Fix init problems; remove unused waitUntil util function

This commit is contained in:
Bertie690 2025-07-18 12:20:57 -04:00
parent 91f9ededed
commit 638e398fac
3 changed files with 35 additions and 54 deletions

View File

@ -1,5 +1,4 @@
import { GameManager } from "#test/testUtils/gameManager";
import { waitUntil } from "#test/testUtils/gameManagerUtils";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
@ -62,19 +61,4 @@ describe("Test misc", () => {
const data = await game.scene.cachedFetch("./battle-anims/splishy-splash.json");
expect(data).toBeDefined();
});
it("testing wait phase queue", async () => {
const fakeScene = {
phaseQueue: [1, 2, 3], // Initially not empty
};
setTimeout(() => {
fakeScene.phaseQueue = [];
}, 500);
const spy = vi.fn();
await waitUntil(() => fakeScene.phaseQueue.length === 0).then(result => {
expect(result).toBe(true);
spy(); // Call the spy function
});
expect(spy).toHaveBeenCalled();
});
});

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@ -31,7 +31,7 @@ import { TurnEndPhase } from "#phases/turn-end-phase";
import { TurnInitPhase } from "#phases/turn-init-phase";
import { TurnStartPhase } from "#phases/turn-start-phase";
import { ErrorInterceptor } from "#test/testUtils/errorInterceptor";
import { generateStarter, waitUntil } from "#test/testUtils/gameManagerUtils";
import { generateStarter } from "#test/testUtils/gameManagerUtils";
import { GameWrapper } from "#test/testUtils/gameWrapper";
import { ChallengeModeHelper } from "#test/testUtils/helpers/challengeModeHelper";
import { ClassicModeHelper } from "#test/testUtils/helpers/classicModeHelper";
@ -85,33 +85,22 @@ export class GameManager {
constructor(phaserGame: Phaser.Game, bypassLogin = true) {
localStorage.clear();
ErrorInterceptor.getInstance().clear();
BattleScene.prototype.randBattleSeedInt = (range, min = 0) => min + range - 1; // This simulates a max roll
// Simulate max rolls on RNG functions
// TODO: Create helpers for disabling/enabling battle RNG
BattleScene.prototype.randBattleSeedInt = (range, min = 0) => min + range - 1;
this.gameWrapper = new GameWrapper(phaserGame, bypassLogin);
let firstTimeScene = false;
// TODO: Figure out a way to optimize and re-use the same game manager for each test
// Re-use an existing `globalScene` if present, or else create a new scene from scratch.
if (globalScene) {
this.scene = globalScene;
this.phaseInterceptor = new PhaseInterceptor(this.scene);
this.resetScene();
} else {
this.scene = new BattleScene();
this.phaseInterceptor = new PhaseInterceptor(this.scene);
this.gameWrapper.setScene(this.scene);
firstTimeScene = true;
}
this.phaseInterceptor = new PhaseInterceptor(this.scene);
if (!firstTimeScene) {
this.scene.reset(false, true);
(this.scene.ui.handlers[UiMode.STARTER_SELECT] as StarterSelectUiHandler).clearStarterPreferences();
this.scene.phaseManager.clearAllPhases();
// Must be run after phase interceptor has been initialized.
this.scene.phaseManager.pushNew("LoginPhase");
this.scene.phaseManager.pushNew("TitlePhase");
this.scene.phaseManager.shiftPhase();
this.gameWrapper.scene = this.scene;
}
this.textInterceptor = new TextInterceptor(this.scene);
@ -124,12 +113,32 @@ export class GameManager {
this.reload = new ReloadHelper(this);
this.modifiers = new ModifierHelper(this);
this.field = new FieldHelper(this);
this.override.sanitizeOverrides();
this.override.sanitizeOverrides();
this.initDefaultOverrides();
// TODO: remove `any` assertion
global.fetch = vi.fn(MockFetch) as any;
}
/** Reset a prior `BattleScene` instance to the proper initial state. */
private resetScene(): void {
this.scene.reset(false, true);
(this.scene.ui.handlers[UiMode.STARTER_SELECT] as StarterSelectUiHandler).clearStarterPreferences();
this.gameWrapper.scene = this.scene;
this.scene.phaseManager.unshiftNew("LoginPhase");
this.scene.phaseManager.unshiftNew("TitlePhase");
this.scene.phaseManager.shiftPhase();
}
/**
* Initialize various default overrides for starting tests, typically to alleviate randomness.
*/
// TODO: This should not be here
private initDefaultOverrides(): void {
// Disables Mystery Encounters on all tests (can be overridden at test level)
this.override.mysteryEncounterChance(0);
global.fetch = vi.fn(MockFetch) as any;
}
/**
@ -153,7 +162,7 @@ export class GameManager {
}
/**
* Ends the current phase.
* End the currently running phase immediately.
*/
endPhase() {
this.scene.phaseManager.getCurrentPhase()?.end();
@ -288,12 +297,11 @@ export class GameManager {
.getPokemon()
.getMoveset()
[movePosition].getMove();
if (!move.isMultiTarget()) {
handler.setCursor(targetIndex !== undefined ? targetIndex : BattlerIndex.ENEMY);
}
if (move.isMultiTarget() && targetIndex !== undefined) {
expect.fail(`targetIndex was passed to selectMove() but move ("${move.name}") is not targetted`);
}
handler.setCursor(targetIndex ?? BattlerIndex.ENEMY);
handler.processInput(Button.ACTION);
},
() =>

View File

@ -87,17 +87,6 @@ function getTestRunStarters(seed: string, species?: SpeciesId[]): Starter[] {
return starters;
}
export function waitUntil(truth): Promise<unknown> {
return new Promise(resolve => {
const interval = setInterval(() => {
if (truth()) {
clearInterval(interval);
resolve(true);
}
}, 1000);
});
}
/**
* Useful for populating party, wave index, etc. without having to spin up and run through an entire EncounterPhase
*/