pokerogue/src/test/utils/helpers/dailyModeHelper.ts
NightKev 966b07f62b
[Misc] Shiny overrides can now force Pokemon to not be shiny (#4699)
Also fixes random shinies breaking tests
2024-10-21 11:00:58 -04:00

68 lines
2.4 KiB
TypeScript

import { BattleStyle } from "#app/enums/battle-style";
import { Button } from "#app/enums/buttons";
import overrides from "#app/overrides";
import { CommandPhase } from "#app/phases/command-phase";
import { EncounterPhase } from "#app/phases/encounter-phase";
import { TitlePhase } from "#app/phases/title-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import SaveSlotSelectUiHandler from "#app/ui/save-slot-select-ui-handler";
import { Mode } from "#app/ui/ui";
import { GameManagerHelper } from "./gameManagerHelper";
/**
* Helper to handle daily mode specifics
*/
export class DailyModeHelper extends GameManagerHelper {
/**
* Runs the daily game to the summon phase.
* @returns A promise that resolves when the summon phase is reached.
*/
async runToSummon() {
await this.game.runToTitle();
if (this.game.override.disableShinies) {
this.game.override.shiny(false).enemyShiny(false);
}
this.game.onNextPrompt("TitlePhase", Mode.TITLE, () => {
const titlePhase = new TitlePhase(this.game.scene);
titlePhase.initDailyRun();
});
this.game.onNextPrompt("TitlePhase", Mode.SAVE_SLOT, () => {
const uihandler = this.game.scene.ui.getHandler<SaveSlotSelectUiHandler>();
uihandler.processInput(Button.ACTION); // select first slot. that's fine
});
await this.game.phaseInterceptor.to(EncounterPhase);
if (overrides.OPP_HELD_ITEMS_OVERRIDE.length === 0 && this.game.override.removeEnemyStartingItems) {
this.game.removeEnemyHeldItems();
}
}
/**
* Transitions to the start of a battle.
* @returns A promise that resolves when the battle is started.
*/
async startBattle() {
await this.runToSummon();
if (this.game.scene.battleStyle === BattleStyle.SWITCH) {
this.game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
this.game.setMode(Mode.MESSAGE);
this.game.endPhase();
}, () => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase));
this.game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
this.game.setMode(Mode.MESSAGE);
this.game.endPhase();
}, () => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase));
}
await this.game.phaseInterceptor.to(CommandPhase);
console.log("==================[New Turn]==================");
}
}