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https://github.com/pagefaultgames/pokerogue/pull/5927/ * Removed unnecessary test timeout parameters from test files We set it in vitest config anyways * Removed unneeded `mockRestore` calls We call `restoreAllMocks` after each test runs anyhow * Removed accidentall forgotten-about timeout * Revdrt magic bounce test file for now * Fixed ting * Fixed bug * Fixed import * Update test/data/status_effect.test.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update battle.test.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Ran bim --------- Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
57 lines
1.7 KiB
TypeScript
57 lines
1.7 KiB
TypeScript
import type BattleScene from "#app/battle-scene";
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import { LoginPhase } from "#app/phases/login-phase";
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import { TitlePhase } from "#app/phases/title-phase";
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import { UnavailablePhase } from "#app/phases/unavailable-phase";
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import { UiMode } from "#enums/ui-mode";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Phases", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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let scene: BattleScene;
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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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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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scene = game.scene;
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});
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describe("LoginPhase", () => {
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it("should start the login phase", async () => {
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const loginPhase = new LoginPhase();
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scene.phaseManager.unshiftPhase(loginPhase);
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await game.phaseInterceptor.to(LoginPhase);
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expect(scene.ui.getMode()).to.equal(UiMode.MESSAGE);
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});
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});
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describe("TitlePhase", () => {
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it("should start the title phase", async () => {
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const titlePhase = new TitlePhase();
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scene.phaseManager.unshiftPhase(titlePhase);
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await game.phaseInterceptor.to(TitlePhase);
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expect(scene.ui.getMode()).to.equal(UiMode.TITLE);
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});
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});
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describe("UnavailablePhase", () => {
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it("should start the unavailable phase", async () => {
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const unavailablePhase = new UnavailablePhase();
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scene.phaseManager.unshiftPhase(unavailablePhase);
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await game.phaseInterceptor.to(UnavailablePhase);
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expect(scene.ui.getMode()).to.equal(UiMode.UNAVAILABLE);
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});
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});
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});
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