Fixed up phase interceptor

This commit is contained in:
Bertie690 2025-06-18 18:24:43 -04:00
parent 4119dfbfec
commit b458d512f1
6 changed files with 156 additions and 466 deletions

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@ -1,49 +0,0 @@
export default class ErrorInterceptor {
private static instance: ErrorInterceptor;
public running;
constructor() {
this.running = [];
}
public static getInstance(): ErrorInterceptor {
if (!ErrorInterceptor.instance) {
ErrorInterceptor.instance = new ErrorInterceptor();
}
return ErrorInterceptor.instance;
}
clear() {
this.running = [];
}
add(obj) {
this.running.push(obj);
}
remove(obj) {
const index = this.running.indexOf(obj);
if (index !== -1) {
this.running.splice(index, 1);
}
}
}
process.on("uncaughtException", error => {
console.log(error);
const toStop = ErrorInterceptor.getInstance().running;
for (const elm of toStop) {
elm.rejectAll(error);
}
global.testFailed = true;
});
// Global error handler for unhandled promise rejections
process.on("unhandledRejection", (reason, _promise) => {
console.log(reason);
const toStop = ErrorInterceptor.getInstance().running;
for (const elm of toStop) {
elm.rejectAll(reason);
}
global.testFailed = true;
});

View File

@ -13,13 +13,11 @@ import { CheckSwitchPhase } from "#app/phases/check-switch-phase";
import { CommandPhase } from "#app/phases/command-phase";
import { EncounterPhase } from "#app/phases/encounter-phase";
import { FaintPhase } from "#app/phases/faint-phase";
import { LoginPhase } from "#app/phases/login-phase";
import { MovePhase } from "#app/phases/move-phase";
import { MysteryEncounterPhase } from "#app/phases/mystery-encounter-phases";
import { NewBattlePhase } from "#app/phases/new-battle-phase";
import { SelectStarterPhase } from "#app/phases/select-starter-phase";
import type { SelectTargetPhase } from "#app/phases/select-target-phase";
import { TitlePhase } from "#app/phases/title-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import { TurnStartPhase } from "#app/phases/turn-start-phase";
@ -129,6 +127,8 @@ export default class GameManager {
// Disables Mystery Encounters on all tests (can be overridden at test level)
this.override.mysteryEncounterChance(0);
this.scene.moveAnimations = false; // Disable move animations
global.fetch = vi.fn(MockFetch) as any;
}
@ -182,9 +182,10 @@ export default class GameManager {
* @returns A promise that resolves when the title phase is reached.
*/
async runToTitle(): Promise<void> {
await this.phaseInterceptor.whenAboutToRun(LoginPhase);
this.phaseInterceptor.pop();
await this.phaseInterceptor.run(TitlePhase);
// Go to login phase and skip past it
await this.phaseInterceptor.to("LoginPhase", false);
this.phaseInterceptor.shiftPhase();
await this.phaseInterceptor.to("TitlePhase");
this.scene.gameSpeed = 5;
this.scene.moveAnimations = false;

View File

@ -57,7 +57,7 @@ export class ReloadHelper extends GameManagerHelper {
this.game.scene.modifiers = [];
}
titlePhase.loadSaveSlot(-1); // Load the desired session data
this.game.phaseInterceptor.shift(); // Loading the save slot also ended TitlePhase, clean it up
this.game.scene.phaseManager.shiftPhase(); // 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) {

