import type BattleScene from "#app/battle-scene"; import type { Phase } from "#app/phase"; import { UiMode } from "#enums/ui-mode"; import UI from "#app/ui/ui"; import type { PhaseString } from "#app/@types/phase-types"; import { vi, type MockInstance } from "vitest"; import { format } from "util"; interface PromptHandler { phaseTarget: PhaseString; mode: UiMode; callback: () => void; expireFn?: () => boolean; awaitingActionInput: boolean; } /** * The PhaseInterceptor is a wrapper around the `BattleScene`'s {@linkcode PhaseManager}. * It allows tests to exert finer control over the phase system, providing logging, manual advancing, etc etc. */ export default class PhaseInterceptor { private scene: BattleScene; /** A log of phases having been executed. */ public log: PhaseString[] = []; private prompts: PromptHandler[] = []; /** * Constructor to initialize the scene and properties, and to start the phase handling. * @param scene - The scene to be managed. */ constructor(scene: BattleScene) { this.scene = scene; this.initMocks(); } /** * Clears phase logs */ clearLogs() { this.log = []; } /** * Method to initialize various mocks for intercepting phases. */ initMocks() { const originalSetMode = UI.prototype["setModeInternal"]; // `any` assertion needed as we are mocking private property const uiSpy = vi.spyOn(UI.prototype as any, "setModeInternal") as MockInstance< (typeof UI.prototype)["setModeInternal"] >; uiSpy.mockImplementation(async (...args) => { this.setMode(originalSetMode, args); }); // Mock the private startCurrentPhase method to do nothing to let us // start them manually ourselves. vi.spyOn(this.scene.phaseManager as any, "startCurrentPhase").mockImplementation(() => {}); } /** * Method to log the start of a phase. * @param phaseName - The name of the phase to log. */ private logPhase(phaseName: PhaseString) { // Exclude normal green highlighting due to issues with consoles console.log(`Start Phase ${phaseName}`); this.log.push(phaseName); } /** * Method to transition to a target phase. * @param targetPhase - The name of the phase to transition to. * @param runTarget - Whether or not to run the target phase; default `true`. * @returns A Promise that resolves when the target phase is reached. */ public async to(targetPhase: PhaseString, runTarget = true): Promise { const pm = this.scene.phaseManager; let currentPhase = pm.getCurrentPhase(); while (!currentPhase?.is(targetPhase)) { if (!currentPhase) { console.log("Reached end of phases without hitting target; resolving."); return; } // Current phase is different; run and wait for it to finish await this.run(currentPhase); currentPhase = pm.getCurrentPhase(); } // We hit the target; run as applicable and wrap up. if (!runTarget) { console.log(`PhaseInterceptor.to: Stopping on run of ${targetPhase}`); return; } await this.run(currentPhase); } /** * Wrapper method to run a phase and start the next phase. * @param currentPhase - The {@linkcode Phase} to run. * @returns A Promise that resolves when the phase is run. */ private async run(currentPhase: Phase): Promise { try { this.logPhase(currentPhase.phaseName); currentPhase.start(); } catch (error: unknown) { throw error instanceof Error ? error : new Error( `Unknown error occurred while running phase ${currentPhase.phaseName}!\nError: ${format("%O", error)}`, ); } } /** Alias for {@linkcode PhaseManager.shiftPhase()}. */ shiftPhase() { console.log(`Skipping current phase ${this.scene.phaseManager.getCurrentPhase()?.phaseName}`); return this.scene.phaseManager.shiftPhase(); } /** * Method to override UI mode setting with custom prompt support. * @param originalSetMode - The original setMode method from the UI. * @param mode - The {@linkcode UiMode} to set. * @param args - Additional arguments to pass to the original method. */ private async setMode( originalSetMode: (typeof UI.prototype)["setModeInternal"], args: Parameters<(typeof UI.prototype)["setModeInternal"]>, ): ReturnType<(typeof UI.prototype)["setModeInternal"]> { const mode = args[0]; console.log("setMode", `${UiMode[mode]} (=${mode})`, args); const ret = originalSetMode.apply(this.scene.ui, [args]); this.doPromptCheck(mode); return ret; } /** * Method to start the prompt handler. */ private doPromptCheck(uiMode: UiMode) { const actionForNextPrompt = this.prompts[0] as PromptHandler | undefined; if (!actionForNextPrompt) { return; } // Check for prompt expiry, removing prompt if applicable. if (actionForNextPrompt.expireFn?.()) { this.prompts.shift(); return; } // Check if the current mode, phase, and handler match the expected values. // If not, we just skip and wait. // TODO: Should this check all prompts or only the first one? const currentPhase = this.scene.phaseManager.getCurrentPhase()?.phaseName; const currentHandler = this.scene.ui.getHandler(); if ( uiMode === actionForNextPrompt.mode || currentPhase !== actionForNextPrompt.phaseTarget || !currentHandler.active || (actionForNextPrompt.awaitingActionInput && !currentHandler["awaitingActionInput"]) ) { return; } // Prompt matches; perform callback as applicable and return this.prompts.shift(); actionForNextPrompt.callback(); } /** * Method to add a callback to the next prompt. * @param phaseTarget - The {@linkcode PhaseString | name} of the Phase to execute the callback during. * @param mode - The {@linkcode UIMode} to wait for. * @param callback - The callback function to execute. * @param expireFn - The function to determine if the prompt has expired. * @param awaitingActionInput - If `true`, will only activate when the current UI handler is waiting for input; default `false` */ addToNextPrompt( phaseTarget: PhaseString, mode: UiMode, callback: () => void, expireFn?: () => boolean, awaitingActionInput = false, ) { this.prompts.push({ phaseTarget, mode, callback, expireFn, awaitingActionInput, }); } /** * Restores the original state of phases and clears intervals. */ restoreOg() { // clearInterval(this.promptInterval); // clearInterval(this.intervalRun); } }