flx-sta a07d2c57a4
[Refactor] use typescript strict-null (#3259)
* TS: enable strict-null

* fix battle-scene.ts

* fix voucher.ts

* adapt more files to strict-null

* adapt more files to strict-null ( 2)

* adapt ability.ts to strict-null

* adapt `arena.ts` to strict-null

* adapt TagAddedEvent constructor to strict-null

* adapt phases.ts.to strict-null

* adapt status-effect.ts to strict-null

* adapt `account.ts` to strict-null

* adapt `configHandler.ts` to strict-null

* adapt `ability.ts` to strict-null

* adapt `biomes.ts` to strict-null

* adapt `challenge.ts` to strict-null

* adapt `daily-run.ts` to strict-null

* adapt `nature.ts` to strict-null

* adapt `pokemon-forms.ts` to strict-null

* adapt `tainer-names.ts` to strict-null

* adapt `types.ts` to strict-null

* adapt `weather.ts` to strict-null

* adapt `egg-hatch-phase.ts` to strict-null

* adapt `evolution-phase.ts` to strict-null

* adapt `pokemon-sprite-sparkle-handler.ts` to strict-null

* adapt `evolution-phase.ts` to strict-null

* adapt `game-mode.ts` to strict-null

* adapt `utils.ts` to strict-null

* adapt `voucher-ui-handler.ts` to strict-null

* adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null

* adapt `src/ui/ui.ts` to strict-null

* adapt `src/ui/ui-theme.ts` to strict-null

* adapt `src/ui/title-ui-handler.ts` to strict-null

* adapt `src/ui/time-of-day-widget.ts` to strict-null

* adapt `src/ui/text.ts` to strict-null

* adapt `src/ui/target-select-ui-handler.ts` to strict-null

* adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null

* adapt more files to strict-null (3)

* adapt more files to strict-null (4)

* adapt more files (mostly tests) to strict-null (5)

* adapt more files to strict-null (6)

* adapt more files to strict-null (7)

* Update `src/data/pokemon-evolutions.ts` for strict-null

Partial update `src/data/pokemon-species.ts` for strict-null

* adapt more files to strict-null (8)

* adapt more files to strict-null (9)

* Strict some more nulls (still a few errors remaining)

* adapt rest of the files to strict-null (9)

* fix tests (check for null instead of undefined)

* repalce a lot of `??` with bangs

And added TODO notice as usual

* fix more tests

* all tests pass now

* fix broken game-loop after trainer battle

add some console.warn for missing cases and falling back to default

* remove guessed fallback from utils.rgbHexToRgba

* add TODO for this.currentBattle = null

* adjust   getPokemonById() return to include `null`

* fix compilation errors

* add test for pokemon.trySetStatus

* `chanceMultiplier` shouldn't be optional

* allow `null` for currentPhase

* adjust hasExpSprite logic for no keymatch found

* reduce bang usage in account.updateUserInfo()

* fix new strict-null issues after merge

* fix `strict-null` issues in dropdown.ts

and sand_spit.test.ts

* fix egg-gacha

* adapt gul_missile.test.ts to strict-null

* fix move.ts strict-null

* fix i18n.ts strict-null

* fix strict-null issues

* fix baton_pass test

after accidentially breaking it

* chore: fix compiler errors

* revert accidential changes in baton_pass.test.ts

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-08-07 17:23:12 +01:00

209 lines
4.0 KiB
TypeScript

import MockTextureManager from "#test/utils/mocks/mockTextureManager";
import { MockGameObject } from "../mockGameObject";
export default class MockContainer implements MockGameObject {
protected x;
protected y;
protected scene;
protected width;
protected height;
protected visible;
private alpha;
private style;
public frame;
protected textureManager;
public list: MockGameObject[] = [];
constructor(textureManager: MockTextureManager, x, y) {
this.x = x;
this.y = y;
this.frame = {};
this.textureManager = textureManager;
}
setVisible(visible) {
this.visible = visible;
}
once(event, callback, source) {
}
off(event, callback, source) {
}
removeFromDisplayList() {
// same as remove or destroy
}
addedToScene() {
// This callback is invoked when this Game Object is added to a Scene.
}
setSize(width, height) {
// Sets the size of this Game Object.
}
setMask() {
/// Sets the mask that this Game Object will use to render with.
}
setPositionRelative(source, x, y) {
/// Sets the position of this Game Object to be a relative position from the source Game Object.
}
setInteractive(hitArea?, callback?, dropZone?) {
/// Sets the InteractiveObject to be a drop zone for a drag and drop operation.
}
setOrigin(x, y) {
this.x = x;
this.y = y;
}
setAlpha(alpha) {
this.alpha = alpha;
}
setFrame(frame, updateSize?: boolean, updateOrigin?: boolean) {
// Sets the frame this Game Object will use to render with.
}
setScale(scale) {
// Sets the scale of this Game Object.
}
setPosition(x, y) {
this.x = x;
this.y = y;
}
setX(x) {
this.x = x;
}
setY(y) {
this.y = y;
}
destroy() {
this.list = [];
}
setShadow(shadowXpos, shadowYpos, shadowColor) {
// Sets the shadow settings for this Game Object.
}
setLineSpacing(lineSpacing) {
// Sets the line spacing value of this Game Object.
}
setText(text) {
// Sets the text this Game Object will display.
}
setAngle(angle) {
// Sets the angle of this Game Object.
}
setShadowOffset(offsetX, offsetY) {
// Sets the shadow offset values.
}
setWordWrapWidth(width) {
// Sets the width (in pixels) to use for wrapping lines.
}
setFontSize(fontSize) {
// Sets the font size of this Game Object.
}
getBounds() {
return { width: this.width, height: this.height };
}
setColor(color) {
// Sets the tint of this Game Object.
}
setShadowColor(color) {
// Sets the shadow color.
}
setTint(color) {
// Sets the tint of this Game Object.
}
setStrokeStyle(thickness, color) {
// Sets the stroke style for the graphics.
return this;
}
setDepth(depth) {
// Sets the depth of this Game Object.
}
setTexture(texture) {
// Sets the texture this Game Object will use to render with.
}
clearTint() {
// Clears any previously set tint.
}
sendToBack() {
// Sends this Game Object to the back of its parent's display list.
}
moveAbove(obj) {
// Moves this Game Object to be above the given Game Object in the display list.
}
moveBelow(obj) {
// Moves this Game Object to be below the given Game Object in the display list.
}
setName(name) {
// return this.phaserSprite.setName(name);
}
bringToTop(obj) {
// Brings this Game Object to the top of its parents display list.
}
on(event, callback, source) {
}
add(obj) {
// Adds a child to this Game Object.
this.list.push(obj);
}
removeAll() {
// Removes all Game Objects from this Container.
this.list = [];
}
addAt(obj, index) {
// Adds a Game Object to this Container at the given index.
this.list.splice(index, 0, obj);
}
remove(obj) {
const index = this.list.indexOf(obj);
if (index !== -1) {
this.list.splice(index, 1);
}
}
getIndex(obj) {
const index = this.list.indexOf(obj);
return index || -1;
}
getAt(index) {
return this.list[index];
}
getAll() {
return this.list;
}
}