From df7736eb3cf24f98a5634cfe9792ab6bfa22699c Mon Sep 17 00:00:00 2001 From: Bertie690 <136088738+Bertie690@users.noreply.github.com> Date: Sun, 20 Apr 2025 14:19:57 -0400 Subject: [PATCH] Update gameManager.ts --- test/testUtils/gameManager.ts | 40 +++++++++++++++++------------------ 1 file changed, 20 insertions(+), 20 deletions(-) diff --git a/test/testUtils/gameManager.ts b/test/testUtils/gameManager.ts index fcb7d5d2cc8..1d1ee00d292 100644 --- a/test/testUtils/gameManager.ts +++ b/test/testUtils/gameManager.ts @@ -310,8 +310,8 @@ export default class GameManager { /** * Emulate a player's target selection after a move is chosen, usually called automatically by {@linkcode MoveHelper.select}. * Will trigger during the next {@linkcode SelectTargetPhase} - * @param {BattlerIndex} targetIndex The index of the attack target, or `undefined` for multi-target attacks - * @param movePosition The index of the move in the pokemon's moveset array + * @param targetIndex - The {@linkcode BattlerIndex} of the attack target, or `undefined` for multi-target attacks + * @param movePosition - The 0-indexed position of the move in the pokemon's moveset array */ selectTarget(movePosition: number, targetIndex?: BattlerIndex) { this.onNextPrompt( @@ -380,8 +380,9 @@ export default class GameManager { /** * Forces the next enemy selecting a move to use the given move in its moveset against the * given target (if applicable). - * @param moveId {@linkcode Moves} the move the enemy will use - * @param target {@linkcode BattlerIndex} the target on which the enemy will use the given move + * @param moveId - The {@linkcode Moves | move} the enemy will use + * @param target - The {@linkcode BattlerIndex} of the target against which the enemy will use the given move; + * will use normal target selection priorities if omitted. */ async forceEnemyMove(moveId: Moves, target?: BattlerIndex) { // Wait for the next EnemyCommandPhase to start @@ -442,8 +443,8 @@ export default class GameManager { } /** - * Checks if the player has won the battle. - * @returns True if the player has won, otherwise false. + * Check if the player has won the battle. + * @returns whether the player has won the battle (all opposinc Pokemon have been fainted) */ isVictory() { return this.scene.currentBattle.enemyParty.every(pokemon => pokemon.isFainted()); @@ -452,7 +453,7 @@ export default class GameManager { /** * Checks if the current phase matches the target phase. * @param phaseTarget - The target phase. - * @returns True if the current phase matches the target phase, otherwise false. + * @returns Whether the current phase matches the target phase */ isCurrentPhase(phaseTarget) { const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name; @@ -461,8 +462,8 @@ export default class GameManager { /** * Checks if the current mode matches the target mode. - * @param mode - The target mode. - * @returns True if the current mode matches the target mode, otherwise false. + * @param mode - The target {@linkcode Mode} to check. + * @returns Whether the current mode matches the target mode. */ isCurrentMode(mode: Mode) { return this.scene.ui?.getMode() === mode; @@ -502,7 +503,7 @@ export default class GameManager { /** * Faints a player or enemy pokemon instantly by setting their HP to 0. - * @param pokemon The player/enemy pokemon being fainted + * @param pokemon - The player/enemy pokemon being fainted * @returns A promise that resolves once the fainted pokemon's FaintPhase finishes running. */ async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) { @@ -517,7 +518,7 @@ export default class GameManager { /** * Command an in-battle switch to another {@linkcode Pokemon} via the main battle menu. * @param pokemonIndex - The 0-indexed position of the party pokemon to switch to. - * Should never be called with 0 as that will select the currently active pokemon. + * Should never be called with 0 as that will select the currently active pokemon and freeze. */ doSwitchPokemon(pokemonIndex: number) { this.onNextPrompt("CommandPhase", Mode.COMMAND, () => { @@ -530,7 +531,7 @@ export default class GameManager { /** * Revive pokemon, currently players only. - * @param pokemonIndex the index of the pokemon in your party to revive + * @param pokemonIndex - The 0-indexed position of the pokemon in your party to revive */ doRevivePokemon(pokemonIndex: number) { const party = this.scene.getPlayerParty(); @@ -540,13 +541,12 @@ export default class GameManager { } /** - * Select a pokemon from the party menu. Only really handles the basic cases - * of the party UI, where you just need to navigate to a party slot and press - * Action twice - navigating any menus that come up after you select a party member - * is not supported. - * @param slot the 0-indexed position of the pokemon in your party to switch to - * @param inPhase Which phase to expect the selection to occur in. Typically - * non-command switch actions happen in SwitchPhase. + * Select a pokemon from the party menu during the given phase. + * Only really handles the basic case of "navigate to party slot and press Action twice" - + * any menus that come up afterwards are ignored and must be handled separately by the caller. + * @param slot - The 0-indexed position of the pokemon in your party to switch to + * @param inPhase - Which phase to expect the selection to occur in. Defaults to `SwitchPhase` + * (which is where the majority of non-command switch operations occur). */ doSelectPartyPokemon(slot: number, inPhase = "SwitchPhase") { this.onNextPrompt(inPhase, Mode.PARTY, () => { @@ -561,7 +561,7 @@ export default class GameManager { /** * Select the BALL option from the command menu, then press Action; in the BALL * menu, select a pokéball type and press Action again to throw it. - * @param ballIndex the index of the pokeball to throw + * @param ballIndex - The index of the pokeball to throw */ public doThrowPokeball(ballIndex: number) { this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {