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* move mockTurnOrder to gameManager * change name * fix test failing * fix purify test * fix typo
377 lines
14 KiB
TypeScript
377 lines
14 KiB
TypeScript
import GameWrapper from "#test/utils/gameWrapper";
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import { Mode } from "#app/ui/ui";
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import { generateStarter, waitUntil } from "#test/utils/gameManagerUtils";
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import { CommandPhase, EncounterPhase, FaintPhase, LoginPhase, MovePhase, NewBattlePhase, SelectStarterPhase, SelectTargetPhase, TitlePhase, TurnEndPhase, TurnInitPhase, TurnStartPhase } from "#app/phases";
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import BattleScene from "#app/battle-scene.js";
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import PhaseInterceptor from "#test/utils/phaseInterceptor";
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import TextInterceptor from "#test/utils/TextInterceptor";
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import { GameModes, getGameMode } from "#app/game-mode";
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import fs from "fs";
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import { AES, enc } from "crypto-js";
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import { updateUserInfo } from "#app/account";
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import InputsHandler from "#app/test/utils/inputsHandler";
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import ErrorInterceptor from "#app/test/utils/errorInterceptor";
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import { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon";
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import { MockClock } from "#app/test/utils/mocks/mockClock";
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import PartyUiHandler from "#app/ui/party-ui-handler";
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import CommandUiHandler, { Command } from "#app/ui/command-ui-handler";
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import Trainer from "#app/field/trainer";
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import { ExpNotification } from "#enums/exp-notification";
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import { GameDataType } from "#enums/game-data-type";
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import { PlayerGender } from "#enums/player-gender";
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import { Species } from "#enums/species";
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import { Button } from "#enums/buttons";
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import { BattlerIndex } from "#app/battle.js";
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import TargetSelectUiHandler from "#app/ui/target-select-ui-handler.js";
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import { OverridesHelper } from "./overridesHelper";
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import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type.js";
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import overrides from "#app/overrides.js";
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import { removeEnemyHeldItems } from "./testUtils";
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import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler.js";
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import { MoveHelper } from "./moveHelper";
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import { vi } from "vitest";
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/**
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* Class to manage the game state and transitions between phases.
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*/
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export default class GameManager {
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public gameWrapper: GameWrapper;
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public scene: BattleScene;
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public phaseInterceptor: PhaseInterceptor;
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public textInterceptor: TextInterceptor;
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public inputsHandler: InputsHandler;
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public readonly override: OverridesHelper;
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public readonly move: MoveHelper;
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/**
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* Creates an instance of GameManager.
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* @param phaserGame - The Phaser game instance.
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* @param bypassLogin - Whether to bypass the login phase.
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*/
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constructor(phaserGame: Phaser.Game, bypassLogin: boolean = true) {
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localStorage.clear();
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ErrorInterceptor.getInstance().clear();
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BattleScene.prototype.randBattleSeedInt = (arg) => arg-1;
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this.gameWrapper = new GameWrapper(phaserGame, bypassLogin);
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this.scene = new BattleScene();
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this.phaseInterceptor = new PhaseInterceptor(this.scene);
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this.textInterceptor = new TextInterceptor(this.scene);
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this.gameWrapper.setScene(this.scene);
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this.override = new OverridesHelper(this);
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this.move = new MoveHelper(this);
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}
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/**
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* Sets the game mode.
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* @param mode - The mode to set.
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*/
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setMode(mode: Mode) {
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this.scene.ui?.setMode(mode);
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}
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/**
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* Waits until the specified mode is set.
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* @param mode - The mode to wait for.
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* @returns A promise that resolves when the mode is set.
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*/
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waitMode(mode: Mode): Promise<void> {
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return new Promise(async (resolve) => {
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await waitUntil(() => this.scene.ui?.getMode() === mode);
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return resolve();
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});
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}
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/**
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* Ends the current phase.
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*/
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endPhase() {
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this.scene.getCurrentPhase()?.end();
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}
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/**
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* Adds an action to be executed on the next prompt.
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* @param phaseTarget - The target phase.
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* @param mode - The mode to wait for.
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* @param callback - The callback to execute.
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* @param expireFn - Optional function to determine if the prompt has expired.
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*/
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onNextPrompt(phaseTarget: string, mode: Mode, callback: () => void, expireFn?: () => void, awaitingActionInput: boolean = false) {
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this.phaseInterceptor.addToNextPrompt(phaseTarget, mode, callback, expireFn, awaitingActionInput);
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}
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/**
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* Runs the game to the title phase.
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* @returns A promise that resolves when the title phase is reached.
