mirror of
https://github.com/pagefaultgames/pokerogue.git
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* [Dev] test:silent now passes --silent='passed-only' to Vitest (#6131) * [Dev] test:silent now passes --silent='passed-only' to Vitest * Update test shard to actually use `test-silent` * Removed obselete `project` flag * [Bug] Unblock priority spread under Psychic Terrain (#6136) Unblock priority spread under Psychic Terrain Co-authored-by: Acelynn Zhang <acelynnzhang@Acelynns-MacBook-Pro.local> * [Dev] Remove `sanitizeOverrides`, consolidate initialization code into 1 file https://github.com/pagefaultgames/pokerogue/pull/6134 * Removed `sanitizeOverrides` * Moved initialization code to its own file * Hopefully fixed test contamination * Actually listened to people now * fixed the thingy * Run stub setup on init because * Update testFileInitialization.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * [Misc] Sinistea and Poltchageist line alt forms now available (#4989) * Sinistea and Poltchageist line alt forms now available * Unmark Poltchageist line as unobtainable, fix sprite key of alt forms * Correct forms not being marked as starter selectable * Reduce wild chance for Antique/Masterpiece forms Instead of being 1/2 chance to get the Antique or Masterpiece forms, it is now only a 1/16 chance to get them. --------- Co-authored-by: damocleas <damocleas25@gmail.com> * [Bug] Fix when variable move power is called (#6126) * Apply variable power attribute before type boost * Update test/abilities/normal-move-type-change.test.ts Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Minor test improvements --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * [UI/UX] [Bug] Fix `ModifierSelectPhase` animation delay (#6121) * Rework promise handling to ensure no races * Add delay to ensure pokeball opening animation can be seen * Remove leftover debug statements. Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Add tween bouncing pokeball to tweens that must complete for promise to resolve * Fix typo in tsdoc Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * [Test] `MoveHelper#changeMoveset` disables moveset overrides (#5915) Also fix Assist tests and add `expect` for max moveset length * [Refactor] Minor cleanup of `initExpKeys` (#6127) * [Bug] Fix Thrash continuing on caught Pokemon (#6144) Fix Thrash continuing on caught Pokemon * [UI/UX] Replace 'Neutral' in the Arena Flyout with 'Field' (#6139) Update arena-flyout.ts for Field > Neutral * [Dev] Added typedoc deployments for Beta (#6147) * [Misc] Fix import in decrypt-save.js (#6149) * [Refactor][Bug] Illusion no longer overwrites data of original Pokemon https://github.com/pagefaultgames/pokerogue/pull/6140 * [UI/UX] Added "Hide Username" Setting (#6105) * [UI/UX] Added "Hide Username" Setting * Mask tid with asterisk instead of hiding completely --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> * [Dev] Add `dist/` to `ls-lint` ignore list * [i18n] Update Locales * [Beta] [Bug] Fix shiny display issues (#6154) Fix shininess check * [Bug][Beta] Make bounce delay use fixed int (#6156) Make bounce delay use fixed int * [Refactor] Refactor UI text ts (#5946) * Add destroy method to pokemon-sprite-sparkle-handler * Move TextStyle to enums, convert into const object * Cleanup text.ts file * Add necessary explicit types for TextStyle let vars * Fix locales submodule commit * Fix merge issue --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * [Test] Added custom equality matchers (#6157) * Added rudimentary test matchers for `toEqualArrayUnsorted` and `toHaveTypes` Might port the rest at a later date * Actually run the effing setup matchers file + fixed ls lint to not be angy * added dev dep * Update .ls-lint.yml * Update .ls-lint.yml --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: Amani H. <109637146+xsn34kzx@users.noreply.github.com> * [Misc] Fix import in `vitest.d.ts` * [Dev] Turned on `checkJs` in TSConfig; fixed script type errors (#6115) * [Misc] Moved + cleaned up string manipulation functions (#6112) * Added string utility package to replace util functions * Changed string manipulation functions fully over to `change-case` * Fixed missing comma in package.json trailing commas when :( * fixed lockfile * Hopefully re-added all the string utils * fixed package json * Fixed remaining cases of regex + code dupliation * Fixed more bugs and errors * Moved around functions and hopefully fixed the regex issues * Minor renaming * Fixed incorrect casing on setting strings pascal snake case 💀 * ran biome * [Refactor] Prevent serialization of full species in pokemon summon data https://github.com/pagefaultgames/pokerogue/pull/6145 * Prevent serialization of entire species form in pokemon summon data * Apply suggestions from code review Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Apply Kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * [Docs] Add `@module` modifier tag to `tsdoc.json` * [Bug] Fix camel case bug in `strings.ts` (#6161) * [Dev] Change `target` to `ES2023` in `tsconfig.json` (#6160) * breakup fight and ball commands into their own methods * Breakup run and pokemon commands * Breakup commandPhase#start Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Minor touchups * Add overload for handle command * Fix improperly named computeMoveId method * Improve `canUse` computation * Explicitly check against Moves.NONE Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Update with Bertie's comments Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Fix imports * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Improve documentation Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * [Balance][Challenge] Added expanded Fresh Start options (#6162) * [Dev] Add `workflow-dispatch` trigger to tests github workflow (#6152) Add `workflow-dispatch` trigger to github workflow Co-authored-by: damocleas <damocleas25@gmail.com> * [Test] Add support for custom boilerplates to `create-test.js` (#6158) * Added support for custom boilerplates to test:create script * Added support for custom boilerplates to create-test.js * Fixed syntax error * Update create-test.js Co-authored-by: Amani H. <109637146+xsn34kzx@users.noreply.github.com> * Fix pluralization