[Bug] Fix reloads causing RNG inconsistencies

This commit is contained in:
Michael Li 2024-08-30 19:07:13 -04:00
parent 85a8abc0e8
commit 7f587868e7
5 changed files with 249 additions and 0 deletions

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@ -159,9 +159,11 @@ export class EncounterPhase extends BattlePhase {
return this.scene.reset(true);
}
this.doEncounter();
this.scene.resetSeed();
});
} else {
this.doEncounter();
this.scene.resetSeed();
}
});
});

137
src/test/reload.test.ts Normal file
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@ -0,0 +1,137 @@
import { Species } from "#app/enums/species.js";
import { GameModes, getGameMode } from "#app/game-mode.js";
import GameManager from "#test/utils/gameManager";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { SPLASH_ONLY } from "./utils/testUtils";
import { Moves } from "#app/enums/moves.js";
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase.js";
import { DamagePhase } from "#app/phases/damage-phase.js";
describe("Reload", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
});
it("should not have RNG inconsistencies in a Classic run", async () => {
await game.classicMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies after a biome switch", async () => {
game.override
.startingWave(15)
.battleType("single")
.startingLevel(100)
.enemyLevel(1000)
.disableTrainerWaves()
.moveset([Moves.KOWTOW_CLEAVE])
.enemyMoveset(SPLASH_ONLY);
await game.classicMode.startBattle();
game.scene.gameMode = getGameMode(GameModes.ENDLESS);
// Transition from Wave 15 to Wave 16 in order to trigger biome switch
game.move.select(Moves.KOWTOW_CLEAVE);
await game.phaseInterceptor.runFrom(EnemyCommandPhase).to(DamagePhase);
await game.doKillOpponents();
await game.toNextWave();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies at a Daily run wild Pokemon fight", async () => {
await game.dailyMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies at a Daily run double battle", async () => {
game.override
.battleType("double");
await game.dailyMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies at a Daily run Gym Leader fight", async () => {
game.override
.battleType("single")
.startingWave(40);
await game.dailyMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies at a Daily run regular trainer fight", async () => {
game.override
.battleType("single")
.startingWave(45);
await game.dailyMode.startBattle();
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have RNG inconsistencies at a Daily run wave 50 Boss fight", async () => {
game.override
.battleType("single")
.startingWave(50);
await game.runToFinalBossEncounter(game, [Species.BULBASAUR], GameModes.DAILY);
const preReloadRngState = Phaser.Math.RND.state();
await game.reload.reloadSession();
const postReloadRngState = Phaser.Math.RND.state();
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
});

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@ -44,6 +44,7 @@ import { ChallengeModeHelper } from "./helpers/challengeModeHelper";
import { MoveHelper } from "./helpers/moveHelper";
import { OverridesHelper } from "./helpers/overridesHelper";
import { SettingsHelper } from "./helpers/settingsHelper";
import { ReloadHelper } from "./helpers/reloadHelper";
/**
* Class to manage the game state and transitions between phases.
@ -60,6 +61,7 @@ export default class GameManager {
public readonly dailyMode: DailyModeHelper;
public readonly challengeMode: ChallengeModeHelper;
public readonly settings: SettingsHelper;
public readonly reload: ReloadHelper;
/**
* Creates an instance of GameManager.
@ -81,6 +83,7 @@ export default class GameManager {
this.dailyMode = new DailyModeHelper(this);
this.challengeMode = new ChallengeModeHelper(this);
this.settings = new SettingsHelper(this);
this.reload = new ReloadHelper(this);
}
/**