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*/
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async runToTitle(): Promise<void> {
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await this.phaseInterceptor.whenAboutToRun(LoginPhase);
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this.phaseInterceptor.pop();
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await this.phaseInterceptor.run(TitlePhase);
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this.scene.gameSpeed = 5;
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this.scene.moveAnimations = false;
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this.scene.showLevelUpStats = false;
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this.scene.expGainsSpeed = 3;
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this.scene.expParty = ExpNotification.SKIP;
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this.scene.hpBarSpeed = 3;
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this.scene.enableTutorials = false;
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this.scene.gameData.gender = PlayerGender.MALE;
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}
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/**
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* Runs the game to the summon phase.
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* @param species - Optional array of species to summon.
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* @returns A promise that resolves when the summon phase is reached.
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*/
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async runToSummon(species?: Species[]) {
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await this.runToTitle();
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this.onNextPrompt("TitlePhase", Mode.TITLE, () => {
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this.scene.gameMode = getGameMode(GameModes.CLASSIC);
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const starters = generateStarter(this.scene, species);
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const selectStarterPhase = new SelectStarterPhase(this.scene);
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this.scene.pushPhase(new EncounterPhase(this.scene, false));
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selectStarterPhase.initBattle(starters);
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});
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await this.phaseInterceptor.run(EncounterPhase);
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if (overrides.OPP_HELD_ITEMS_OVERRIDE.length === 0) {
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removeEnemyHeldItems(this);
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}
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}
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/**
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* Transitions to the start of a battle.
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* @param species - Optional array of species to start the battle with.
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* @returns A promise that resolves when the battle is started.
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*/
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async startBattle(species?: Species[]) {
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await this.runToSummon(species);
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this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase));
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this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnInitPhase));
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await this.phaseInterceptor.to(CommandPhase);
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console.log("==================[New Turn]==================");
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}
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/**
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* Emulate a player attack
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* @param movePosition the index of the move in the pokemon's moveset array
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*/
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doAttack(movePosition: integer) {
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this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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this.scene.ui.setMode(Mode.FIGHT, (this.scene.getCurrentPhase() as CommandPhase).getFieldIndex());
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});
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this.onNextPrompt("CommandPhase", Mode.FIGHT, () => {
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(this.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false);
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});
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// Confirm target selection if move is multi-target
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this.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => {
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const handler = this.scene.ui.getHandler() as TargetSelectUiHandler;
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const move = (this.scene.getCurrentPhase() as SelectTargetPhase).getPokemon().getMoveset()[movePosition]!.getMove(); // TODO: is the bang correct?
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if (move.isMultiTarget()) {
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handler.processInput(Button.ACTION);
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}
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(MovePhase) || this.isCurrentPhase(TurnEndPhase));
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}
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/**
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* Emulate a player's target selection after an attack is chosen,
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* usually called after {@linkcode doAttack} in a double battle.
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* @param {BattlerIndex} targetIndex the index of the attack target
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*/
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doSelectTarget(targetIndex: BattlerIndex) {
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this.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => {
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const handler = this.scene.ui.getHandler() as TargetSelectUiHandler;
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handler.setCursor(targetIndex);
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handler.processInput(Button.ACTION);
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnStartPhase));
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}
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/** Faint all opponents currently on the field */
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async doKillOpponents() {
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await this.killPokemon(this.scene.currentBattle.enemyParty[0]);
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if (this.scene.currentBattle.double) {
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await this.killPokemon(this.scene.currentBattle.enemyParty[1]);
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}
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}
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/** Emulate selecting a modifier (item) */
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doSelectModifier() {
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this.onNextPrompt("SelectModifierPhase", Mode.MODIFIER_SELECT, () => {
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const handler = this.scene.ui.getHandler() as ModifierSelectUiHandler;
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handler.processInput(Button.CANCEL);
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase), true);
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this.onNextPrompt("SelectModifierPhase", Mode.CONFIRM, () => {
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const handler = this.scene.ui.getHandler() as ModifierSelectUiHandler;
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handler.processInput(Button.ACTION);
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase));
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}
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forceOpponentToSwitch() {
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const originalMatchupScore = Trainer.prototype.getPartyMemberMatchupScores;
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Trainer.prototype.getPartyMemberMatchupScores = () => {
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Trainer.prototype.getPartyMemberMatchupScores = originalMatchupScore;
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return [[1, 100], [1, 100]];
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};
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}
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/** Transition to the next upcoming {@linkcode CommandPhase} */
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async toNextTurn() {
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await this.phaseInterceptor.to(CommandPhase);
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}
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/** Emulate selecting a modifier (item) and transition to the next upcoming {@linkcode CommandPhase} */
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async toNextWave() {
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this.doSelectModifier();
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this.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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this.setMode(Mode.MESSAGE);
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this.endPhase();
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}, () => this.isCurrentPhase(TurnInitPhase));
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await this.toNextTurn();
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}
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/**
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* Checks if the player has won the battle.
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* @returns True if the player has won, otherwise false.