error in `create-test.js` --------- Co-authored-by: Amani H. <109637146+xsn34kzx@users.noreply.github.com> * [Refactor] Mark nickname in pokemon as optional (#6168) Mark nickname in pokemon as optional * [Dev] Update Vite from 6.3.5 to 7.0.6 (#6163) * [ME] [Bug] Disable trades in GTS ME with only 1 valid party member https://github.com/pagefaultgames/pokerogue/pull/6167 * [Refactor] Minor refactor of battler tags (#6129) * Minor refactor battler tags * Improve documentation * Update type when loading in pokemon-data constructor for battler tags * Fix issues in tsdoc comments with Wlowscha's suggestions Co-authored-by: Wlowscha <54003515+Wlowscha@users.noreply.github.com> * Apply bertie's suggestions from code review Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Remove unnecessary as const from tagType * Remove missed `as const` * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update src/data/battler-tags.ts Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Update src/data/battler-tags.ts Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> --------- Co-authored-by: Wlowscha <54003515+Wlowscha@users.noreply.github.com> Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * [Docs] Adjust `@module` doc comment in `battler-tags.ts` Note that currently Typedoc is not parsing `@module` docs, but this comment adjustment would be required if and when it gets fixed * [Balance] End of turn triggers won't occur when you end a biome (#6169) * [Balance] End of turn triggers won't occur when you end a biome * Add tests * Move phase manipulation logic into `PhaseManager` * Rename "biome end" to "interlude" * Rename `TurnEndPhase#endOfBiome` to `upcomingInterlude` --------- Co-authored-by: Wlowscha <54003515+Wlowscha@users.noreply.github.com> * [Test] Add missing single battle override to `CheckInterludePhase` test * [UI/UX] Fix button and input field overlaps (#6013) * [Fix] Fix button overlap * [Fix] Fix input field overlaps * use getWidth to determine if label should be shortened --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: damocleas <damocleas25@gmail.com> * [Dev] Moved type helpers to separate directory; (#6123) * [Dev] Moved type helpers to separate directory; renamed `EnumValues` to `ObjectValues` and enforced usage * Update tsconfig.json Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Fixed import issue * Updated documentation slightly --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Dean <69436131+emdeann@users.noreply.github.com> * [Misc] Improve type signatures of serialized arena/battler tags (#6180) * Improve type signatures of serialized arena/battler tags * Minor adjustments to tsdocs from code review Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> --------- Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * [Balance] Updated SF/Triage interactions for moves (#6179) * Fixed move flags * Disabled order up interactionn with sheer force * Update src/data/moves/move.ts * Removed order up test that no longer applies shouldn't have been there in the first place * [Move Bug] Fully implemented Future Sight, Doom Desire; fixed Wish Double battle oversight (#5862) * Mostly implemented Future Sight/Doom Desire * Fixed a few docs * Fixed com * Update magic_guard.test.ts * Update documentation * Update documentation on arena-tag.ts * Update arena-tag.ts docs * Update arena-tag.ts * Update turn-end-phase.ts * Update move.ts documentation * Fixed tpyo * Update move.ts documentation * Add assorted TODO test cases * Refactored FS to use a positional tag manager * Added strong typing to the manager, finished save load stufff * Fixed locales + tests * Fixed tests and documentation * sh Fixed tests for good * Fixed MEP * Reverted overrides changse * Fixed issues with merging * Fixed locales update & heal block test * Fixed wish tests * Fixed test typo * Fixed wish test flaking out due to speed ties * Fixed tests fr fr * actually fixed tests bc i'm stupid * Fixed tests for real * Remove locales update * Update arena-tag.ts Co-authored-by: Dean <69436131+emdeann@users.noreply.github.com> * Update move.ts Co-authored-by: Dean <69436131+emdeann@users.noreply.github.com> * Update arena-tag.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Applied review suggestions and added a _wee_ bit more docs * fixed wish condition * Applied kev's reviews * Minor nits * Minor formatting change in `heal-block.test.ts` --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: Dean <69436131+emdeann@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * [Refactor] Added `PhaseManager.toTitleScreen` (#6114) * Added `toTitlePhase`; documented phase manager * Documented phase methods * Fixed syntax errors + updated signature * Reverted all the goodies * Fixed missing shift phase call GHAG * Reverted change * [UI/UX] Implement Discard Button (#5985) * [feature]Implemented needed parts for discard function from issue #4780: -TryDiscardFunction in battlescene; -Created a party discard mode button; -Updated Transfer button in modifier-select-ui-handler to Manage items; -Created tests for the discard function in test/ui; -Added images for the new discard and transfer buttons to loading-scene; -Created placeholder messages for discard feature in party-ui-handler; Co-authored-by: Tiago Rodrigues <tiago.n.rodrigues@tecnico.ulisboa.pt> * [Fix] Updated icon for dynamic messaging * [Fix] Corrected legacy mode icons and adjusted double-battle button location * [Fix]Adjusted button positioning and mapping after review. Mapping requires debugging. * [Fix] Fixed visible pokeball in legacy mode and key mapping * [Fix] Background fixes,manage menu is the only one affected by changes now * Implement i18n keys * [Fix] implemented most code optimizations and callbacks to the modified locales folder * [Fix] Implemented 3 suggestions * [Fix]improved/corrected test structure Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * [Fix] added functionality test for the discard button * [Fix] added necessary comment Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * [Fix] Implemented suggested changes in test/discard text prompt * [Fix] Implemented UI suggestions and removed discard text confirmation * [Fix] added missing imports * Fix imports in test file * [Fix] Implemented