pokerogue/test/testUtils/helpers/classicModeHelper.ts
Bertie690 09e30070f9
[Docs] Fixed test helper functions to conform with TSDoc standard; deprecated runToSummon/startBattle without args (#5912)
* Updated doc comments for test-related functions

* Marked `classicMode.runToSummon` and `classicMode.startBattle` without species as deprecated

Having the species being used depend on daily run RNG is both unintuitive, janky and prone to flaking out (as happened with the Gastro Acid tests)

* Fixed the bug

* Update field-helper.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-07 18:02:25 -07:00

96 lines
3.7 KiB
TypeScript

import { BattleStyle } from "#app/enums/battle-style";
import type { SpeciesId } from "#enums/species-id";
import { GameModes, getGameMode } from "#app/game-mode";
import overrides from "#app/overrides";
import { CommandPhase } from "#app/phases/command-phase";
import { EncounterPhase } from "#app/phases/encounter-phase";
import { SelectStarterPhase } from "#app/phases/select-starter-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import { UiMode } from "#enums/ui-mode";
import { generateStarter } from "../gameManagerUtils";
import { GameManagerHelper } from "./gameManagerHelper";
/**
* Helper to handle classic-mode specific operations.
*/
export class ClassicModeHelper extends GameManagerHelper {
/**
* Runs the classic game to the summon phase.
* @param species - An array of {@linkcode Species} to summon.
* @returns A promise that resolves when the summon phase is reached.
*/
async runToSummon(species: SpeciesId[]): Promise<void>;
/**
* Runs the classic game to the summon phase.
* Selects 3 daily run starters with a fixed seed of "test"
* (see `DailyRunConfig.getDailyRunStarters` in `daily-run.ts` for more info).
* @returns A promise that resolves when the summon phase is reached.
* @deprecated - Specifying the starters helps prevent inconsistencies from internal RNG changes.
*/
async runToSummon(): Promise<void>;
async runToSummon(species: SpeciesId[] | undefined): Promise<void>;
async runToSummon(species?: SpeciesId[]): Promise<void> {
await this.game.runToTitle();
if (this.game.override.disableShinies) {
this.game.override.shiny(false).enemyShiny(false);
}
this.game.onNextPrompt("TitlePhase", UiMode.TITLE, () => {
this.game.scene.gameMode = getGameMode(GameModes.CLASSIC);
const starters = generateStarter(this.game.scene, species);
const selectStarterPhase = new SelectStarterPhase();
this.game.scene.phaseManager.pushPhase(new EncounterPhase(false));
selectStarterPhase.initBattle(starters);
});
await this.game.phaseInterceptor.to(EncounterPhase);
if (overrides.OPP_HELD_ITEMS_OVERRIDE.length === 0 && this.game.override.removeEnemyStartingItems) {
this.game.removeEnemyHeldItems();
}
}
/**
* Transitions to the start of a battle.
* @param species - An array of {@linkcode Species} to start the battle with.
* @returns A promise that resolves when the battle is started.
*/
async startBattle(species: SpeciesId[]): Promise<void>;
/**
* Transitions to the start of a battle.
* Will select 3 daily run starters with a fixed seed of "test"
* (see `DailyRunConfig.getDailyRunStarters` in `daily-run.ts` for more info).
* @returns A promise that resolves when the battle is started.
* @deprecated - Specifying the starters helps prevent inconsistencies from internal RNG changes.
*/
async startBattle(): Promise<void>;
async startBattle(species?: SpeciesId[]): Promise<void> {
await this.runToSummon(species);
if (this.game.scene.battleStyle === BattleStyle.SWITCH) {
this.game.onNextPrompt(
"CheckSwitchPhase",
UiMode.CONFIRM,
() => {
this.game.setMode(UiMode.MESSAGE);
this.game.endPhase();
},
() => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase),
);
this.game.onNextPrompt(
"CheckSwitchPhase",
UiMode.CONFIRM,
() => {
this.game.setMode(UiMode.MESSAGE);
this.game.endPhase();
},
() => this.game.isCurrentPhase(CommandPhase) || this.game.isCurrentPhase(TurnInitPhase),
);
}
await this.game.phaseInterceptor.to(CommandPhase);
console.log("==================[New Turn]==================");
}
}