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Fixed bugs (hopefully)
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@ -72,13 +72,12 @@ export default class PhaseInterceptor {
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* Method to transition to a target phase.
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* @param targetPhase - The name of the phase to transition to.
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* @param runTarget - Whether or not to run the target phase; default `true`.
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* @returns A promise that resolves when the transition is complete.
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* @returns A Promise that resolves when the target phase is reached.
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*/
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// TODO: Does this need to be asynchronous?
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public async to(targetPhase: PhaseString, runTarget = true): Promise<void> {
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let currentPhase = this.scene.phaseManager.getCurrentPhase();
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const pm = this.scene.phaseManager;
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let currentPhase = pm.getCurrentPhase();
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while (!currentPhase?.is(targetPhase)) {
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currentPhase = this.scene.phaseManager.getCurrentPhase();
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if (!currentPhase) {
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console.log("Reached end of phases without hitting target; resolving.");
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return;
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@ -86,6 +85,7 @@ export default class PhaseInterceptor {
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// Current phase is different; run and wait for it to finish
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await this.run(currentPhase);
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currentPhase = pm.getCurrentPhase();
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}
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// We hit the target; run as applicable and wrap up.
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@ -94,7 +94,6 @@ export default class PhaseInterceptor {
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return;
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}
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console.log(`PhaseInterceptor.to: Running target ${targetPhase}`);
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await this.run(currentPhase);
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}
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@ -12,7 +12,6 @@ abstract class mockPhase extends Phase {
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public override readonly phaseName: any;
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override start() {
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console.log(this.phaseName);
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this.end();
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}
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}
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