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Minor TSDoc improvement to BattleScene#getPlayerField
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@ -800,7 +800,7 @@ export default class BattleScene extends SceneBase {
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// TODO: Add `undefined` to return type
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// TODO: Add `undefined` to return type
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/**
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/**
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* Returns an array of PlayerPokemon of length 1 or 2 depending on if in a double battle or not.
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* Returns an array of PlayerPokemon of length 1 or 2 depending on if in a double battle or not.
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* @param active - Whether to consider only active on-field pokemon ({@see {@linkcode Pokemon.isActiveZ} for more information}); default `false`
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* @param active - (Default `false`) Whether to consider only {@linkcode Pokemon.isActive | active} on-field pokemon
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* @returns array of {@linkcode PlayerPokemon}
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* @returns array of {@linkcode PlayerPokemon}
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*/
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*/
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public getPlayerField(active = false): PlayerPokemon[] {
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public getPlayerField(active = false): PlayerPokemon[] {
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@ -64,7 +64,7 @@ describe("Abilities - Honey Gather", () => {
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// something weird is going on with the test framework, so this is required to prevent a crash
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// something weird is going on with the test framework, so this is required to prevent a crash
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const enemy = game.scene.getEnemyPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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vi.spyOn(enemy, "scene", "get").mockReturnValue(game.scene);
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vi.spyOn(enemy, "scene", "get").mockReturnValue(game.scene);
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//Expects next wave so run must succeed
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// Expects next wave so run must succeed
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vi.spyOn(Overrides, "RUN_SUCCESS_OVERRIDE", "get").mockReturnValue(true);
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vi.spyOn(Overrides, "RUN_SUCCESS_OVERRIDE", "get").mockReturnValue(true);
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const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
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const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
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