suggested cursor behavior and reworked test code * [Fix] Corrected failed test * [Fix] atempting to fix the test timeout issue * [Fix] Undoing latest attempt * [Fix] Implemented suggestions to fix broken tests * Reviews * [Fix] replaced icon images * [Fix] Updated jsons to match new icons and removed pokeball icon from legacy mode * Optimized new images * [Fix] Fixed referenced bug and added similar confirmation box to release * [Fix] Updated tests to handle the corfirmation box * [Fix] Added back the accidentally removed changes * [Fix]updated incorrect import path * [fix] add description for the manageItemMode function Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * Update src/ui/party-ui-handler.ts Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> * [Fix] corrected formating issue --------- Co-authored-by: Mikhail Shueb <mikhail.shueb@tecnico.ulisboa.pt> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com> Co-authored-by: damocleas <damocleas25@gmail.com> Co-authored-by: Bertie690 <taylormw163@gmail.com> Co-authored-by: Adri1 <adrien.grivel@hotmail.fr> * [Bug] Fix Truant behavior (#6171) * Update locales * [i18n] Add Tagalog language support (#6170) * [Bug] [Beta] Fix serializable battler tags (#6183) Fix serializable battler tags * [Misc] [Beta] Fix serializable battler tags (#6184) Fix serializable battler tags * [Misc] Disallow using NonFunctionProperties in loadTag methods (#6185) Disallow using NonFunctionProperties in loadTag methods * [Dev] `pnpm biome` will now only display errors by default (#6187) * [Sprite] Move Clauncher, Clawitzer, Skiddo, Fomantis, Lurantis animations to consistent (#6177) * Move Clauncher, Clawitzer, Skiddo out of exp * Move Fomantis, Lurantis out of exp * [Misc] Fix missing types in battler tags and remove DragonCheerTag (#6188) * Fix missing types in battler tags * Fix issues with dragon cheer * [Misc] Set default for crit stage battler tag (#6192) Set default for crit stage * [Bug] [Beta] Remove setting currentPhase to null in clearAllPhases (#6193) Remove setting currentPhase to null in clearAllPhases * [Test] `game.move.use` overrides summon data moveset if present (#6174) * [Test] Update `game.move.use` to override summon data moveset if present * ran biome & fixed errors * [Beta] Remove non-Legend Fresh Start option, fix starting movesets https://github.com/pagefaultgames/pokerogue/pull/6196 * Remove non-Legend fresh start option, fix starting movesets * Move updateInfo call * Fix relearns counting for starter moves * Reduce array allocations and function calls * [Misc] Move asset initialization from `preload` to `launchBattle` https://github.com/pagefaultgames/pokerogue/pull/6109 * Move asset initialization into `preload` instead of `launchBattle` * Fix init problems; remove unused `waitUntil` util function * Fixed missing `clearAllPhases` call * [Balance] Adjust Cosmog / Cosmoem Evolutions, Lower Buneary Friendship requirements (#6198) * Lower Buneary Friendship Requirement and Change Cosmog method * Update biomes.ts - Cosmog/Cosmoem wild evo levels * fix ? * fixed now * Update Cosmog Evolution + Biome Levels --------- Co-authored-by: damocleas <damocleas25@gmail.com> * [Test] Port over + augment remaining test matchers from pkty (#6159) * Partially ported over pkty matchers (WIP) * Cleaned up some more matchers * Fiexd up matchers * Fixed up remaining matchers * Removed the word "matcher" from the pkty matcher functions If we want them back we can always undo this commit and convert the other custom ones * Added wip spite test * Added `toHaveUsedPP` matcher * Fixed up docs and tests * Fixed spite test * Ran biome * Apply Biome * Reverted biome breaking i18next * Update src/typings/i18next.d.ts comment * Fixed log message to not be overly verbose * Added option to check for all PP used in pp matcher + cleaned up grudge tests * Fixed up tests * Fixed tests and such * Fix various TSDocs + missing TSDoc imports * [Beta] Further Cosmog Evolution Readjustments (#6203) Update pokemon-evolutions.ts * [Dev] Move various functions out of `pokemon-species.ts` (#6155) `initSpecies` moved to its own file, other functions moved to `pokemon-utils.ts` * [Balance] Prevent MEs on X1 Waves (#6204) * [Balance] Prevent MEs on X1 Waves * Fix Bug-Type Superfan Encounter Test * Fix Unit Tests * [Balance] Update and Change Breeder Trainer Class Teams (#6200) * Update Breeder Trainer Class * Update trainer-config.ts * Update trainer-config.ts * Update whirlwind.test.ts * Update src/data/trainers/trainer-config.ts Co-authored-by: AJ Fontaine <36677462+Fontbane@users.noreply.github.com> * Adjust Party Templates and move Wynaut * Update trainer-party-template.ts --------- Co-authored-by: damocleas <damocleas25@gmail.com> Co-authored-by: AJ Fontaine <36677462+Fontbane@users.noreply.github.com> --------- Co-authored-by: Acelynn Zhang <102631387+acelynnzhang@users.noreply.github.com> Co-authored-by: Acelynn Zhang <acelynnzhang@Acelynns-MacBook-Pro.local> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Madmadness65 <59298170+Madmadness65@users.noreply.github.com> Co-authored-by: damocleas <damocleas25@gmail.com> Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: SmhMyHead <191356399+SmhMyHead@users.noreply.github.com> Co-authored-by: Amani H. <109637146+xsn34kzx@users.noreply.github.com> Co-authored-by: AJ Fontaine <36677462+Fontbane@users.noreply.github.com> Co-authored-by: Wlowscha <54003515+Wlowscha@users.noreply.github.com> Co-authored-by: fabske0 <192151969+fabske0@users.noreply.github.com> Co-authored-by: Dean <69436131+emdeann@users.noreply.github.com> Co-authored-by: Tiago Rodrigues <tiago.n.rodrigues@tecnico.ulisboa.pt> Co-authored-by: Mikhail Shueb <mikhail.shueb@tecnico.ulisboa.pt> Co-authored-by: Adri1 <adrien.grivel@hotmail.fr> Co-authored-by: Blitzy <118096277+Blitz425@users.noreply.github.com>
556 lines
21 KiB
TypeScript
556 lines
21 KiB
TypeScript
import { updateUserInfo } from "#app/account";
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import { BattleScene } from "#app/battle-scene";
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import { getGameMode } from "#app/game-mode";
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import { globalScene } from "#app/global-scene";
