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https://github.com/pagefaultgames/pokerogue.git
synced 2025-06-20 16:42:45 +02:00
Fixed bug with not resetting phaseQueuePrepend
; added docs to phaseManager funcs
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@ -3,7 +3,7 @@ import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("{{description}}", () => {
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let phaserGame: Phaser.Game;
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@ -15,10 +15,6 @@ describe("{{description}}", () => {
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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@ -360,10 +360,9 @@ export class PhaseManager {
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return;
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}
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if (this.phaseQueuePrependSpliceIndex > -1) {
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this.clearPhaseQueueSplice();
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}
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this.phaseQueue.unshift(...this.phaseQueuePrepend);
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this.phaseQueuePrepend = [];
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if (!this.phaseQueue.length) {
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this.populatePhaseQueue();
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@ -374,22 +373,17 @@ export class PhaseManager {
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this.currentPhase = this.phaseQueue.shift() ?? null;
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const unactivatedConditionalPhases: [() => boolean, Phase][] = [];
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// Check if there are any conditional phases queued
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while (this.conditionalQueue?.length) {
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// Retrieve the first conditional phase from the queue
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const conditionalPhase = this.conditionalQueue.shift();
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// Evaluate the condition associated with the phase
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if (conditionalPhase?.[0]()) {
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// If the condition is met, add the phase to the phase queue
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this.pushPhase(conditionalPhase[1]);
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} else if (conditionalPhase) {
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// If the condition is not met, re-add the phase back to the front of the conditional queue
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unactivatedConditionalPhases.push(conditionalPhase);
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// Check each queued conditional phase, either adding it to the end of the queue (if met)
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// or keeping it on (if not).
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for (const [condition, phase] of this.conditionalQueue) {
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if (condition()) {
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this.pushPhase(phase);
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} else {
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console.warn("condition phase is undefined/null!", conditionalPhase);
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unactivatedConditionalPhases.push([condition, phase]);
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}
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}
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this.conditionalQueue.push(...unactivatedConditionalPhases);
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this.conditionalQueue = unactivatedConditionalPhases;
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this.startCurrentPhase();
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}
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@ -409,6 +403,7 @@ export class PhaseManager {
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this.currentPhase.start();
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}
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// TODO: Review if we can remove this
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overridePhase(phase: Phase): boolean {
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if (this.standbyPhase) {
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return false;
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@ -483,9 +478,9 @@ export class PhaseManager {
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/**
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* Tries to add the input phase(s) to index after target phase in the {@linkcode phaseQueue}, else simply calls {@linkcode unshiftPhase()}
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* @param phase {@linkcode Phase} the phase(s) to be added
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* @param targetPhase {@linkcode Phase} the type of phase to search for in {@linkcode phaseQueue}
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* @param condition Condition the target phase must meet to be appended to
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* @param phase - One or more {@linkcode Phase}s to be added
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* @param targetPhase - The type of target {@linkcode Phase} phase to search for in {@linkcode phaseQueue}
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* @param condition - If provided, will only consider target phases passing the condition.
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* @returns `true` if a `targetPhase` was found to append to
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*/
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appendToPhase(phase: Phase | Phase[], targetPhase: PhaseString, condition?: (p: Phase) => boolean): boolean {
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@ -503,7 +498,7 @@ export class PhaseManager {
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/**
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* Checks a phase and returns the matching {@linkcode DynamicPhaseType}, or undefined if it does not match one
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* @param phase The phase to check
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* @param phase - The {@linkcode Phase} to check
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* @returns The corresponding {@linkcode DynamicPhaseType} or `undefined`
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*/
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public getDynamicPhaseType(phase: Phase | null): DynamicPhaseType | undefined {
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@ -521,7 +516,7 @@ export class PhaseManager {
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* Pushes a phase onto its corresponding dynamic queue and marks the activation point in {@linkcode phaseQueue}
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*
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* The {@linkcode ActivatePriorityQueuePhase} will run the top phase in the dynamic queue (not necessarily {@linkcode phase})
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* @param phase The phase to push
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* @param phase The {@linkcode Phase} to push
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*/
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public pushDynamicPhase(phase: Phase): void {
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const type = this.getDynamicPhaseType(phase);
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@ -535,7 +530,7 @@ export class PhaseManager {
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/**
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* Unshifts the top phase from the corresponding dynamic queue onto {@linkcode phaseQueue}
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* @param type {@linkcode DynamicPhaseType} The type of dynamic phase to start
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* @param type - The {@linkcode DynamicPhaseType} corresponding to the dynamic phase being started.
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*/
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public startDynamicPhaseType(type: DynamicPhaseType): void {
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const phase = this.dynamicPhaseQueues[type].pop();
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@ -550,8 +545,7 @@ export class PhaseManager {
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* This is the same as {@linkcode pushDynamicPhase}, except the activation phase is unshifted
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*
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* {@linkcode phase} is not guaranteed to be the next phase from the queue to run (if the queue is not empty)
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* @param phase The phase to add
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* @returns
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* @param phase - The {@linkcode Phase} to add
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*/
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public startDynamicPhase(phase: Phase): void {
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const type = this.getDynamicPhaseType(phase);
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@ -573,7 +567,7 @@ export class PhaseManager {
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*
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* @see {@linkcode MessagePhase} for more details on the parameters
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*/
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queueMessage(
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public queueMessage(
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message: string,
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callbackDelay?: number | null,
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prompt?: boolean | null,
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@ -598,7 +592,7 @@ export class PhaseManager {
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*/
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public queueAbilityDisplay(pokemon: Pokemon, passive: boolean, show: boolean): void {
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this.unshiftPhase(show ? new ShowAbilityPhase(pokemon.getBattlerIndex(), passive) : new HideAbilityPhase());
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this.clearPhaseQueueSplice();
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this.clearPhaseQueueSplice(); // TODO: Is this necessary?
