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disable timed events in tests
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@ -323,6 +323,7 @@ export default class BattleScene extends SceneBase {
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this.conditionalQueue = [];
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this.phaseQueuePrependSpliceIndex = -1;
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this.nextCommandPhaseQueue = [];
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this.eventManager = new TimedEventManager();
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this.updateGameInfo();
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}
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@ -378,7 +379,6 @@ export default class BattleScene extends SceneBase {
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this.fieldSpritePipeline = new FieldSpritePipeline(this.game);
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(this.renderer as Phaser.Renderer.WebGL.WebGLRenderer).pipelines.add("FieldSprite", this.fieldSpritePipeline);
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this.eventManager = new TimedEventManager();
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this.launchBattle();
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}
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@ -24,6 +24,7 @@ import GamepadPlugin = Phaser.Input.Gamepad.GamepadPlugin;
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import EventEmitter = Phaser.Events.EventEmitter;
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import UpdateList = Phaser.GameObjects.UpdateList;
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import { version } from "../../../package.json";
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import { MockTimedEventManager } from "./mocks/mockTimedEventManager";
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Object.defineProperty(window, "localStorage", {
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value: mockLocalStorage(),
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@ -232,6 +233,7 @@ export default class GameWrapper {
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this.scene.make = new MockGameObjectCreator(mockTextureManager);
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this.scene.time = new MockClock(this.scene);
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this.scene.remove = vi.fn(); // TODO: this should be stubbed differently
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this.scene.eventManager = new MockTimedEventManager(); // Disable Timed Events
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}
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}
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21
src/test/utils/mocks/mockTimedEventManager.ts
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21
src/test/utils/mocks/mockTimedEventManager.ts
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@ -0,0 +1,21 @@
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import { TimedEventManager } from "#app/timed-event-manager";
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/** Mock TimedEventManager so that ongoing events don't impact tests */
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export class MockTimedEventManager extends TimedEventManager {
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constructor() {
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super();
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}
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override activeEvent() {
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return undefined;
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}
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override isEventActive(): boolean {
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return false;
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}
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override getFriendshipMultiplier(): number {
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return 1;
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}
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override getShinyMultiplier(): number {
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return 1;
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}
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}
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