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import overrides from "#app/overrides";
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import { allRewards } from "#data/data-lists";
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import { BattlerIndex } from "#enums/battler-index";
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import { Button } from "#enums/buttons";
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import { ExpGainsSpeed } from "#enums/exp-gains-speed";
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import { ExpNotification } from "#enums/exp-notification";
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import { GameModes } from "#enums/game-modes";
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import type { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import { PlayerGender } from "#enums/player-gender";
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import type { PokeballType } from "#enums/pokeball";
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import type { SpeciesId } from "#enums/species-id";
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import { UiMode } from "#enums/ui-mode";
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import type { EnemyPokemon, PlayerPokemon } from "#field/pokemon";
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import { Trainer } from "#field/trainer";
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import { CheckSwitchPhase } from "#phases/check-switch-phase";
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import { CommandPhase } from "#phases/command-phase";
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import { EncounterPhase } from "#phases/encounter-phase";
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import { LoginPhase } from "#phases/login-phase";
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import { MovePhase } from "#phases/move-phase";
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import { MysteryEncounterPhase } from "#phases/mystery-encounter-phases";
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import { NewBattlePhase } from "#phases/new-battle-phase";
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import { SelectStarterPhase } from "#phases/select-starter-phase";
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import type { SelectTargetPhase } from "#phases/select-target-phase";
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import { TitlePhase } from "#phases/title-phase";
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import { TurnEndPhase } from "#phases/turn-end-phase";
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import { TurnInitPhase } from "#phases/turn-init-phase";
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import { TurnStartPhase } from "#phases/turn-start-phase";
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import { ErrorInterceptor } from "#test/test-utils/error-interceptor";
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import { generateStarter } from "#test/test-utils/game-manager-utils";
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import { GameWrapper } from "#test/test-utils/game-wrapper";
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import { ChallengeModeHelper } from "#test/test-utils/helpers/challenge-mode-helper";
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import { ClassicModeHelper } from "#test/test-utils/helpers/classic-mode-helper";
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import { DailyModeHelper } from "#test/test-utils/helpers/daily-mode-helper";
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import { FieldHelper } from "#test/test-utils/helpers/field-helper";
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import { ModifierHelper } from "#test/test-utils/helpers/modifiers-helper";
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import { MoveHelper } from "#test/test-utils/helpers/move-helper";
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import { OverridesHelper } from "#test/test-utils/helpers/overrides-helper";
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import { ReloadHelper } from "#test/test-utils/helpers/reload-helper";
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import { SettingsHelper } from "#test/test-utils/helpers/settings-helper";
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import type { InputsHandler } from "#test/test-utils/inputs-handler";
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import { MockFetch } from "#test/test-utils/mocks/mock-fetch";
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import { PhaseInterceptor } from "#test/test-utils/phase-interceptor";
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import { TextInterceptor } from "#test/test-utils/text-interceptor";
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import type { BallUiHandler } from "#ui/ball-ui-handler";
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import type { BattleMessageUiHandler } from "#ui/battle-message-ui-handler";
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import type { CommandUiHandler } from "#ui/command-ui-handler";
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import type { PartyUiHandler } from "#ui/party-ui-handler";
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import type { RewardSelectUiHandler } from "#ui/reward-select-ui-handler";
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import type { StarterSelectUiHandler } from "#ui/starter-select-ui-handler";
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import type { TargetSelectUiHandler } from "#ui/target-select-ui-handler";
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import { isNullOrUndefined } from "#utils/common";
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import fs from "node:fs";
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import { AES, enc } from "crypto-js";
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import { expect, vi } from "vitest";
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/**
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* Class to manage the game state and transitions between phases.
