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https://github.com/pagefaultgames/pokerogue.git
synced 2025-08-07 07:59:26 +02:00
[Misc] Move asset initialization from preload
to launchBattle
https://github.com/pagefaultgames/pokerogue/pull/6109 * Move asset initialization into `preload` instead of `launchBattle` * Fix init problems; remove unused `waitUntil` util function * Fixed missing `clearAllPhases` call
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@ -380,9 +380,21 @@ export class BattleScene extends SceneBase {
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};
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}
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populateAnims();
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/**
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* These moves serve as fallback animations for other moves without loaded animations, and
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* must be loaded prior to game start.
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*/
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const defaultMoves = [MoveId.TACKLE, MoveId.TAIL_WHIP, MoveId.FOCUS_ENERGY, MoveId.STRUGGLE];
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await this.initVariantData();
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await Promise.all([
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populateAnims(),
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this.initVariantData(),
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initCommonAnims().then(() => loadCommonAnimAssets(true)),
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Promise.all(defaultMoves.map(m => initMoveAnim(m))).then(() => loadMoveAnimAssets(defaultMoves, true)),
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this.initStarterColors(),
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]).catch(reason => {
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throw new Error(`Unexpected error during BattleScene preLoad!\nReason: ${reason}`);
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});
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}
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create() {
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@ -584,8 +596,6 @@ export class BattleScene extends SceneBase {
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this.party = [];
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const loadPokemonAssets = [];
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this.arenaPlayer = new ArenaBase(true);
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this.arenaPlayer.setName("arena-player");
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this.arenaPlayerTransition = new ArenaBase(true);
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@ -640,26 +650,14 @@ export class BattleScene extends SceneBase {
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this.reset(false, false, true);
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// Initialize UI-related aspects and then start the login phase.
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const ui = new UI();
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this.uiContainer.add(ui);
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this.ui = ui;
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ui.setup();
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const defaultMoves = [MoveId.TACKLE, MoveId.TAIL_WHIP, MoveId.FOCUS_ENERGY, MoveId.STRUGGLE];
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Promise.all([
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Promise.all(loadPokemonAssets),
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initCommonAnims().then(() => loadCommonAnimAssets(true)),
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Promise.all(
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[MoveId.TACKLE, MoveId.TAIL_WHIP, MoveId.FOCUS_ENERGY, MoveId.STRUGGLE].map(m => initMoveAnim(m)),
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).then(() => loadMoveAnimAssets(defaultMoves, true)),
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this.initStarterColors(),
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]).then(() => {
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this.phaseManager.toTitleScreen(true);
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this.phaseManager.shiftPhase();
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});
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}
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initSession(): void {
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@ -1,5 +1,4 @@
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import { GameManager } from "#test/test-utils/game-manager";
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import { waitUntil } from "#test/test-utils/game-manager-utils";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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@ -36,19 +35,6 @@ describe("Test misc", () => {
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expect(spy).toHaveBeenCalled();
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});
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// it.skip("test apifetch mock async", async () => {
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// const spy = vi.fn();
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// await apiFetch("https://localhost:8080/account/info").then(response => {
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// expect(response.status).toBe(200);
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// expect(response.ok).toBe(true);
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// return response.json();
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// }).then(data => {
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// spy(); // Call the spy function
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// expect(data).toEqual({ "username": "greenlamp", "lastSessionSlot": 0 });
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// });
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// expect(spy).toHaveBeenCalled();
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// });
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it("test fetch mock sync", async () => {
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const response = await fetch("https://localhost:8080/account/info");
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const data = await response.json();
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@ -62,19 +48,4 @@ describe("Test misc", () => {
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const data = await game.scene.cachedFetch("./battle-anims/splishy-splash.json");
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expect(data).toBeDefined();
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});
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it("testing wait phase queue", async () => {
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const fakeScene = {
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phaseQueue: [1, 2, 3], // Initially not empty
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};
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setTimeout(() => {
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fakeScene.phaseQueue = [];
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}, 500);
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const spy = vi.fn();
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await waitUntil(() => fakeScene.phaseQueue.length === 0).then(result => {
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expect(result).toBe(true);
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spy(); // Call the spy function
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});
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expect(spy).toHaveBeenCalled();
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});
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});
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@ -87,17 +87,6 @@ function getTestRunStarters(seed: string, species?: SpeciesId[]): Starter[] {
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return starters;
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}
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export function waitUntil(truth): Promise<unknown> {
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return new Promise(resolve => {
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const interval = setInterval(() => {
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if (truth()) {
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clearInterval(interval);
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resolve(true);
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}
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}, 1000);
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});
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}
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/**
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* Useful for populating party, wave index, etc. without having to spin up and run through an entire EncounterPhase
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*/
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@ -31,7 +31,7 @@ import { TurnEndPhase } from "#phases/turn-end-phase";
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import { TurnInitPhase } from "#phases/turn-init-phase";
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import { TurnStartPhase } from "#phases/turn-start-phase";
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import { ErrorInterceptor } from "#test/test-utils/error-interceptor";
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import { generateStarter, waitUntil } from "#test/test-utils/game-manager-utils";
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import { generateStarter } from "#test/test-utils/game-manager-utils";
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import { GameWrapper } from "#test/test-utils/game-wrapper";
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import { ChallengeModeHelper } from "#test/test-utils/helpers/challenge-mode-helper";
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import { ClassicModeHelper } from "#test/test-utils/helpers/classic-mode-helper";
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@ -85,30 +85,22 @@ export class GameManager {
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constructor(phaserGame: Phaser.Game, bypassLogin = true) {
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localStorage.clear();
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ErrorInterceptor.getInstance().clear();
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BattleScene.prototype.randBattleSeedInt = (range, min = 0) => min + range - 1; // This simulates a max roll
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// Simulate max rolls on RNG functions
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// TODO: Create helpers for disabling/enabling battle RNG
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BattleScene.prototype.randBattleSeedInt = (range, min = 0) => min + range - 1;
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this.gameWrapper = new GameWrapper(phaserGame, bypassLogin);
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let firstTimeScene = false;
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// TODO: Figure out a way to optimize and re-use the same game manager for each test
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// Re-use an existing `globalScene` if present, or else create a new scene from scratch.
