somehow fixed reload bug by making things actively worse

This commit is contained in:
Bertie690 2025-08-01 20:42:25 -04:00
parent 1819712201
commit 152f54ee7a

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@ -89,6 +89,11 @@ interface InProgressStub {
onError(error: any): void;
}
interface onHoldStub {
name: string;
call(): void;
}
export class PhaseInterceptor {
public scene: BattleScene;
// @ts-expect-error: initialized in `initPhases`
@ -98,7 +103,7 @@ export class PhaseInterceptor {
* TODO: This should not be an array;
* Our linear phase system means only 1 phase is ever started at once (if any)
*/
private onHold: PhaseClass[];
private onHold: onHoldStub[];
private interval: NodeJS.Timeout;
private promptInterval: NodeJS.Timeout;
private intervalRun: NodeJS.Timeout;
@ -279,7 +284,7 @@ export class PhaseInterceptor {
},
onError: error => reject(error),
};
this.phases[currentPhase.name].start.call(this.scene.phaseManager.getCurrentPhase());
currentPhase.call();
}
});
});
@ -325,7 +330,13 @@ export class PhaseInterceptor {
*/
startPhase(phase: PhaseClass) {
this.log.push(phase.name as PhaseString);
this.onHold.push(phase);
const instance = this.scene.phaseManager.getCurrentPhase();
this.onHold.push({
name: phase.name,
call: () => {
this.phases[phase.name].start.apply(instance);
},
});
}
/**