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[Bug] Potential fix for Expert Breeder's Pokemon being invisible
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@ -245,7 +245,7 @@ export const TheExpertPokemonBreederEncounter: MysteryEncounter =
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}
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encounter.onGameOver = onGameOver;
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initBattleWithEnemyConfig(scene, config);
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return initBattleWithEnemyConfig(scene, config);
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})
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.withPostOptionPhase(async (scene: BattleScene) => {
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await doPostEncounterCleanup(scene);
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@ -297,7 +297,7 @@ export const TheExpertPokemonBreederEncounter: MysteryEncounter =
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}
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encounter.onGameOver = onGameOver;
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initBattleWithEnemyConfig(scene, config);
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return initBattleWithEnemyConfig(scene, config);
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})
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.withPostOptionPhase(async (scene: BattleScene) => {
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await doPostEncounterCleanup(scene);
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@ -349,7 +349,7 @@ export const TheExpertPokemonBreederEncounter: MysteryEncounter =
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}
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encounter.onGameOver = onGameOver;
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initBattleWithEnemyConfig(scene, config);
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return initBattleWithEnemyConfig(scene, config);
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})
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.withPostOptionPhase(async (scene: BattleScene) => {
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await doPostEncounterCleanup(scene);
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@ -124,10 +124,31 @@ describe("The Expert Pokémon Breeder - Mystery Encounter", () => {
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});
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});
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it("should start battle against the trainer", async () => {
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it("should start battle against the trainer with correctly loaded assets", async () => {
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await game.runToMysteryEncounter(MysteryEncounterType.THE_EXPERT_POKEMON_BREEDER, defaultParty);
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let successfullyLoaded = false;
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vi.spyOn(scene, "getEnemyParty").mockImplementation(() => {
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const ace = scene.currentBattle?.enemyParty[0];
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if (ace) {
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// Pretend that loading assets takes an extra 500ms
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vi.spyOn(ace, "loadAssets").mockImplementation(() => new Promise(resolve => {
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setTimeout(() => {
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successfullyLoaded = true;
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resolve();
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}, 500);
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}));
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}
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return scene.currentBattle?.enemyParty || [];
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});
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await runMysteryEncounterToEnd(game, 1, undefined, true);
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// Check that assets are successfully loaded
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expect(successfullyLoaded).toBe(true);
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// Check usual battle stuff
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expect(scene.getCurrentPhase()?.constructor.name).toBe(CommandPhase.name);
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expect(scene.currentBattle.trainer).toBeDefined();
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expect(scene.currentBattle.mysteryEncounter?.encounterMode).toBe(MysteryEncounterMode.TRAINER_BATTLE);
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@ -182,10 +203,31 @@ describe("The Expert Pokémon Breeder - Mystery Encounter", () => {
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});
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});
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it("should start battle against the trainer", async () => {
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it("should start battle against the trainer with correctly loaded assets", async () => {
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await game.runToMysteryEncounter(MysteryEncounterType.THE_EXPERT_POKEMON_BREEDER, defaultParty);
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let successfullyLoaded = false;
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vi.spyOn(scene, "getEnemyParty").mockImplementation(() => {
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const ace = scene.currentBattle?.enemyParty[0];
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if (ace) {
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// Pretend that loading assets takes an extra 500ms
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vi.spyOn(ace, "loadAssets").mockImplementation(() => new Promise(resolve => {
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setTimeout(() => {
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successfullyLoaded = true;
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resolve();
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}, 500);
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}));
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}
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return scene.currentBattle?.enemyParty || [];
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});
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await runMysteryEncounterToEnd(game, 2, undefined, true);
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// Check that assets are successfully loaded
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expect(successfullyLoaded).toBe(true);
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// Check usual battle stuff
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expect(scene.getCurrentPhase()?.constructor.name).toBe(CommandPhase.name);
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expect(scene.currentBattle.trainer).toBeDefined();
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expect(scene.currentBattle.mysteryEncounter?.encounterMode).toBe(MysteryEncounterMode.TRAINER_BATTLE);
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@ -240,10 +282,31 @@ describe("The Expert Pokémon Breeder - Mystery Encounter", () => {
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});
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});
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it("should start battle against the trainer", async () => {
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it("should start battle against the trainer with correctly loaded assets", async () => {
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await game.runToMysteryEncounter(MysteryEncounterType.THE_EXPERT_POKEMON_BREEDER, defaultParty);
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let successfullyLoaded = false;
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vi.spyOn(scene, "getEnemyParty").mockImplementation(() => {
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const ace = scene.currentBattle?.enemyParty[0];
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if (ace) {
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// Pretend that loading assets takes an extra 500ms
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vi.spyOn(ace, "loadAssets").mockImplementation(() => new Promise(resolve => {
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setTimeout(() => {
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successfullyLoaded = true;
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resolve();
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}, 500);
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}));
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}
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return scene.currentBattle?.enemyParty || [];
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});
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await runMysteryEncounterToEnd(game, 3, undefined, true);
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// Check that assets are successfully loaded
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expect(successfullyLoaded).toBe(true);
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// Check usual battle stuff
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expect(scene.getCurrentPhase()?.constructor.name).toBe(CommandPhase.name);
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expect(scene.currentBattle.trainer).toBeDefined();
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expect(scene.currentBattle.mysteryEncounter?.encounterMode).toBe(MysteryEncounterMode.TRAINER_BATTLE);
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