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*/
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export class GameManager {
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public gameWrapper: GameWrapper;
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public scene: BattleScene;
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public phaseInterceptor: PhaseInterceptor;
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public textInterceptor: TextInterceptor;
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public inputsHandler: InputsHandler;
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public readonly override: OverridesHelper;
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public readonly move: MoveHelper;
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public readonly classicMode: ClassicModeHelper;
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public readonly dailyMode: DailyModeHelper;
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public readonly challengeMode: ChallengeModeHelper;
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public readonly settings: SettingsHelper;
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public readonly reload: ReloadHelper;
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public readonly modifiers: ModifierHelper;
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public readonly field: FieldHelper;
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/**
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* Creates an instance of GameManager.
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* @param phaserGame - The Phaser game instance.
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* @param bypassLogin - Whether to bypass the login phase.
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*/
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constructor(phaserGame: Phaser.Game, bypassLogin = true) {
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localStorage.clear();
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ErrorInterceptor.getInstance().clear();
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// Simulate max rolls on RNG functions
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// TODO: Create helpers for disabling/enabling battle RNG
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BattleScene.prototype.randBattleSeedInt = (range, min = 0) => min + range - 1;
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this.gameWrapper = new GameWrapper(phaserGame, bypassLogin);
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// TODO: Figure out a way to optimize and re-use the same game manager for each test
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// Re-use an existing `globalScene` if present, or else create a new scene from scratch.
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if (globalScene) {
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this.scene = globalScene;
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this.phaseInterceptor = new PhaseInterceptor(this.scene);
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this.resetScene();
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} else {
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this.scene = new BattleScene();
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this.phaseInterceptor = new PhaseInterceptor(this.scene);
|
|
this.gameWrapper.setScene(this.scene);
|
|
}
|
|
|
|
this.textInterceptor = new TextInterceptor(this.scene);
|
|
this.override = new OverridesHelper(this);
|
|
this.move = new MoveHelper(this);
|
|
this.classicMode = new ClassicModeHelper(this);
|
|
this.dailyMode = new DailyModeHelper(this);
|
|
this.challengeMode = new ChallengeModeHelper(this);
|
|
this.settings = new SettingsHelper(this);
|
|
this.reload = new ReloadHelper(this);
|
|
this.modifiers = new ModifierHelper(this);
|
|
this.field = new FieldHelper(this);
|
|
|
|
this.initDefaultOverrides();
|
|
|
|
// TODO: remove `any` assertion
|
|
global.fetch = vi.fn(MockFetch) as any;
|
|
}
|
|
|
|
/** Reset a prior `BattleScene` instance to the proper initial state. */
|
|
private resetScene(): void {
|
|
this.scene.reset(false, true);
|
|
(this.scene.ui.handlers[UiMode.STARTER_SELECT] as StarterSelectUiHandler).clearStarterPreferences();
|
|
|
|
this.gameWrapper.scene = this.scene;
|
|
|
|
this.scene.phaseManager.toTitleScreen(true);
|
|
this.scene.phaseManager.shiftPhase();
|
|
}
|
|
|
|
/**
|
|
* Initialize various default overrides for starting tests, typically to alleviate randomness.
|
|
*/
|
|
// TODO: This should not be here
|
|
private initDefaultOverrides(): void {
|
|
// Disables Mystery Encounters on all tests (can be overridden at test level)
|
|
this.override.mysteryEncounterChance(0);
|
|
}
|
|
|
|
/**
|
|
* Sets the game mode.
|
|
* @param mode - The mode to set.
|
|
*/
|
|
setMode(mode: UiMode) {
|
|
this.scene.ui?.setMode(mode);
|
|
}
|
|
|
|
/**
|
|
* Waits until the specified mode is set.
|
|
* @param mode - The mode to wait for.
|
|
* @returns A promise that resolves when the mode is set.
|
|
*/
|
|
// TODO: This is unused
|
|
async waitMode(mode: UiMode): Promise<void> {
|
|
await vi.waitUntil(() => this.scene.ui?.getMode() === mode);
|
|
}
|
|
|
|
/**
|
|
* End the currently running phase immediately.
|
|
*/
|
|
endPhase() {
|
|
this.scene.phaseManager.getCurrentPhase()?.end();
|
|
}
|
|
|
|
/**
|
|
* Adds an action to be executed on the next prompt.
|
|
* This can be used to (among other things) simulate inputs or run functions mid-phase.
|
|
* @param phaseTarget - The target phase.
|
|
* @param mode - The mode to wait for.
|
|
* @param callback - The callback function to execute on next prompt.
|
|
* @param expireFn - Optional function to determine if the prompt has expired.
