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Marked starter select test as TODO to avoid corruption
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@ -168,6 +168,7 @@ export class TitlePhase extends Phase {
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globalScene.ui.setMode(UiMode.TITLE, config);
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}
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// TODO: Make callers actually wait for the damn save slot to load
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async loadSaveSlot(slotId: number): Promise<void> {
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globalScene.sessionSlotId = slotId > -1 || !loggedInUser ? slotId : loggedInUser.lastSessionSlot;
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globalScene.ui.setMode(UiMode.MESSAGE);
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@ -78,13 +78,13 @@ export class PromptHandler extends GameManagerHelper {
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* @param args - Arguments being passed to the original method
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* @returns The original return value.
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*/
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private setMode(args: Parameters<typeof this.originalSetModeInternal>) {
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private async setMode(args: Parameters<typeof this.originalSetModeInternal>) {
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const mode = args[0];
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this.doLog(
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`UI mode changed from ${getEnumStr(UiMode, this.game.scene.ui.getMode())} to ${getEnumStr(UiMode, mode)}!`,
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);
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const ret = this.originalSetModeInternal.apply(this.game.scene.ui, args);
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const ret = await this.originalSetModeInternal.apply(this.game.scene.ui, args);
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const currentPhase = this.game.scene.phaseManager.getCurrentPhase()?.phaseName!;
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if (endBySetMode.includes(currentPhase)) {
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@ -16,7 +16,8 @@ import i18next from "i18next";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("UI - Starter select", () => {
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// TODO: Resolve issues with UI test state corruption
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describe.todo("UI - Starter select", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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