervalRun);
return reject(e);
});
return resolve();
}
if (currentPhase && currentPhase.name !== targetName) {
await this.run(currentPhase).catch((e) => {
clearInterval(this.intervalRun);
return reject(e);
});
}
});
});
}
/**
* Method to run a phase with an optional skip function.
* @param phaseTarget - The phase to run.
* @param skipFn - Optional skip function.
* @returns A promise that resolves when the phase is run.
*/
run(phaseTarget: PhaseInterceptorPhase, skipFn?: (className: PhaseClass) => boolean): Promise<void> {
const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
this.scene.moveAnimations = null; // Mandatory to avoid crash
return new Promise(async (resolve, reject) => {
ErrorInterceptor.getInstance().add(this);
const interval = setInterval(async () => {
const currentPhase = this.onHold.shift();
if (currentPhase) {
if (currentPhase.name !== targetName) {
clearInterval(interval);
const skip = skipFn && skipFn(currentPhase.name);
if (skip) {
this.onHold.unshift(currentPhase);
ErrorInterceptor.getInstance().remove(this);
return resolve();
}
clearInterval(interval);
return reject(`Wrong phase: this is ${currentPhase.name} and not ${targetName}`);
}
clearInterval(interval);
this.inProgress = {
name: currentPhase.name,
callback: () => {
ErrorInterceptor.getInstance().remove(this);
resolve();
},
onError: (error) => reject(error),
};
currentPhase.call();
}
});
});
}
whenAboutToRun(phaseTarget: PhaseInterceptorPhase, skipFn?: (className: PhaseClass) => boolean): Promise<void> {
const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
this.scene.moveAnimations = null; // Mandatory to avoid crash
return new Promise(async (resolve, reject) => {
ErrorInterceptor.getInstance().add(this);
const interval = setInterval(async () => {
const currentPhase = this.onHold[0];
if (currentPhase?.name === targetName) {
clearInterval(interval);
resolve();
}
});
});
}
pop() {
this.onHold.pop();
this.scene.shiftPhase();
}
/**
* Remove the current phase from the phase interceptor.
*
* Do not call this unless absolutely necessary. This function is intended
* for cleaning up the phase interceptor when, for whatever reason, a phase
* is manually ended without using the phase interceptor.
*
* @param shouldRun Whether or not the current scene should also be run.
*/
shift(shouldRun: boolean = false) : void {
this.onHold.shift();
if (shouldRun) {
this.scene.shiftPhase();
}
}
/**
* Method to initialize phases and their corresponding methods.
*/
initPhases() {
this.originalSetMode = UI.prototype.setMode;
this.originalSuperEnd = Phase.prototype.end;
UI.prototype.setMode = (mode, ...args) => this.setMode.call(this, mode, ...args);
Phase.prototype.end = () => this.superEndPhase.call(this);
for (const [ phase, methodStart ] of this.PHASES) {
const originalStart = phase.prototype.start;
this.phases[phase.name] = {
start: originalStart,
endBySetMode: this.endBySetMode.some((elm) => elm.name === phase.name),
};
phase.prototype.start = () => methodStart.call(this, phase);
}
}
/**
* Method to start a phase and log it.
* @param phase - The phase to start.
*/
startPhase(phase: PhaseClass) {
this.log.push(phase.name);
const instance = this.scene.getCurrentPhase();
this.onHold.push({
name: phase.name,
call: () => {
this.phases[phase.name].start.apply(instance);
}
});
}
unlock() {
this.inProgress?.callback();
this.inProgress = undefined;
}
/**
* Method to end a phase and log it.
* @param phase - The phase to start.
*/
superEndPhase() {
const instance = this.scene.getCurrentPhase();
this.originalSuperEnd.apply(instance);
this.inProgress?.callback();
this.inProgress = undefined;
}
/**
* m2m to set mode.
* @param mode - The {@linkcode Mode} to set.
* @param args - Additional arguments to pass to the original method.
*/
setMode(mode: Mode, ...args: unknown[]): Promise<void> {
const currentPhase = this.scene.getCurrentPhase();
const instance = this.scene.ui;
console.log("setMode", `${Mode[mode]} (=${mode})`, args);
const ret = this.originalSetMode.apply(instance, [ mode, ...args ]);
if (!this.phases[currentPhase.constructor.name]) {
throw new Error(`missing ${currentPhase.constructor.name} in phaseInterceptor PHASES list --- Add it to PHASES inside of /test/utils/phaseInterceptor.ts`);
}
if (this.phases[currentPhase.constructor.name].endBySetMode) {
this.inProgress?.callback();
this.inProgress = undefined;
}
return ret;
}
/**
* Method to start the prompt handler.
*/
startPromptHandler() {
this.promptInterval = setInterval(() => {
if (this.prompts.length) {
const actionForNextPrompt = this.prompts[0];
const expireFn = actionForNextPrompt.expireFn && actionForNextPrompt.expireFn();
const currentMode = this.scene.ui.getMode();
const currentPhase = this.scene.getCurrentPhase()?.constructor.name;
const currentHandler = this.scene.ui.getHandler();
if (expireFn) {
this.prompts.shift();
} else if (
currentMode === actionForNextPrompt.mode &&
currentPhase === actionForNextPrompt.phaseTarget &&
currentHandler.active &&
(!actionForNextPrompt.awaitingActionInput ||
(actionForNextPrompt.awaitingActionInput && currentHandler.awaitingActionInput))
) {
const prompt = this.prompts.shift();
if (prompt?.callback) {
prompt.callback();
}
}
}
});
}
/**
* Method to add an action to the next prompt.
* @param phaseTarget - The target phase for the prompt.
* @param mode - The mode of the UI.
* @param callback - The callback function to execute.
* @param expireFn - The function to determine if the prompt has expired.
* @param awaitingActionInput
*/
addToNextPrompt(phaseTarget: string, mode: Mode, callback: () => void, expireFn?: () => void, awaitingActionInput: boolean = false) {
this.prompts.push({
phaseTarget,
mode,
callback,
expireFn,
awaitingActionInput
});
}
/**
* Restores the original state of phases and clears intervals.
*
* This function iterates through all phases and resets their `start` method to the original
* function stored in `this.phases`. Additionally, it clears the `promptInterval` and `interval`.
*/
restoreOg() {
for (const [ phase ] of this.PHASES) {
phase.prototype.start = this.phases[phase.name].start;
}
UI.prototype.setMode = this.originalSetMode;
Phase.prototype.end = this.originalSuperEnd;
clearInterval(this.promptInterval);
clearInterval(this.interval);
clearInterval(this.intervalRun);
}
}