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Fixed didLog
to not start phases again when interrupted
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@ -82,9 +82,11 @@ export class PhaseInterceptor {
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async () => {
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// If we were interrupted by a UI prompt, we assume that the calling code will queue inputs to
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// end the current phase manually, so we just wait for the phase to end from the caller.
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if (this.state === "interrupted" && !didLog) {
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this.doLog("PhaseInterceptor.to: Waiting for phase to end after being interrupted!");
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didLog = true;
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if (this.state === "interrupted") {
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if (!didLog) {
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this.doLog("PhaseInterceptor.to: Waiting for phase to end after being interrupted!");
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didLog = true;
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}
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return false;
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}
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@ -102,7 +104,7 @@ export class PhaseInterceptor {
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await this.run(currentPhase);
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return false;
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},
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{ interval: 0, timeout: 5_000 },
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{ interval: 0, timeout: 20_000 },
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);
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// We hit the target; run as applicable and wrap up.
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@ -44,7 +44,7 @@ describe("Test Utils - PromptHandler", () => {
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phaseManager: {
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getCurrentPhase: () =>
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({
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phaseName: "testDialoguePhase",
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phaseName: "CommandPhase",
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}) as unknown as Phase,
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},
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},
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@ -67,7 +67,7 @@ describe("Test Utils - PromptHandler", () => {
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}
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describe("setMode", () => {
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it("should wrap and pass along original function arguments", async () => {
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it("should wrap and pass along original function arguments from setModeInternal", async () => {
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const setModeSpy = vi.spyOn(promptHandler as any, "setMode");
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promptHandler["game"].scene.ui["setModeInternal"](UiMode.PARTY, false, false, false, []);
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@ -75,7 +75,7 @@ describe("Test Utils - PromptHandler", () => {
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expect(setModeCallback).toHaveBeenCalledAfter(setModeSpy);
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});
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it("should call PhaseInterceptor.checkMode", async () => {
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it("should call PhaseInterceptor.checkMode if current phase in `endBySetMode`", async () => {
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promptHandler["game"].scene.ui["setModeInternal"](UiMode.PARTY, false, false, false, []);
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expect(checkModeCallback).toHaveBeenCalledOnce();
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