View File

@ -1,184 +1,49 @@
import { Phase } from "#app/phase";
import ErrorInterceptor from "#test/testUtils/errorInterceptor";
import { AttemptRunPhase } from "#app/phases/attempt-run-phase";
import { BattleEndPhase } from "#app/phases/battle-end-phase";
import { BerryPhase } from "#app/phases/berry-phase";
import { CheckSwitchPhase } from "#app/phases/check-switch-phase";
import { CommandPhase } from "#app/phases/command-phase";
import { DamageAnimPhase } from "#app/phases/damage-anim-phase";
import { EggLapsePhase } from "#app/phases/egg-lapse-phase";
import { EncounterPhase } from "#app/phases/encounter-phase";
import { EndEvolutionPhase } from "#app/phases/end-evolution-phase";
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
import { EvolutionPhase } from "#app/phases/evolution-phase";
import { FaintPhase } from "#app/phases/faint-phase";
import { FormChangePhase } from "#app/phases/form-change-phase";
import { LearnMovePhase } from "#app/phases/learn-move-phase";
import { LevelCapPhase } from "#app/phases/level-cap-phase";
import { LoginPhase } from "#app/phases/login-phase";
import { MessagePhase } from "#app/phases/message-phase";
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";
import { NextEncounterPhase } from "#app/phases/next-encounter-phase";
import { PostSummonPhase } from "#app/phases/post-summon-phase";
import { QuietFormChangePhase } from "#app/phases/quiet-form-change-phase";
import { SelectGenderPhase } from "#app/phases/select-gender-phase";
import { SelectModifierPhase } from "#app/phases/select-modifier-phase";
import { SelectStarterPhase } from "#app/phases/select-starter-phase";
import { SelectTargetPhase } from "#app/phases/select-target-phase";
import { ShinySparklePhase } from "#app/phases/shiny-sparkle-phase";
import { ShowAbilityPhase } from "#app/phases/show-ability-phase";
import { StatStageChangePhase } from "#app/phases/stat-stage-change-phase";
import { SummonPhase } from "#app/phases/summon-phase";
import { SwitchPhase } from "#app/phases/switch-phase";
import { SwitchSummonPhase } from "#app/phases/switch-summon-phase";
import { TitlePhase } from "#app/phases/title-phase";
import { ToggleDoublePositionPhase } from "#app/phases/toggle-double-position-phase";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import { TurnStartPhase } from "#app/phases/turn-start-phase";
import { UnavailablePhase } from "#app/phases/unavailable-phase";
import { VictoryPhase } from "#app/phases/victory-phase";
import { PartyHealPhase } from "#app/phases/party-heal-phase";
import UI from "#app/ui/ui";
import type BattleScene from "#app/battle-scene";
import type { Phase } from "#app/phase";
import { UiMode } from "#enums/ui-mode";
import { SelectBiomePhase } from "#app/phases/select-biome-phase";
import {
MysteryEncounterBattlePhase,
MysteryEncounterOptionSelectedPhase,
MysteryEncounterPhase,
MysteryEncounterRewardsPhase,
PostMysteryEncounterPhase,
} from "#app/phases/mystery-encounter-phases";
import { ModifierRewardPhase } from "#app/phases/modifier-reward-phase";
import { PartyExpPhase } from "#app/phases/party-exp-phase";
import { ExpPhase } from "#app/phases/exp-phase";
import { GameOverPhase } from "#app/phases/game-over-phase";
import { RibbonModifierRewardPhase } from "#app/phases/ribbon-modifier-reward-phase";
import { GameOverModifierRewardPhase } from "#app/phases/game-over-modifier-reward-phase";
import { UnlockPhase } from "#app/phases/unlock-phase";
import { PostGameOverPhase } from "#app/phases/post-game-over-phase";
import { RevivalBlessingPhase } from "#app/phases/revival-blessing-phase";
import UI from "#app/ui/ui";
import type { PhaseString } from "#app/@types/phase-types";
import { vi } from "vitest";
import type { PhaseClass, PhaseString } from "#app/@types/phase-types";
export interface PromptHandler {
phaseTarget?: string;
interface PromptHandler {
phaseTarget?: PhaseString;
mode?: UiMode;
callback?: () => void;
expireFn?: () => void;
expireFn?: () => boolean;
