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	* Extract Mode enum out of UI and into its own file Reduces circular imports from 909 to 773 * Move around utility files Reduces cyclical dependencies from 773 to 765 * Remove starterColors and bypassLogin from battle-scene Reduces cyclical dependencies from 765 to 623 * Fix test runner error * Update import for bypassLogin in test * Update mocks for utils in tests * Fix broken tests * Update selectWithTera override * Update path for utils in ab-attr.ts * Update path for utils in ability-class.ts * Fix utils import path in healer.test.ts
		
			
				
	
	
		
			212 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			212 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
| // biome-ignore lint/style/noNamespaceImport: Necessary for mocks
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| import * as EncounterPhaseUtils from "#app/data/mystery-encounters/utils/encounter-phase-utils";
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| import { Status } from "#app/data/status-effect";
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| import { CommandPhase } from "#app/phases/command-phase";
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| import { MessagePhase } from "#app/phases/message-phase";
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| import {
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|   MysteryEncounterBattlePhase,
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|   MysteryEncounterOptionSelectedPhase,
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|   MysteryEncounterPhase,
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|   MysteryEncounterRewardsPhase,
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| } from "#app/phases/mystery-encounter-phases";
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| import { VictoryPhase } from "#app/phases/victory-phase";
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| import type MessageUiHandler from "#app/ui/message-ui-handler";
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| import type MysteryEncounterUiHandler from "#app/ui/mystery-encounter-ui-handler";
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| import type PartyUiHandler from "#app/ui/party-ui-handler";
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| import type OptionSelectUiHandler from "#app/ui/settings/option-select-ui-handler";
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| import { UiMode } from "#enums/ui-mode";
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| import { isNullOrUndefined } from "#app/utils/common";
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| import { Button } from "#enums/buttons";
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| import { StatusEffect } from "#enums/status-effect";
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| import type GameManager from "#test/testUtils/gameManager";
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| import { expect, vi } from "vitest";
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| 
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| /**
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|  * Runs a {@linkcode MysteryEncounter} to either the start of a battle, or to the {@linkcode MysteryEncounterRewardsPhase}, depending on the option selected
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|  * @param game
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|  * @param optionNo Human number, not index
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|  * @param secondaryOptionSelect
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|  * @param isBattle If selecting option should lead to battle, set to `true`
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|  */
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| export async function runMysteryEncounterToEnd(
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|   game: GameManager,
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|   optionNo: number,
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|   secondaryOptionSelect?: { pokemonNo: number; optionNo?: number },
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|   isBattle = false,
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| ) {
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|   vi.spyOn(EncounterPhaseUtils, "selectPokemonForOption");
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|   await runSelectMysteryEncounterOption(game, optionNo, secondaryOptionSelect);
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| 
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|   // run the selected options phase
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|   game.onNextPrompt(
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|     "MysteryEncounterOptionSelectedPhase",
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|     UiMode.MESSAGE,
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|     () => {
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|       const uiHandler = game.scene.ui.getHandler<MysteryEncounterUiHandler>();
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|       uiHandler.processInput(Button.ACTION);
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|     },
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|     () => game.isCurrentPhase(MysteryEncounterBattlePhase) || game.isCurrentPhase(MysteryEncounterRewardsPhase),
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|   );
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| 
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|   if (isBattle) {
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|     game.onNextPrompt(
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|       "CheckSwitchPhase",
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|       UiMode.CONFIRM,
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|       () => {
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|         game.setMode(UiMode.MESSAGE);
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|         game.endPhase();
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|       },
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|       () => game.isCurrentPhase(CommandPhase),
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|     );
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| 
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|     game.onNextPrompt(
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|       "CheckSwitchPhase",
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|       UiMode.MESSAGE,
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|       () => {
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|         game.setMode(UiMode.MESSAGE);
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|         game.endPhase();
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|       },
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|       () => game.isCurrentPhase(CommandPhase),
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|     );
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| 
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|     // If a battle is started, fast forward to end of the battle
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|     game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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|       game.scene.clearPhaseQueue();
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|       game.scene.clearPhaseQueueSplice();
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|       game.scene.unshiftPhase(new VictoryPhase(0));
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|       game.endPhase();
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|     });
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| 
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|     // Handle end of battle trainer messages
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|     game.onNextPrompt("TrainerVictoryPhase", UiMode.MESSAGE, () => {
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|       const uiHandler = game.scene.ui.getHandler<MessageUiHandler>();
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|       uiHandler.processInput(Button.ACTION);
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|     });
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| 
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|     // Handle egg hatch dialogue
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|     game.onNextPrompt("EggLapsePhase", UiMode.MESSAGE, () => {
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|       const uiHandler = game.scene.ui.getHandler<MessageUiHandler>();
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|       uiHandler.processInput(Button.ACTION);
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|     });
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| 
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|     await game.phaseInterceptor.to(CommandPhase);
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|   } else {
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|     await game.phaseInterceptor.to(MysteryEncounterRewardsPhase);
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|   }
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| }
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| 
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| export async function runSelectMysteryEncounterOption(
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|   game: GameManager,
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|   optionNo: number,
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|   secondaryOptionSelect?: { pokemonNo: number; optionNo?: number },
