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@ -1,11 +1,10 @@
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import { Species } from "#app/enums/species.js";
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import { GameModes, getGameMode } from "#app/game-mode.js";
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import { Species } from "#app/enums/species";
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import { GameModes } from "#app/game-mode";
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import GameManager from "#test/utils/gameManager";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { SPLASH_ONLY } from "./utils/testUtils";
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import { Moves } from "#app/enums/moves.js";
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import { EnemyCommandPhase } from "#app/phases/enemy-command-phase.js";
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import { DamagePhase } from "#app/phases/damage-phase.js";
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import { Moves } from "#app/enums/moves";
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import { Biome } from "#app/enums/biome";
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describe("Reload", () => {
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let phaserGame: Phaser.Game;
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@ -39,21 +38,22 @@ describe("Reload", () => {
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it("should not have RNG inconsistencies after a biome switch", async () => {
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game.override
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.startingWave(15)
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.startingWave(10)
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.startingBiome(Biome.CAVE) // Will lead to biomes with randomly generated weather
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.battleType("single")
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.startingLevel(100)
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.enemyLevel(1000)
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.disableTrainerWaves()
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.moveset([Moves.KOWTOW_CLEAVE])
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.enemyMoveset(SPLASH_ONLY);
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await game.classicMode.startBattle();
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game.scene.gameMode = getGameMode(GameModes.ENDLESS);
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await game.dailyMode.startBattle();
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// Transition from Wave 15 to Wave 16 in order to trigger biome switch
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// Transition from Daily Run Wave 10 to Wave 11 in order to trigger biome switch
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game.move.select(Moves.KOWTOW_CLEAVE);
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await game.phaseInterceptor.runFrom(EnemyCommandPhase).to(DamagePhase);
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await game.phaseInterceptor.to("DamagePhase");
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await game.doKillOpponents();
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await game.toNextWave();
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expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
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const preReloadRngState = Phaser.Math.RND.state();
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@ -45,6 +45,7 @@ import { MoveHelper } from "./helpers/moveHelper";
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import { OverridesHelper } from "./helpers/overridesHelper";
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import { SettingsHelper } from "./helpers/settingsHelper";
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import { ReloadHelper } from "./helpers/reloadHelper";
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import { CheckSwitchPhase } from "#app/phases/check-switch-phase";
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/**
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* Class to manage the game state and transitions between phases.
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@ -235,12 +236,12 @@ export default class GameManager {
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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.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase) || this.isCurrentPhase(CheckSwitchPhase), 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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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase) || this.isCurrentPhase(CheckSwitchPhase));
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}
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forceOpponentToSwitch() {
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@ -10,13 +10,14 @@ import { EndEvolutionPhase } from "#app/phases/end-evolution-phase";
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import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
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import { EvolutionPhase } from "#app/phases/evolution-phase";
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import { FaintPhase } from "#app/phases/faint-phase";
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import { LevelCapPhase } from "#app/phases/level-cap-phase";
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import { LoginPhase } from "#app/phases/login-phase";
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import { MessagePhase } from "#app/phases/message-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { MovePhase } from "#app/phases/move-phase";
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import { NewBattlePhase } from "#app/phases/new-battle-phase";
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import { NewBiomeEncounterPhase } from "#app/phases/new-biome-encounter-phase.js";
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import { NewBiomeEncounterPhase } from "#app/phases/new-biome-encounter-phase";
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import { NextEncounterPhase } from "#app/phases/next-encounter-phase";
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import { PartyHealPhase } from "#app/phases/party-heal-phase";
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import { PostSummonPhase } from "#app/phases/post-summon-phase";
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@ -98,6 +99,7 @@ export default class PhaseInterceptor {
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[PartyHealPhase, this.startPhase],
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[EvolutionPhase, this.startPhase],
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[EndEvolutionPhase, this.startPhase],
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[LevelCapPhase, this.startPhase],
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];
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private endBySetMode = [
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