awaitingActionInput?: boolean;
}
type PhaseInterceptorPhase = PhaseClass | PhaseString;
export default class PhaseInterceptor {
public scene;
public phases = {};
public log: string[];
private onHold;
private interval;
private promptInterval;
private intervalRun;
private prompts: PromptHandler[];
private phaseFrom;
private inProgress;
private originalSetMode;
private originalSetOverlayMode;
private originalSuperEnd;
/** Array of phases which end via player input. */
const endBySetMode: Set<PhaseString> = new Set([
"TitlePhase",
"SelectGenderPhase",
"CommandPhase",
"SelectModifierPhase",
"MysteryEncounterPhase",
"PostMysteryEncounterPhase",
]);
/**
* List of phases with their corresponding start methods.
*
* CAUTION: If a phase and its subclasses (if any) both appear in this list,
* make sure that this list contains said phase AFTER all of its subclasses.
* This way, the phase's `prototype.start` is properly preserved during
* `initPhases()` so that its subclasses can use `super.start()` properly.
* The PhaseInterceptor is a wrapper around the `BattleScene`'s {@linkcode PhaseManager}.
* It allows tests to exert finer control over the phase system, providing logging,
*/
private PHASES = [
[LoginPhase, this.startPhase],
[TitlePhase, this.startPhase],
[SelectGenderPhase, this.startPhase],
[NewBiomeEncounterPhase, this.startPhase],
[SelectStarterPhase, this.startPhase],
[PostSummonPhase, this.startPhase],
[SummonPhase, this.startPhase],
[ToggleDoublePositionPhase, this.startPhase],
[CheckSwitchPhase, this.startPhase],
[ShowAbilityPhase, this.startPhase],
[MessagePhase, this.startPhase],
[TurnInitPhase, this.startPhase],
[CommandPhase, this.startPhase],
[EnemyCommandPhase, this.startPhase],
[TurnStartPhase, this.startPhase],
[MovePhase, this.startPhase],
[MoveEffectPhase, this.startPhase],
[DamageAnimPhase, this.startPhase],
[FaintPhase, this.startPhase],
[BerryPhase, this.startPhase],
[TurnEndPhase, this.startPhase],
[BattleEndPhase, this.startPhase],
[EggLapsePhase, this.startPhase],
[SelectModifierPhase, this.startPhase],
[NextEncounterPhase, this.startPhase],
[NewBattlePhase, this.startPhase],
[VictoryPhase, this.startPhase],
[LearnMovePhase, this.startPhase],
[MoveEndPhase, this.startPhase],
[StatStageChangePhase, this.startPhase],
[ShinySparklePhase, this.startPhase],
[SelectTargetPhase, this.startPhase],
[UnavailablePhase, this.startPhase],
[QuietFormChangePhase, this.startPhase],
[SwitchPhase, this.startPhase],
[SwitchSummonPhase, this.startPhase],
[PartyHealPhase, this.startPhase],
[FormChangePhase, this.startPhase],
[EvolutionPhase, this.startPhase],
[EndEvolutionPhase, this.startPhase],
[LevelCapPhase, this.startPhase],
[AttemptRunPhase, this.startPhase],
[SelectBiomePhase, this.startPhase],
[MysteryEncounterPhase, this.startPhase],
[MysteryEncounterOptionSelectedPhase, this.startPhase],
[MysteryEncounterBattlePhase, this.startPhase],
[MysteryEncounterRewardsPhase, this.startPhase],
[PostMysteryEncounterPhase, this.startPhase],
[RibbonModifierRewardPhase, this.startPhase],
[GameOverModifierRewardPhase, this.startPhase],
[ModifierRewardPhase, this.startPhase],
[PartyExpPhase, this.startPhase],
[ExpPhase, this.startPhase],
[EncounterPhase, this.startPhase],
[GameOverPhase, this.startPhase],
[UnlockPhase, this.startPhase],
[PostGameOverPhase, this.startPhase],
[RevivalBlessingPhase, this.startPhase],
];
private endBySetMode = [
TitlePhase,
SelectGenderPhase,
CommandPhase,
SelectModifierPhase,
MysteryEncounterPhase,
PostMysteryEncounterPhase,
];
export default class PhaseInterceptor {
private scene: BattleScene;
/** A log of phases having been executed. */
public log: PhaseString[] = [];
private promptInterval: NodeJS.Timeout;
private intervalRun: NodeJS.Timeout;
// TODO: Move prompts to a separate class
private prompts: PromptHandler[] = [];
/**
* Constructor to initialize the scene and properties, and to start the phase handling.
* @param scene - The scene to be managed.
*/
constructor(scene) {
