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Fix issues with ending DamageAnimPhase during tests
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c66be1997e
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@ -2471,6 +2471,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.switchOutStatus = status;
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this.switchOutStatus = status;
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}
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}
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/**
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* Updates the Pokemon's battle info UI. This is purely a visual update.
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* @param instant Whether or not the update should be instant.
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*/
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updateInfo(instant?: boolean): Promise<void> {
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updateInfo(instant?: boolean): Promise<void> {
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return this.battleInfo.updateInfo(this, instant);
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return this.battleInfo.updateInfo(this, instant);
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}
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}
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@ -33,15 +33,15 @@ export async function runMysteryEncounterToEnd(game: GameManager, optionNo: numb
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}, () => game.isCurrentPhase(MysteryEncounterBattlePhase) || game.isCurrentPhase(MysteryEncounterRewardsPhase));
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}, () => game.isCurrentPhase(MysteryEncounterBattlePhase) || game.isCurrentPhase(MysteryEncounterRewardsPhase));
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if (isBattle) {
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if (isBattle) {
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game.onNextPrompt("DamageAnimPhase", Mode.MESSAGE, () => {
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game.onNextPrompt(
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game.setMode(Mode.MESSAGE);
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"CheckSwitchPhase",
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game.endPhase();
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Mode.CONFIRM,
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}, () => game.isCurrentPhase(CommandPhase));
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() => {
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game.setMode(Mode.MESSAGE);
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game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
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game.endPhase();
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game.setMode(Mode.MESSAGE);
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},
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game.endPhase();
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() => game.isCurrentPhase(CommandPhase),
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}, () => game.isCurrentPhase(CommandPhase));
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);
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game.onNextPrompt("CheckSwitchPhase", Mode.MESSAGE, () => {
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game.onNextPrompt("CheckSwitchPhase", Mode.MESSAGE, () => {
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game.setMode(Mode.MESSAGE);
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game.setMode(Mode.MESSAGE);
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@ -186,6 +186,8 @@ export class GameWrapper {
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this.scene.time = new MockClock(this.scene);
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this.scene.time = new MockClock(this.scene);
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this.scene.remove = vi.fn(); // TODO: this should be stubbed differently
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this.scene.remove = vi.fn(); // TODO: this should be stubbed differently
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this.scene.eventManager = new MockTimedEventManager(); // Disable Timed Events
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this.scene.eventManager = new MockTimedEventManager(); // Disable Timed Events
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Pokemon.prototype.updateInfo = async () => {};
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}
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}
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}
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}
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