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if (globalScene) {
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this.scene = globalScene;
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this.phaseInterceptor = new PhaseInterceptor(this.scene);
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this.resetScene();
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} else {
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this.scene = new BattleScene();
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this.gameWrapper.setScene(this.scene);
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firstTimeScene = true;
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}
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this.phaseInterceptor = new PhaseInterceptor(this.scene);
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if (!firstTimeScene) {
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this.scene.reset(false, true);
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(this.scene.ui.handlers[UiMode.STARTER_SELECT] as StarterSelectUiHandler).clearStarterPreferences();
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// Must be run after phase interceptor has been initialized.
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this.scene.phaseManager.toTitleScreen(true);
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this.scene.phaseManager.shiftPhase();
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this.gameWrapper.scene = this.scene;
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this.gameWrapper.setScene(this.scene);
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}
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this.textInterceptor = new TextInterceptor(this.scene);
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@ -122,10 +114,30 @@ export class GameManager {
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this.modifiers = new ModifierHelper(this);
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this.field = new FieldHelper(this);
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this.initDefaultOverrides();
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// TODO: remove `any` assertion
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global.fetch = vi.fn(MockFetch) as any;
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}
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/** Reset a prior `BattleScene` instance to the proper initial state. */
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private resetScene(): void {
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this.scene.reset(false, true);
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(this.scene.ui.handlers[UiMode.STARTER_SELECT] as StarterSelectUiHandler).clearStarterPreferences();
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this.gameWrapper.scene = this.scene;
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this.scene.phaseManager.toTitleScreen(true);
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this.scene.phaseManager.shiftPhase();
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}
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/**
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* Initialize various default overrides for starting tests, typically to alleviate randomness.
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*/
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// TODO: This should not be here
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private initDefaultOverrides(): void {
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// Disables Mystery Encounters on all tests (can be overridden at test level)
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this.override.mysteryEncounterChance(0);
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global.fetch = vi.fn(MockFetch) as any;
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}
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/**
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@ -141,15 +153,13 @@ export class GameManager {
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* @param mode - The mode to wait for.
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* @returns A promise that resolves when the mode is set.
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*/
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waitMode(mode: UiMode): Promise<void> {
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return new Promise(async resolve => {
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await waitUntil(() => this.scene.ui?.getMode() === mode);
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return resolve();
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});
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// TODO: This is unused
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async waitMode(mode: UiMode): Promise<void> {
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await vi.waitUntil(() => this.scene.ui?.getMode() === mode);
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}
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/**
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* Ends the current phase.
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* End the currently running phase immediately.
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*/
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endPhase() {
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this.scene.phaseManager.getCurrentPhase()?.end();
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@ -283,11 +293,14 @@ export class GameManager {
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.getPokemon()
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.getMoveset()
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[movePosition].getMove();
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if (!move.isMultiTarget()) {
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handler.setCursor(targetIndex !== undefined ? targetIndex : BattlerIndex.ENEMY);
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// Multi target attacks do not select a target
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if (move.isMultiTarget()) {
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if (targetIndex !== undefined) {
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expect.fail(`targetIndex was passed to selectMove() but move ("${move.name}") is not targeted`);
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}
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if (move.isMultiTarget() && targetIndex !== undefined) {
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expect.fail(`targetIndex was passed to selectMove() but move ("${move.name}") is not targetted`);
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} else {
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handler.setCursor(targetIndex ?? BattlerIndex.ENEMY);
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}
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handler.processInput(Button.ACTION);
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},
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