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@ -0,0 +1,89 @@
import { BattleType } from "#app/battle";
import PokemonData from "#app/system/pokemon-data";
import ArenaData from "#app/system/arena-data";
import PersistentModifierData from "#app/system/modifier-data";
import ChallengeData from "#app/system/challenge-data";
import TrainerData from "#app/system/trainer-data";
import { SessionSaveData } from "#app/system/game-data";
import { GameManagerHelper } from "./gameManagerHelper";
import { TitlePhase } from "#app/phases/title-phase";
import { Mode } from "#app/ui/ui";
import { vi } from "vitest";
import { BattleStyle } from "#app/enums/battle-style";
import { CommandPhase } from "#app/phases/command-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
/**
* Helper to allow reloading sessions in unit tests.
*/
export class ReloadHelper extends GameManagerHelper {
/**
* Return a save data object to be used for reloading the current session.
* @returns A save data object for the current session.
*/
getSessionSaveData() : SessionSaveData {
// Copied from game-data.ts
const scene = this.game.scene;
const ret = {
seed: scene.seed,
playTime: scene.sessionPlayTime,
gameMode: scene.gameMode.modeId,
party: scene.getParty().map(p => new PokemonData(p)),
enemyParty: scene.getEnemyParty().map(p => new PokemonData(p)),
modifiers: scene.findModifiers(() => true).map(m => new PersistentModifierData(m, true)),
enemyModifiers: scene.findModifiers(() => true, false).map(m => new PersistentModifierData(m, false)),
arena: new ArenaData(scene.arena),
pokeballCounts: scene.pokeballCounts,
money: scene.money,
score: scene.score,
waveIndex: scene.currentBattle.waveIndex,
battleType: scene.currentBattle.battleType,
trainer: scene.currentBattle.battleType === BattleType.TRAINER ? new TrainerData(scene.currentBattle.trainer) : null,
gameVersion: scene.game.config.gameVersion,
timestamp: new Date().getTime(),
challenges: scene.gameMode.challenges.map(c => new ChallengeData(c))
} as SessionSaveData;
return ret;
}
/**
* Simulate reloading the session from the title screen, until reaching the
* beginning of the first turn (equivalent to running `startBattle()`) for
* the reloaded session.
*/
async reloadSession() : Promise<void> {
const scene = this.game.scene;
const sessionData = this.getSessionSaveData();
const titlePhase = new TitlePhase(scene);
scene.clearPhaseQueue();
// Set the last saved session to the desired session data
vi.spyOn(scene.gameData, "getSession").mockReturnValue(
new Promise((resolve, reject) => {
resolve(sessionData);
})
);
scene.unshiftPhase(titlePhase);
this.game.endPhase(); // End the currently ongoing battle
titlePhase.loadSaveSlot(-1); // Load the desired session data
this.game.phaseInterceptor.shift(); // Loading the save slot also ended TitlePhase, clean it up
// Run through prompts for switching Pokemon, copied from classicModeHelper.ts
if (this.game.scene.battleStyle === BattleStyle.SWITCH) {
this.game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
this.game.setMode(Mode.MESSAGE);
this.game.endPhase();
}, () => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase));
this.game.onNextPrompt("CheckSwitchPhase", Mode.CONFIRM, () => {
this.game.setMode(Mode.MESSAGE);
this.game.endPhase();
}, () => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase));
}
await this.game.phaseInterceptor.to(CommandPhase);
console.log("==================[New Turn]==================");
}
}

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@ -16,6 +16,7 @@ import { MoveEffectPhase } from "#app/phases/move-effect-phase";
import { MoveEndPhase } from "#app/phases/move-end-phase";
import { MovePhase } from "#app/phases/move-phase";
import { NewBattlePhase } from "#app/phases/new-battle-phase";
import { NewBiomeEncounterPhase } from "#app/phases/new-biome-encounter-phase.js";
import { NextEncounterPhase } from "#app/phases/next-encounter-phase";
import { PartyHealPhase } from "#app/phases/party-heal-phase";
import { PostSummonPhase } from "#app/phases/post-summon-phase";
@ -62,6 +63,7 @@ export default class PhaseInterceptor {
[TitlePhase, this.startPhase],
[SelectGenderPhase, this.startPhase],
[EncounterPhase, this.startPhase],
[NewBiomeEncounterPhase, this.startPhase],
[SelectStarterPhase, this.startPhase],
[PostSummonPhase, this.startPhase],
[SummonPhase, this.startPhase],
@ -237,6 +239,22 @@ export default class PhaseInterceptor {
this.scene.shiftPhase();
}
/**
* Remove the current phase from the phase interceptor.
*
* Do not call this unless absolutely necessary. This function is intended
* for cleaning up the phase interceptor when, for whatever reason, a phase
* is manually ended without using the phase interceptor.
*
* @param shouldRun Whether or not the current scene should also be run.
*/
shift(shouldRun: boolean = false) : void {
this.onHold.shift();
if (shouldRun) {
this.scene.shiftPhase();
}
}
/**
* Method to initialize phases and their corresponding methods.
*/