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Allow reload helper to directly access getSessionSaveData()
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@ -946,7 +946,7 @@ export class GameData {
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return ret;
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}
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private getSessionSaveData(scene: BattleScene): SessionSaveData {
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public getSessionSaveData(scene: BattleScene): SessionSaveData {
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return {
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seed: scene.seed,
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playTime: scene.sessionPlayTime,
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@ -1,10 +1,3 @@
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import { BattleType } from "#app/battle";
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import PokemonData from "#app/system/pokemon-data";
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import ArenaData from "#app/system/arena-data";
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import PersistentModifierData from "#app/system/modifier-data";
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import ChallengeData from "#app/system/challenge-data";
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import TrainerData from "#app/system/trainer-data";
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import { SessionSaveData } from "#app/system/game-data";
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import { GameManagerHelper } from "./gameManagerHelper";
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import { TitlePhase } from "#app/phases/title-phase";
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import { Mode } from "#app/ui/ui";
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@ -17,35 +10,6 @@ import { TurnInitPhase } from "#app/phases/turn-init-phase";
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* Helper to allow reloading sessions in unit tests.
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*/
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export class ReloadHelper extends GameManagerHelper {
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/**
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* Return a save data object to be used for reloading the current session.
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* @returns A save data object for the current session.
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*/
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getSessionSaveData() : SessionSaveData {
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// Copied from game-data.ts
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const scene = this.game.scene;
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const ret = {
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seed: scene.seed,
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playTime: scene.sessionPlayTime,
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gameMode: scene.gameMode.modeId,
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party: scene.getParty().map(p => new PokemonData(p)),
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enemyParty: scene.getEnemyParty().map(p => new PokemonData(p)),
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modifiers: scene.findModifiers(() => true).map(m => new PersistentModifierData(m, true)),
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enemyModifiers: scene.findModifiers(() => true, false).map(m => new PersistentModifierData(m, false)),
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arena: new ArenaData(scene.arena),
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pokeballCounts: scene.pokeballCounts,
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money: scene.money,
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score: scene.score,
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waveIndex: scene.currentBattle.waveIndex,
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battleType: scene.currentBattle.battleType,
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trainer: scene.currentBattle.battleType === BattleType.TRAINER ? new TrainerData(scene.currentBattle.trainer) : null,
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gameVersion: scene.game.config.gameVersion,
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timestamp: new Date().getTime(),
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challenges: scene.gameMode.challenges.map(c => new ChallengeData(c))
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} as SessionSaveData;
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return ret;
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}
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/**
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* Simulate reloading the session from the title screen, until reaching the
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* beginning of the first turn (equivalent to running `startBattle()`) for
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@ -53,7 +17,7 @@ export class ReloadHelper extends GameManagerHelper {
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*/
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async reloadSession() : Promise<void> {
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const scene = this.game.scene;
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const sessionData = this.getSessionSaveData();
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const sessionData = scene.gameData.getSessionSaveData(scene);
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const titlePhase = new TitlePhase(scene);
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scene.clearPhaseQueue();
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