constructor(scene: BattleScene) {
this.scene = scene;
this.onHold = [];
this.prompts = [];
this.clearLogs();
this.initMocks();
this.startPromptHandler();
this.initPhases();
}
/**
@ -188,232 +53,32 @@ export default class PhaseInterceptor {
this.log = [];
}
rejectAll(error) {
if (this.inProgress) {
clearInterval(this.promptInterval);
clearInterval(this.interval);
clearInterval(this.intervalRun);
this.inProgress.onError(error);
}
}
/**
* Method to set the starting phase.
* @param phaseFrom - The phase to start from.
* @returns The instance of the PhaseInterceptor.
* Method to initialize various mocks for intercepting phases.
*/
runFrom(phaseFrom: PhaseInterceptorPhase): PhaseInterceptor {
this.phaseFrom = phaseFrom;
return this;
}
/**
* Method to transition to a target phase.
* @param phaseTo - The phase to transition to.
* @param runTarget - Whether or not to run the target phase; default `true`.
* @returns A promise that resolves when the transition is complete.
*/
async to(phaseTo: PhaseInterceptorPhase, runTarget = true): Promise<void> {
return new Promise(async (resolve, reject) => {
ErrorInterceptor.getInstance().add(this);
if (this.phaseFrom) {
await this.run(this.phaseFrom).catch(e => reject(e));
this.phaseFrom = null;
}
const targetName = typeof phaseTo === "string" ? phaseTo : phaseTo.name;
this.intervalRun = setInterval(async () => {
const currentPhase = this.onHold?.length && this.onHold[0];
if (currentPhase && currentPhase.name === targetName) {
clearInterval(this.intervalRun);
if (!runTarget) {
return resolve();
}
await this.run(currentPhase).catch(e => {
clearInterval(this.intervalRun);
return reject(e);
});
return resolve();
}
if (currentPhase && currentPhase.name !== targetName) {
await this.run(currentPhase).catch(e => {
clearInterval(this.intervalRun);
return reject(e);
});
}
});
});
}
/**
* Method to run a phase with an optional skip function.
* @param phaseTarget - The phase to run.
* @param skipFn - Optional skip function.
* @returns A promise that resolves when the phase is run.
*/
run(phaseTarget: PhaseInterceptorPhase, skipFn?: (className: PhaseClass) => boolean): Promise<void> {
const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
this.scene.moveAnimations = null; // Mandatory to avoid crash
return new Promise(async (resolve, reject) => {
ErrorInterceptor.getInstance().add(this);
const interval = setInterval(async () => {
const currentPhase = this.onHold.shift();
if (currentPhase) {
if (currentPhase.name !== targetName) {
clearInterval(interval);
const skip = skipFn?.(currentPhase.name);
if (skip) {
this.onHold.unshift(currentPhase);
ErrorInterceptor.getInstance().remove(this);
return resolve();
}
clearInterval(interval);
return reject(`Wrong phase: this is ${currentPhase.name} and not ${targetName}`);
}
clearInterval(interval);
this.inProgress = {
name: currentPhase.name,
callback: () => {
ErrorInterceptor.getInstance().remove(this);
resolve();
},
onError: error => reject(error),
};
currentPhase.call();
}
});
});
}
whenAboutToRun(phaseTarget: PhaseInterceptorPhase, _skipFn?: (className: PhaseClass) => boolean): Promise<void> {
const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
this.scene.moveAnimations = null; // Mandatory to avoid crash
return new Promise(async (resolve, _reject) => {
ErrorInterceptor.getInstance().add(this);
const interval = setInterval(async () => {
const currentPhase = this.onHold[0];
if (currentPhase?.name === targetName) {
clearInterval(interval);
resolve();
}
});
});
}
pop() {
this.onHold.pop();
this.scene.phaseManager.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 = false): void {
this.onHold.shift();
if (shouldRun) {
this.scene.phaseManager.shiftPhase();
}
}
/**
* Method to initialize phases and their corresponding methods.
*/
initPhases() {
this.originalSetMode = UI.prototype.setMode;
this.originalSetOverlayMode = UI.prototype.setOverlayMode;
this.originalSuperEnd = Phase.prototype.end;
UI.prototype.setMode = (mode, ...args) => this.setMode.call(this, mode, ...args);