|
|
*/
|
|
onNextPrompt(
|
|
phaseTarget: string,
|
|
mode: UiMode,
|
|
callback: () => void,
|
|
expireFn?: () => void,
|
|
awaitingActionInput = false,
|
|
) {
|
|
this.phaseInterceptor.addToNextPrompt(phaseTarget, mode, callback, expireFn, awaitingActionInput);
|
|
}
|
|
|
|
/**
|
|
* Runs the game to the title phase.
|
|
* @returns A promise that resolves when the title phase is reached.
|
|
*/
|
|
async runToTitle(): Promise<void> {
|
|
await this.phaseInterceptor.whenAboutToRun(LoginPhase);
|
|
this.phaseInterceptor.pop();
|
|
await this.phaseInterceptor.run(TitlePhase);
|
|
|
|
this.scene.gameSpeed = 5;
|
|
this.scene.moveAnimations = false;
|
|
this.scene.showLevelUpStats = false;
|
|
this.scene.expGainsSpeed = ExpGainsSpeed.SKIP;
|
|
this.scene.expParty = ExpNotification.SKIP;
|
|
this.scene.hpBarSpeed = 3;
|
|
this.scene.enableTutorials = false;
|
|
this.scene.gameData.gender = PlayerGender.MALE; // set initial player gender
|
|
this.scene.battleStyle = this.settings.battleStyle;
|
|
this.scene.fieldVolume = 0;
|
|
}
|
|
|
|
/**
|
|
* Helper function to run to the final boss encounter as it's a bit tricky due to extra dialogue
|
|
* Also handles Major/Minor bosses from endless modes
|
|
* @param species - Array of {@linkcode SpeciesId}s to start the final battle with.
|
|
* @param mode - The {@linkcode GameModes} to spawn the final boss encounter in.
|
|
*/
|
|
async runToFinalBossEncounter(species: SpeciesId[], mode: GameModes) {
|
|
await this.runToTitle();
|
|
|
|
this.onNextPrompt("TitlePhase", UiMode.TITLE, () => {
|
|
this.scene.gameMode = getGameMode(mode);
|
|
const starters = generateStarter(this.scene, species);
|
|
const selectStarterPhase = new SelectStarterPhase();
|
|
this.scene.phaseManager.pushPhase(new EncounterPhase(false));
|
|
selectStarterPhase.initBattle(starters);
|
|
});
|
|
|
|
// This will consider all battle entry dialog as seens and skip them
|
|
vi.spyOn(this.scene.ui, "shouldSkipDialogue").mockReturnValue(true);
|
|
|
|
if (overrides.OPP_HELD_ITEMS_OVERRIDE.length === 0) {
|
|
this.removeEnemyHeldItems();
|
|
}
|
|
|
|
await this.phaseInterceptor.to("CommandPhase", false);
|
|
console.log("==================[Final Boss Encounter]==================");
|
|
}
|
|
|
|
/**
|
|
* Runs the game to a mystery encounter phase.
|
|
* @param encounterType - If specified, will expect encounter to be the given type.
|
|
* @param species - Optional array of species for party to start with.
|
|
* @returns A Promise that resolves when the EncounterPhase ends.
|
|
*/
|
|
async runToMysteryEncounter(encounterType?: MysteryEncounterType, species?: SpeciesId[]) {
|
|
if (!isNullOrUndefined(encounterType)) {
|
|
this.override.disableTrainerWaves();
|
|
this.override.mysteryEncounter(encounterType);
|
|
}
|
|
|
|
await this.runToTitle();
|
|
|
|
this.onNextPrompt(
|
|
"TitlePhase",
|
|
UiMode.TITLE,
|
|
() => {
|
|
this.scene.gameMode = getGameMode(GameModes.CLASSIC);
|
|
const starters = generateStarter(this.scene, species);
|
|
const selectStarterPhase = new SelectStarterPhase();
|
|
this.scene.phaseManager.pushPhase(new EncounterPhase(false));
|
|
selectStarterPhase.initBattle(starters);
|
|
},
|
|
() => this.isCurrentPhase(EncounterPhase),
|
|
);
|
|
|
|
this.onNextPrompt(
|
|
"EncounterPhase",
|
|
UiMode.MESSAGE,
|
|
() => {
|
|
const handler = this.scene.ui.getHandler() as BattleMessageUiHandler;
|
|
handler.processInput(Button.ACTION);
|
|
},
|
|
() => this.isCurrentPhase(MysteryEncounterPhase),
|
|
true,
|
|
);
|
|
|
|
await this.phaseInterceptor.run(EncounterPhase);
|
|
if (!isNullOrUndefined(encounterType)) {
|
|
expect(this.scene.currentBattle?.mysteryEncounter?.encounterType).toBe(encounterType);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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 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
|
|
* @throws Immediately fails tests
|
|
*/
|
|
selectTarget(movePosition: number, targetIndex?: BattlerIndex) {
|
|
this.onNextPrompt(
|
|
"SelectTargetPhase",
|
|
UiMode.TARGET_SELECT,
|
|
() => {
|
|
const handler = this.scene.ui.getHandler() as TargetSelectUiHandler;
|
|