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| ) {
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|   // Handle any eventual queued messages (e.g. weather phase, etc.)
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|   game.onNextPrompt(
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|     "MessagePhase",
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|     UiMode.MESSAGE,
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|     () => {
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|       const uiHandler = game.scene.ui.getHandler<MessageUiHandler>();
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|       uiHandler.processInput(Button.ACTION);
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|     },
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|     () => game.isCurrentPhase(MysteryEncounterOptionSelectedPhase),
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|   );
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| 
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|   if (game.isCurrentPhase(MessagePhase)) {
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|     await game.phaseInterceptor.run(MessagePhase);
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|   }
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| 
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|   // dispose of intro messages
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|   game.onNextPrompt(
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|     "MysteryEncounterPhase",
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|     UiMode.MESSAGE,
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|     () => {
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|       const uiHandler = game.scene.ui.getHandler<MysteryEncounterUiHandler>();
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|       uiHandler.processInput(Button.ACTION);
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|     },
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|     () => game.isCurrentPhase(MysteryEncounterOptionSelectedPhase),
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|   );
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| 
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|   await game.phaseInterceptor.to(MysteryEncounterPhase, true);
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| 
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|   // select the desired option
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|   const uiHandler = game.scene.ui.getHandler<MysteryEncounterUiHandler>();
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|   uiHandler.unblockInput(); // input are blocked by 1s to prevent accidental input. Tests need to handle that
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| 
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|   switch (optionNo) {
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|     case 2:
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|       uiHandler.processInput(Button.RIGHT);
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|       break;
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|     case 3:
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|       uiHandler.processInput(Button.DOWN);
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|       break;
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|     case 4:
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|       uiHandler.processInput(Button.RIGHT);
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|       uiHandler.processInput(Button.DOWN);
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|       break;
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|     default:
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|       // no movement needed. Default cursor position
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|       break;
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|   }
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| 
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|   if (!isNullOrUndefined(secondaryOptionSelect?.pokemonNo)) {
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|     await handleSecondaryOptionSelect(game, secondaryOptionSelect.pokemonNo, secondaryOptionSelect.optionNo);
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|   } else {
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|     uiHandler.processInput(Button.ACTION);
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|   }
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| }
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| 
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| async function handleSecondaryOptionSelect(game: GameManager, pokemonNo: number, optionNo?: number) {
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|   // Handle secondary option selections
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|   const partyUiHandler = game.scene.ui.handlers[UiMode.PARTY] as PartyUiHandler;
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|   vi.spyOn(partyUiHandler, "show");
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| 
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|   const encounterUiHandler = game.scene.ui.getHandler<MysteryEncounterUiHandler>();
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|   encounterUiHandler.processInput(Button.ACTION);
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| 
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|   await vi.waitFor(() => expect(partyUiHandler.show).toHaveBeenCalled());
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| 
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|   for (let i = 1; i < pokemonNo; i++) {
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|     partyUiHandler.processInput(Button.DOWN);
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|   }
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| 
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|   // Open options on Pokemon
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|   partyUiHandler.processInput(Button.ACTION);
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|   // Click "Select" on Pokemon options
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|   partyUiHandler.processInput(Button.ACTION);
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| 
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|   // If there is a second choice to make after selecting a Pokemon
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|   if (!isNullOrUndefined(optionNo)) {
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|     // Wait for Summary menu to close and second options to spawn
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|     const secondOptionUiHandler = game.scene.ui.handlers[UiMode.OPTION_SELECT] as OptionSelectUiHandler;
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|     vi.spyOn(secondOptionUiHandler, "show");
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|     await vi.waitFor(() => expect(secondOptionUiHandler.show).toHaveBeenCalled());
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| 
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|     // Navigate down to the correct option
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|     for (let i = 1; i < optionNo!; i++) {
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|       secondOptionUiHandler.processInput(Button.DOWN);
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|     }
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| 
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|     // Select the option
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|     secondOptionUiHandler.processInput(Button.ACTION);
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|   }
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| }
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| 
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| /**
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|  * For any {@linkcode MysteryEncounter} that has a battle, can call this to skip battle and proceed to {@linkcode MysteryEncounterRewardsPhase}
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|  * @param game
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|  * @param runRewardsPhase
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|  */
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| export async function skipBattleRunMysteryEncounterRewardsPhase(game: GameManager, runRewardsPhase = true) {
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|   game.scene.clearPhaseQueue();
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|   game.scene.clearPhaseQueueSplice();
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|   game.scene.getEnemyParty().forEach(p => {
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|     p.hp = 0;
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|     p.status = new Status(StatusEffect.FAINT);
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|     game.scene.field.remove(p);
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|   });
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|   game.scene.pushPhase(new VictoryPhase(0));
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|   game.phaseInterceptor.superEndPhase();
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|   game.setMode(UiMode.MESSAGE);
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|   await game.phaseInterceptor.to(MysteryEncounterRewardsPhase, runRewardsPhase);
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| }
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