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*/
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isVictory() {
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return this.scene.currentBattle.enemyParty.every(pokemon => pokemon.isFainted());
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}
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/**
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* Checks if the current phase matches the target phase.
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* @param phaseTarget - The target phase.
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* @returns True if the current phase matches the target phase, otherwise false.
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*/
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isCurrentPhase(phaseTarget) {
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const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
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return this.scene.getCurrentPhase()?.constructor.name === targetName;
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}
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/**
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* Checks if the current mode matches the target mode.
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* @param mode - The target mode.
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* @returns True if the current mode matches the target mode, otherwise false.
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*/
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isCurrentMode(mode: Mode) {
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return this.scene.ui?.getMode() === mode;
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}
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/**
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* Exports the save data to import it in a test game.
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* @returns A promise that resolves with the exported save data.
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*/
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exportSaveToTest(): Promise<string> {
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return new Promise(async (resolve) => {
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await this.scene.gameData.saveAll(this.scene, true, true, true, true);
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this.scene.reset(true);
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await waitUntil(() => this.scene.ui?.getMode() === Mode.TITLE);
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await this.scene.gameData.tryExportData(GameDataType.SESSION, 0);
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await waitUntil(() => localStorage.hasOwnProperty("toExport"));
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return resolve(localStorage.getItem("toExport")!); // TODO: is this bang correct?;
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});
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}
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/**
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* Imports game data from a file.
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* @param path - The path to the data file.
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* @returns A promise that resolves with a tuple containing a boolean indicating success and an integer status code.
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*/
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async importData(path): Promise<[boolean, integer]> {
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const saveKey = "x0i2O7WRiANTqPmZ";
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const dataRaw = fs.readFileSync(path, {encoding: "utf8", flag: "r"});
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let dataStr = AES.decrypt(dataRaw, saveKey).toString(enc.Utf8);
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dataStr = this.scene.gameData.convertSystemDataStr(dataStr);
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const systemData = this.scene.gameData.parseSystemData(dataStr);
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const valid = !!systemData.dexData && !!systemData.timestamp;
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if (valid) {
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await updateUserInfo();
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await this.scene.gameData.initSystem(dataStr);
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}
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return updateUserInfo();
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}
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async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) {
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(this.scene.time as MockClock).overrideDelay = 0.01;
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return new Promise<void>(async(resolve, reject) => {
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pokemon.hp = 0;
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this.scene.pushPhase(new FaintPhase(this.scene, pokemon.getBattlerIndex(), true));
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await this.phaseInterceptor.to(FaintPhase).catch((e) => reject(e));
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(this.scene.time as MockClock).overrideDelay = undefined;
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resolve();
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});
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}
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/**
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* Command an in-battle switch to another Pokemon via the main battle menu.
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* @param pokemonIndex the index of the pokemon in your party to switch to
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*/
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doSwitchPokemon(pokemonIndex: number) {
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this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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(this.scene.ui.getHandler() as CommandUiHandler).setCursor(2);
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(this.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION);
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});
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this.doSelectPartyPokemon(pokemonIndex, "CommandPhase");
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}
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/**
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* Revive pokemon, currently players only.
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* @param pokemonIndex the index of the pokemon in your party to revive
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*/
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doRevivePokemon(pokemonIndex: number) {
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const party = this.scene.getParty();
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const candidate = new ModifierTypeOption(modifierTypes.MAX_REVIVE(), 0);
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const modifier = candidate.type!.newModifier(party[pokemonIndex]);
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this.scene.addModifier(modifier, false);
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}
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/**
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* Select a pokemon from the party menu. Only really handles the basic cases
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* of the party UI, where you just need to navigate to a party slot and press
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* Action twice - navigating any menus that come up after you select a party member
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* is not supported.
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* @param slot the index of the pokemon in your party to switch to
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* @param inPhase Which phase to expect the selection to occur in. Typically
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* non-command switch actions happen in SwitchPhase.
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*/
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doSelectPartyPokemon(slot: number, inPhase = "SwitchPhase") {
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this.onNextPrompt(inPhase, Mode.PARTY, () => {
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const partyHandler = this.scene.ui.getHandler() as PartyUiHandler;
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partyHandler.setCursor(slot);
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partyHandler.processInput(Button.ACTION); // select party slot
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partyHandler.processInput(Button.ACTION); // send out (or whatever option is at the top)
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});
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}
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/**
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* Intercepts `TurnStartPhase` and mocks the getOrder's return value {@linkcode TurnStartPhase.getOrder}
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* Used to modify the turn order.
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* @param {BattlerIndex[]} order The turn order to set
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* @example
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* ```ts
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* await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
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* ```
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*/
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async setTurnOrder(order: BattlerIndex[]): Promise<void> {
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await this.phaseInterceptor.to(TurnStartPhase, false);
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vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, "getOrder").mockReturnValue(order);
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}
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}
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