Phase.prototype.end = () => this.superEndPhase.call(this);
for (const [phase, methodStart] of this.PHASES) {
const originalStart = phase.prototype.start;
this.phases[phase.name] = {
start: originalStart,
endBySetMode: this.endBySetMode.some(elm => elm.name === phase.name),
};
phase.prototype.start = () => methodStart.call(this, phase);
}
}
/**
* Method to start a phase and log it.
* @param phase - The phase to start.
*/
startPhase(phase: PhaseClass) {
this.log.push(phase.name);
const instance = this.scene.phaseManager.getCurrentPhase();
this.onHold.push({
name: phase.name,
call: () => {
this.phases[phase.name].start.apply(instance);
},
});
}
unlock() {
this.inProgress?.callback();
this.inProgress = undefined;
}
/**
* Method to end a phase and log it.
* @param phase - The phase to start.
*/
superEndPhase() {
const instance = this.scene.phaseManager.getCurrentPhase();
this.originalSuperEnd.apply(instance);
this.inProgress?.callback();
this.inProgress = undefined;
}
/**
* m2m to set mode.
* @param mode - The {@linkcode UiMode} to set.
* @param args - Additional arguments to pass to the original method.
*/
setMode(mode: UiMode, ...args: unknown[]): Promise<void> {
const currentPhase = this.scene.phaseManager.getCurrentPhase();
const instance = this.scene.ui;
console.log("setMode", `${UiMode[mode]} (=${mode})`, args);
const ret = this.originalSetMode.apply(instance, [mode, ...args]);
if (!this.phases[currentPhase.constructor.name]) {
throw new Error(
`missing ${currentPhase.constructor.name} in phaseInterceptor PHASES list --- Add it to PHASES inside of /test/utils/phaseInterceptor.ts`,
initMocks() {
const originalSetMode = UI.prototype.setMode;
vi.spyOn(UI.prototype, "setMode").mockImplementation((mode, ...args) =>
this.setMode(originalSetMode, mode, ...args),
);
}
if (this.phases[currentPhase.constructor.name].endBySetMode) {
this.inProgress?.callback();
this.inProgress = undefined;
}
return ret;
}
/**
* mock to set overlay mode
* @param mode - The {@linkcode Mode} to set.
* @param args - Additional arguments to pass to the original method.
*/
setOverlayMode(mode: UiMode, ...args: unknown[]): Promise<void> {
const instance = this.scene.ui;
console.log("setOverlayMode", `${UiMode[mode]} (=${mode})`, args);
const ret = this.originalSetOverlayMode.apply(instance, [mode, ...args]);
return ret;
// Mock the private startCurrentPhase method to do nothing to let us
// handle starting phases manually in the `run` method.
vi.fn(this.scene.phaseManager["startCurrentPhase"]).mockImplementation(() => {});
}
/**
* Method to start the prompt handler.
*/
startPromptHandler() {
private startPromptHandler() {
this.promptInterval = setInterval(() => {
if (this.prompts.length) {
const actionForNextPrompt = this.prompts[0];
const actionForNextPrompt = this.prompts[0] as PromptHandler | undefined;
if (!actionForNextPrompt) {
return;
}
const expireFn = actionForNextPrompt.expireFn?.();
const currentMode = this.scene.ui.getMode();
const currentPhase = this.scene.phaseManager.getCurrentPhase()?.constructor.name;
const currentPhase = this.scene.phaseManager.getCurrentPhase()?.phaseName;
const currentHandler = this.scene.ui.getHandler();
if (expireFn) {
this.prompts.shift();
@ -421,31 +86,115 @@ export default class PhaseInterceptor {
currentMode === actionForNextPrompt.mode &&
currentPhase === actionForNextPrompt.phaseTarget &&
currentHandler.active &&
(!actionForNextPrompt.awaitingActionInput ||
(actionForNextPrompt.awaitingActionInput && currentHandler.awaitingActionInput))
(!actionForNextPrompt.awaitingActionInput || currentHandler["awaitingActionInput"])
) {
const prompt = this.prompts.shift();
if (prompt?.callback) {
prompt.callback();
}
}
}
});
}
/**
* Method to log the start of a phase.
* @param phaseName - The name of the phase to log.
*/
private logPhase(phaseName: PhaseString) {
// Exclude normal green highlighting due to issues with consoles
console.log(`Start Phase ${phaseName}`);
this.log.push(phaseName);
}
/**