const move = (this.scene.phaseManager.getCurrentPhase() as SelectTargetPhase)
|
|
.getPokemon()
|
|
.getMoveset()
|
|
[movePosition].getMove();
|
|
|
|
// Multi target attacks do not select a target
|
|
if (move.isMultiTarget()) {
|
|
if (targetIndex !== undefined) {
|
|
expect.fail(`targetIndex was passed to selectMove() but move ("${move.name}") is not targeted`);
|
|
}
|
|
} else {
|
|
handler.setCursor(targetIndex ?? BattlerIndex.ENEMY);
|
|
}
|
|
handler.processInput(Button.ACTION);
|
|
},
|
|
() =>
|
|
this.isCurrentPhase(CommandPhase) ||
|
|
this.isCurrentPhase(MovePhase) ||
|
|
this.isCurrentPhase(TurnStartPhase) ||
|
|
this.isCurrentPhase(TurnEndPhase),
|
|
);
|
|
}
|
|
|
|
/** Faint all opponents currently on the field */
|
|
async doKillOpponents() {
|
|
await this.killPokemon(this.scene.currentBattle.enemyParty[0]);
|
|
if (this.scene.currentBattle.double) {
|
|
await this.killPokemon(this.scene.currentBattle.enemyParty[1]);
|
|
}
|
|
}
|
|
|
|
/** Queue up button presses to skip taking an item on the next {@linkcode SelectRewardPhase} */
|
|
doSelectModifier() {
|
|
this.onNextPrompt(
|
|
"SelectRewardPhase",
|
|
UiMode.REWARD_SELECT,
|
|
() => {
|
|
const handler = this.scene.ui.getHandler() as RewardSelectUiHandler;
|
|
handler.processInput(Button.CANCEL);
|
|
},
|
|
() =>
|
|
this.isCurrentPhase(CommandPhase) ||
|
|
this.isCurrentPhase(NewBattlePhase) ||
|
|
this.isCurrentPhase(CheckSwitchPhase),
|
|
true,
|
|
);
|
|
|
|
this.onNextPrompt(
|
|
"SelectRewardPhase",
|
|
UiMode.CONFIRM,
|
|
() => {
|
|
const handler = this.scene.ui.getHandler() as RewardSelectUiHandler;
|
|
handler.processInput(Button.ACTION);
|
|
},
|
|
() =>
|
|
this.isCurrentPhase(CommandPhase) ||
|
|
this.isCurrentPhase(NewBattlePhase) ||
|
|
this.isCurrentPhase(CheckSwitchPhase),
|
|
);
|
|
}
|
|
|
|
forceEnemyToSwitch() {
|
|
const originalMatchupScore = Trainer.prototype.getPartyMemberMatchupScores;
|
|
Trainer.prototype.getPartyMemberMatchupScores = () => {
|
|
Trainer.prototype.getPartyMemberMatchupScores = originalMatchupScore;
|
|
return [
|
|
[1, 100],
|
|
[1, 100],
|
|
];
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Transition to the first {@linkcode CommandPhase} of the next turn.
|
|
* @returns A promise that resolves once the next {@linkcode CommandPhase} has been reached.
|
|
*/
|
|
async toNextTurn() {
|
|
await this.phaseInterceptor.to("TurnInitPhase");
|
|
await this.phaseInterceptor.to("CommandPhase");
|
|
console.log("==================[New Turn]==================");
|
|
}
|
|
|
|
/** Transition to the {@linkcode TurnEndPhase | end of the current turn}. */
|
|
async toEndOfTurn() {
|
|
await this.phaseInterceptor.to("TurnEndPhase");
|
|
console.log("==================[End of Turn]==================");
|
|
}
|
|
|
|
/**
|
|
* Queue up button presses to skip taking an item on the next {@linkcode SelectRewardPhase},
|
|
* and then transition to the next {@linkcode CommandPhase}.
|
|
*/
|
|
async toNextWave() {
|
|
this.doSelectModifier();
|
|
|
|
// forcibly end the message box for switching pokemon
|
|
this.onNextPrompt(
|
|
"CheckSwitchPhase",
|
|
UiMode.CONFIRM,
|
|
() => {
|
|
this.setMode(UiMode.MESSAGE);
|
|
this.endPhase();
|
|
},
|
|
() => this.isCurrentPhase(TurnInitPhase),
|
|
);
|
|
|
|
await this.phaseInterceptor.to("TurnInitPhase");
|
|
await this.phaseInterceptor.to("CommandPhase");
|
|
console.log("==================[New Wave]==================");
|
|
}
|
|
|
|
/**
|
|
* Check if the player has won the battle.
|
|
* @returns whether the player has won the battle (all opposing Pokemon have been fainted)
|
|
*/
|
|
isVictory() {
|
|
return this.scene.currentBattle.enemyParty.every(pokemon => pokemon.isFainted());
|
|
}
|
|
|
|
/**
|
|
* Checks if the current phase matches the target phase.
|
|
* @param phaseTarget - The target phase.
|
|
* @returns Whether the current phase matches the target phase
|
|
*/
|
|
isCurrentPhase(phaseTarget) {
|
|
const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
|
|
return this.scene.phaseManager.getCurrentPhase()?.constructor.name === targetName;
|
|
}
|
|
|
|
/**
|
|
* Checks if the current mode matches the target mode.