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}
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/**
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@ -611,7 +605,8 @@ export class PhaseManager {
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}
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/**
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* Moves everything from nextCommandPhaseQueue to phaseQueue (keeping order)
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* Moves everything from nextCommandPhaseQueue to phaseQueue (keeping order),
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* then adds a new {@linkcode TurnInitPhase} to start a new turn.
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*/
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private populatePhaseQueue(): void {
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if (this.nextCommandPhaseQueue.length) {
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@ -197,11 +197,5 @@ export default class PhaseInterceptor {
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});
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}
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/**
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* Restores the original state of phases and clears intervals.
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*/
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restoreOg() {
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// clearInterval(this.promptInterval);
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// clearInterval(this.intervalRun);
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}
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restoreOg() {}
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}
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@ -16,8 +16,8 @@ abstract class mockPhase extends Phase {
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}
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}
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class normalPhase extends mockPhase {
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public readonly phaseName = "normalPhase";
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class bananaPhase extends mockPhase {
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public readonly phaseName = "bananaPhase";
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}
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class applePhase extends mockPhase {
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@ -36,7 +36,7 @@ class oneSecTimerPhase extends mockPhase {
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class unshifterPhase extends mockPhase {
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public readonly phaseName = "unshifterPhase";
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override start() {
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game.scene.phaseManager.unshiftPhase(new normalPhase() as unknown as Phase);
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game.scene.phaseManager.unshiftPhase(new bananaPhase() as unknown as Phase);
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game.scene.phaseManager.unshiftPhase(new applePhase() as unknown as Phase);
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super.start();
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}
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@ -52,7 +52,7 @@ describe("Utils - Phase Interceptor", { timeout: 4000 }, () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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setPhases(normalPhase, applePhase, oneSecTimerPhase, unshifterPhase, normalPhase);
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setPhases(bananaPhase, applePhase, oneSecTimerPhase, unshifterPhase, bananaPhase);
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});
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function setPhases(...phases: Constructor<mockPhase>[]) {
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@ -78,29 +78,29 @@ describe("Utils - Phase Interceptor", { timeout: 4000 }, () => {
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describe("to", () => {
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it("should run the specified phase and halt after it ends", async () => {
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await to("normalPhase");
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await to("bananaPhase");
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expect(getCurrentPhaseName()).toBe("applePhase");
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expect(getQueuedPhases()).toEqual(["oneSecTimerPhase", "unshifterPhase", "normalPhase"]);
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expect(game.phaseInterceptor.log).toEqual(["normalPhase"]);
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expect(getQueuedPhases()).toEqual(["oneSecTimerPhase", "unshifterPhase", "bananaPhase"]);
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expect(game.phaseInterceptor.log).toEqual(["bananaPhase"]);
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});
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it("should run to the specified phase without starting/logging", async () => {
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await to("normalPhase", false);
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expect(getCurrentPhaseName()).toBe("normalPhase");
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expect(getQueuedPhases()).toEqual(["applePhase", "oneSecTimerPhase", "unshifterPhase", "normalPhase"]);
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await to("bananaPhase", false);
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expect(getCurrentPhaseName()).toBe("bananaPhase");
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expect(getQueuedPhases()).toEqual(["applePhase", "oneSecTimerPhase", "unshifterPhase", "bananaPhase"]);
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expect(game.phaseInterceptor.log).toHaveLength(0);
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});
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it("should start all phases between start and target", async () => {
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await to("oneSecTimerPhase");
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expect(getQueuedPhases()).toEqual(["unshifterPhase", "normalPhase"]);
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expect(game.phaseInterceptor.log).toEqual(["normalPhase", "applePhase", "oneSecTimerPhase"]);
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expect(getQueuedPhases()).toEqual(["unshifterPhase", "bananaPhase"]);
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expect(game.phaseInterceptor.log).toEqual(["bananaPhase", "applePhase", "oneSecTimerPhase"]);
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});
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it("should work on newly unshifted phases", async () => {
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setPhases(unshifterPhase); // adds normalPhase and applePhase to queue
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setPhases(unshifterPhase); // adds bananaPhase and applePhase to queue
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await to("applePhase");
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expect(game.phaseInterceptor.log).toEqual(["unshifterPhase", "normalPhase", "applePhase"]);
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expect(game.phaseInterceptor.log).toEqual(["unshifterPhase", "bananaPhase", "applePhase"]);
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});
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it("should wait until phase finishes before starting next", async () => {
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@ -112,13 +112,13 @@ describe("Utils - Phase Interceptor", { timeout: 4000 }, () => {
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describe("shift", () => {
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it("should skip the next phase without starting", async () => {
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expect(getCurrentPhaseName()).toBe("normalPhase");
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expect(getQueuedPhases()).toEqual(["applePhase", "oneSecTimerPhase", "unshifterPhase", "normalPhase"]);
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expect(getCurrentPhaseName()).toBe("bananaPhase");
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expect(getQueuedPhases()).toEqual(["applePhase", "oneSecTimerPhase", "unshifterPhase", "bananaPhase"]);
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game.phaseInterceptor.shiftPhase();
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expect(getCurrentPhaseName()).toBe("applePhase");
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expect(getQueuedPhases()).toEqual(["oneSecTimerPhase", "unshifterPhase", "normalPhase"]);
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expect(getQueuedPhases()).toEqual(["oneSecTimerPhase", "unshifterPhase", "bananaPhase"]);
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expect(game.phaseInterceptor.log).toEqual([]);
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});
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});
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