pokerogue/src/test/reload.test.ts
flx-sta 7a0c88e661
[Refactor] Pokerogue API client (#4583)
* start migrating Utils.apiFetch to api class

* move dailyranking to api

* use api in title-ui-handler

* remove: Utils.apiFetch

* migrate `updateSystemSavedata` to api

* migrate clear session savedata to api

* migrate updateAllSavedata to api

* migrate `updateSessionSavedata` to api

* rename `api` to `pokerogue-api`

* migrate unlink discord to pokerogue-api

* migrate unlink google to pokerogue-api

* update pokerogue-api login

* migrate register account to pokerogue-api

* remove Utils.apiPost

* reset overrides.ts

* chore: cleanup

* fix env.development

* fix circular dependencies with api

* fix gamedata verify missing await

* fix daily api calls in daily-run-scorebard

* fix discord-link request body being empty

there was a double `toUrlSearchParams()` call involved

* add pokerogue-api test coverge

* add test-utils `getApiBaseUrl()` method

* add pokerogue-admin-api test coverage

* add pokerogue-account-api test coverage

* add pokerogue-daily-api test coverage

* add pokerogue-savedata-api test coverage

* fix some test describes

* add pokerogue-session-savedata-api test coverage

* add pokerogue-system-savedata-api test coverage

* fix tests

* fix tryExportData

thanks @MokaStitcher

* chore: fix menu-ui-handlers.ts

* fix admin-ui-handler (types)

* extend test-coverage for admin-api

* remove outdated code

* skip some clowning-around-encounter tests if events are active

this is not a permanent solution

* Update src/system/game-data.ts

Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>

* Revert "skip some clowning-around-encounter tests if events are active"

This reverts commit a97dafe8b2.

* mark `localServerUrl` and `apiUrl` as deprecated

in `utils.ts`

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>
2024-11-04 15:57:21 -05:00

167 lines
5.5 KiB
TypeScript

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