|
|
* @param mode - The target {@linkcode UiMode} to check.
|
|
* @returns Whether the current mode matches the target mode.
|
|
*/
|
|
isCurrentMode(mode: UiMode) {
|
|
return this.scene.ui?.getMode() === mode;
|
|
}
|
|
|
|
/**
|
|
* Exports the save data to import it in a test game.
|
|
* @returns A promise that resolves with the exported save data.
|
|
*/
|
|
exportSaveToTest(): Promise<string> {
|
|
const saveKey = "x0i2O7WRiANTqPmZ";
|
|
return new Promise(async resolve => {
|
|
const sessionSaveData = this.scene.gameData.getSessionSaveData();
|
|
const encryptedSaveData = AES.encrypt(JSON.stringify(sessionSaveData), saveKey).toString();
|
|
resolve(encryptedSaveData);
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Imports game data from a file.
|
|
* @param path - The path to the data file.
|
|
* @returns A promise that resolves with a tuple containing a boolean indicating success and an integer status code.
|
|
*/
|
|
async importData(path): Promise<[boolean, number]> {
|
|
const saveKey = "x0i2O7WRiANTqPmZ";
|
|
const dataRaw = fs.readFileSync(path, { encoding: "utf8", flag: "r" });
|
|
let dataStr = AES.decrypt(dataRaw, saveKey).toString(enc.Utf8);
|
|
dataStr = this.scene.gameData.convertSystemDataStr(dataStr);
|
|
const systemData = this.scene.gameData.parseSystemData(dataStr);
|
|
const valid = !!systemData.dexData && !!systemData.timestamp;
|
|
if (valid) {
|
|
await updateUserInfo();
|
|
await this.scene.gameData.initSystem(dataStr);
|
|
}
|
|
return updateUserInfo();
|
|
}
|
|
|
|
/**
|
|
* Faint a player or enemy pokemon instantly by setting their HP to 0.
|
|
* @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) {
|
|
pokemon.hp = 0;
|
|
this.scene.phaseManager.pushNew("FaintPhase", pokemon.getBattlerIndex(), true);
|
|
await this.phaseInterceptor.to("FaintPhase");
|
|
}
|
|
|
|
/**
|
|
* 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 and freeze.
|
|
*/
|
|
doSwitchPokemon(pokemonIndex: number) {
|
|
this.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
|
|
(this.scene.ui.getHandler() as CommandUiHandler).setCursor(2);
|
|
(this.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION);
|
|
});
|
|
|
|
this.doSelectPartyPokemon(pokemonIndex, "CommandPhase");
|
|
}
|
|
|
|
/**
|
|
* Revive pokemon, currently players only.
|
|
* @param pokemonIndex - The 0-indexed position of the pokemon in your party to revive
|
|
*/
|
|
doRevivePokemon(pokemonIndex: number) {
|
|
const party = this.scene.getPlayerParty();
|
|
const reward = allRewards.MAX_REVIVE();
|
|
reward.apply({ pokemon: party[pokemonIndex] });
|
|
}
|
|
|
|
/**
|
|
* 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, UiMode.PARTY, () => {
|
|
const partyHandler = this.scene.ui.getHandler() as PartyUiHandler;
|
|
|
|
partyHandler.setCursor(slot);
|
|
partyHandler.processInput(Button.ACTION); // select party slot
|
|
partyHandler.processInput(Button.ACTION); // send out (or whatever option is at the top)
|
|
});
|
|
}
|
|
|
|
/**
|
|
* 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 {@linkcode PokeballType} to throw
|
|
*/
|
|
public doThrowPokeball(ballIndex: PokeballType) {
|
|
this.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
|
|
(this.scene.ui.getHandler() as CommandUiHandler).setCursor(1);
|
|
(this.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION);
|
|
});
|
|
|
|
this.onNextPrompt("CommandPhase", UiMode.BALL, () => {
|
|
const ballHandler = this.scene.ui.getHandler() as BallUiHandler;
|
|
ballHandler.setCursor(ballIndex);
|
|
ballHandler.processInput(Button.ACTION); // select ball and throw
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Intercepts `TurnStartPhase` and mocks {@linkcode TurnStartPhase.getSpeedOrder}'s return value.
|
|
* Used to manually modify Pokemon turn order.
|
|
* Note: This *DOES NOT* account for priority.
|
|
* @param order - The turn order to set as an array of {@linkcode BattlerIndex}es.
|
|
* @example
|
|
* ```ts
|
|
* await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
|
|
* ```
|
|
*/
|
|
async setTurnOrder(order: BattlerIndex[]): Promise<void> {
|
|
await this.phaseInterceptor.to(TurnStartPhase, false);
|
|
|
|
vi.spyOn(this.scene.phaseManager.getCurrentPhase() as TurnStartPhase, "getSpeedOrder").mockReturnValue(order);
|
|
}
|
|
|
|
/**
|
|
* Removes all held items from enemy pokemon.
|
|
*/
|
|
removeEnemyHeldItems(): void {
|
|
this.scene.clearEnemyItems();
|
|
console.log("Enemy held items removed");
|
|
}
|
|
}
|