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	* move test folder * Update vitest files * rename test/utils to test/testUtils * Remove stray utils/gameManager Got put back from a rebase
		
			
				
	
	
		
			167 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			167 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
| import { GameModes } from "#app/game-mode";
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| import { pokerogueApi } from "#app/plugins/api/pokerogue-api";
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| import type OptionSelectUiHandler from "#app/ui/settings/option-select-ui-handler";
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| import { Mode } from "#app/ui/ui";
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| import { Biome } from "#enums/biome";
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| import { Button } from "#enums/buttons";
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| import { Moves } from "#enums/moves";
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| import { Species } from "#enums/species";
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| import GameManager from "#test/testUtils/gameManager";
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| import type { MockClock } from "#test/testUtils/mocks/mockClock";
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| import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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| 
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| describe("Reload", () => {
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|   let phaserGame: Phaser.Game;
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|   let game: GameManager;
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| 
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|   beforeAll(() => {
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|     phaserGame = new Phaser.Game({
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|       type: Phaser.HEADLESS,
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|     });
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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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| 
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|   beforeEach(() => {
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|     game = new GameManager(phaserGame);
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|     vi.spyOn(pokerogueApi, "getGameTitleStats").mockResolvedValue({ battleCount: -1, playerCount: -1 });
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|     vi.spyOn(pokerogueApi.daily, "getSeed").mockResolvedValue("test-seed");
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|   });
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| 
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|   it("should not have RNG inconsistencies in a Classic run", async () => {
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|     await game.classicMode.startBattle();
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| 
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|     const preReloadRngState = Phaser.Math.RND.state();
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| 
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|     await game.reload.reloadSession();
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| 
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|     const postReloadRngState = Phaser.Math.RND.state();
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| 
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|     expect(preReloadRngState).toBe(postReloadRngState);
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|   }, 20000);
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| 
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|   it("should not have RNG inconsistencies after a biome switch", async () => {
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|     game.override
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|       .startingWave(10)
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|       .battleType("single")
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|       .startingLevel(100) // Avoid levelling up
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|       .disableTrainerWaves()
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|       .moveset([ Moves.SPLASH ])
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|       .enemyMoveset(Moves.SPLASH);
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|     await game.dailyMode.startBattle();
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| 
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|     // Transition from Wave 10 to Wave 11 in order to trigger biome switch
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|     game.move.select(Moves.SPLASH);
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|     await game.doKillOpponents();
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|     game.onNextPrompt("SelectBiomePhase", Mode.OPTION_SELECT, () => {
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|       (game.scene.time as MockClock).overrideDelay = null;
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|       const optionSelectUiHandler = game.scene.ui.getHandler() as OptionSelectUiHandler;
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|       game.scene.time.delayedCall(1010, () => optionSelectUiHandler.processInput(Button.ACTION));
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|       game.endPhase();
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|       (game.scene.time as MockClock).overrideDelay = 1;
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|     });
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|     await game.toNextWave();
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|     expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
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| 
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|     const preReloadRngState = Phaser.Math.RND.state();
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| 
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|     await game.reload.reloadSession();
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| 
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|     const postReloadRngState = Phaser.Math.RND.state();
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| 
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|     expect(preReloadRngState).toBe(postReloadRngState);
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|   }, 20000);
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| 
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|   it("should not have weather inconsistencies after a biome switch", async () => {
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|     game.override
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|       .startingWave(10)
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|       .startingBiome(Biome.ICE_CAVE) // Will lead to Snowy Forest with randomly generated weather
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|       .battleType("single")
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|       .startingLevel(100) // Avoid levelling up
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|       .disableTrainerWaves()
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|       .moveset([ Moves.SPLASH ])
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|       .enemyMoveset(Moves.SPLASH);
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|     await game.classicMode.startBattle(); // Apparently daily mode would override the biome
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| 
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|     // Transition from Wave 10 to Wave 11 in order to trigger biome switch
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|     game.move.select(Moves.SPLASH);
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|     await game.doKillOpponents();
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|     await game.toNextWave();
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|     expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
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| 
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|     const preReloadWeather = game.scene.arena.weather;
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| 
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|     await game.reload.reloadSession();
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| 
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|     const postReloadWeather = game.scene.arena.weather;
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| 
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|     expect(postReloadWeather).toStrictEqual(preReloadWeather);
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|   }, 20000);
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| 
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|   it("should not have RNG inconsistencies at a Daily run wild Pokemon fight", async () => {
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|     await game.dailyMode.startBattle();
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| 
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|     const preReloadRngState = Phaser.Math.RND.state();
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| 
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|     await game.reload.reloadSession();
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| 
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|     const postReloadRngState = Phaser.Math.RND.state();
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| 
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|     expect(preReloadRngState).toBe(postReloadRngState);
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|   }, 20000);
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| 
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|   it("should not have RNG inconsistencies at a Daily run double battle", async () => {
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|     game.override.battleType("double");
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|     await game.dailyMode.startBattle();
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| 
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|     const preReloadRngState = Phaser.Math.RND.state();
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| 
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|     await game.reload.reloadSession();
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| 
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|     const postReloadRngState = Phaser.Math.RND.state();
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| 
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|     expect(preReloadRngState).toBe(postReloadRngState);
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|   }, 20000);
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| 
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|   it("should not have RNG inconsistencies at a Daily run Gym Leader fight", async () => {
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|     game.override.battleType("single").startingWave(40);
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|     await game.dailyMode.startBattle();
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| 
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|     const preReloadRngState = Phaser.Math.RND.state();
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| 
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|     await game.reload.reloadSession();
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| 
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|     const postReloadRngState = Phaser.Math.RND.state();
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| 
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|     expect(preReloadRngState).toBe(postReloadRngState);
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|   }, 20000);
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| 
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|   it("should not have RNG inconsistencies at a Daily run regular trainer fight", async () => {
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|     game.override.battleType("single").startingWave(45);
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|     await game.dailyMode.startBattle();
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| 
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|     const preReloadRngState = Phaser.Math.RND.state();
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| 
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|     await game.reload.reloadSession();
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| 
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|     const postReloadRngState = Phaser.Math.RND.state();
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| 
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|     expect(preReloadRngState).toBe(postReloadRngState);
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|   }, 20000);
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| 
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|   it("should not have RNG inconsistencies at a Daily run wave 50 Boss fight", async () => {
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|     game.override.battleType("single").startingWave(50);
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|     await game.runToFinalBossEncounter([ Species.BULBASAUR ], GameModes.DAILY);
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| 
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|     const preReloadRngState = Phaser.Math.RND.state();
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| 
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|     await game.reload.reloadSession();
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| 
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|     const postReloadRngState = Phaser.Math.RND.state();
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| 
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|     expect(preReloadRngState).toBe(postReloadRngState);
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|   }, 20000);
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| });
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