* Method to transition to a target phase.
* @param targetPhase - The name of the phase to transition to.
* @param runTarget - Whether or not to run the target phase; default `true`.
* @returns A promise that resolves when the transition is complete.
*/
public async to(targetPhase: PhaseString, runTarget = true): Promise<void> {
this.intervalRun = setInterval(async () => {
const currentPhase = this.scene.phaseManager.getCurrentPhase();
if (!currentPhase) {
console.log("No phases left to run; resolving.");
return;
}
if (!currentPhase.is(targetPhase)) {
// Current phase is different; run and wait for it to finish
await this.run(currentPhase);
return;
}
// target phase reached; run as applicable and resolve
clearInterval(this.intervalRun);
if (!runTarget) {
console.log(`PhaseInterceptor.to: Stopping on run of ${targetPhase}`);
this.scene.phaseManager.unshiftPhase(currentPhase);
return;
}
await this.run(currentPhase);
return;
});
}
/**
* Method to run a phase with an optional skip function.
* @param phaseTarget - The {@linkcode Phase} to run.
* @returns A Promise that resolves when the phase is run.
*/
private async run(phaseTarget: Phase): Promise<void> {
const currentPhase = this.scene.phaseManager.getCurrentPhase();
if (!currentPhase?.is(phaseTarget.phaseName)) {
throw new Error(
`Wrong phase passed to PhaseInterceptor.run;\nthis is ${currentPhase?.phaseName} and not ${phaseTarget.phaseName}`,
);
}
try {
this.logPhase(currentPhase.phaseName);
currentPhase.start();
} catch (error: unknown) {
throw error instanceof Error
? error
: new Error(`Unknown error ${error} occurred while running phase ${currentPhase?.phaseName}!`);
}
}
/** Alias for {@linkcode PhaseManager.shiftPhase()} */
shiftPhase() {
return this.scene.phaseManager.shiftPhase();
}
/**
* Method to set mode.
* @param originalSetMode - The original setMode method from the UI.
* @param mode - The {@linkcode UiMode} to set.
* @param args - Additional arguments to pass to the original method.
*/
private async setMode(originalSetMode: typeof UI.prototype.setMode, mode: UiMode, ...args: unknown[]): Promise<void> {
const currentPhase = this.scene.phaseManager.getCurrentPhase();
console.log("setMode", `${UiMode[mode]} (=${mode})`, args);
const ret = originalSetMode.apply(this.scene.ui, [mode, ...args]);
if (currentPhase && endBySetMode.has(currentPhase.phaseName)) {
await this.run(currentPhase);
}
return ret;
}
/**
* Method to add an action to the next prompt.
* @param phaseTarget - The target phase for the prompt.
* @param mode - The mode of the UI.
* @param callback - The callback function to execute.
* @param expireFn - The function to determine if the prompt has expired.
* @param awaitingActionInput - ???; default `false`
* @param awaitingActionInput
*/
addToNextPrompt(
phaseTarget: string,
phaseTarget: PhaseString,
mode: UiMode,
callback: () => void,
expireFn?: () => void,
expireFn?: () => boolean,
awaitingActionInput = false,
) {
this.prompts.push({
@ -459,19 +208,9 @@ export default class PhaseInterceptor {
/**
* Restores the original state of phases and clears intervals.
*
* This function iterates through all phases and resets their `start` method to the original
* function stored in `this.phases`. Additionally, it clears the `promptInterval` and `interval`.
*/
restoreOg() {
for (const [phase] of this.PHASES) {
phase.prototype.start = this.phases[phase.name].start;
}
UI.prototype.setMode = this.originalSetMode;
UI.prototype.setOverlayMode = this.originalSetOverlayMode;
Phase.prototype.end = this.originalSuperEnd;
clearInterval(this.promptInterval);
clearInterval(this.interval);
clearInterval(this.intervalRun);
}
}

View File

@ -49,8 +49,6 @@ vi.mock("i18next", async importOriginal => {
return await importOriginal();
});
global.testFailed = false;
beforeAll(() => {
initTestFile();
});

View File

@ -13,6 +13,7 @@
"paths": {
"#enums/*": ["./enums/*.ts"],
"#app/*": ["*.ts"],
"#phases/*": ["../src/phases/*.ts"],
"#test/*": ["../test/*.ts"]
},
"outDir": "./build",