mirror of
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202 lines
6.4 KiB
TypeScript
202 lines
6.4 KiB
TypeScript
import type BattleScene from "#app/battle-scene";
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import type { Phase } from "#app/phase";
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import { UiMode } from "#enums/ui-mode";
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import UI from "#app/ui/ui";
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import type { PhaseString } from "#app/@types/phase-types";
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import { vi, type MockInstance } from "vitest";
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import { format } from "util";
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interface PromptHandler {
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phaseTarget: PhaseString;
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mode: UiMode;
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callback: () => void;
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expireFn?: () => boolean;
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awaitingActionInput: boolean;
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}
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/**
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* The PhaseInterceptor is a wrapper around the `BattleScene`'s {@linkcode PhaseManager}.
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* It allows tests to exert finer control over the phase system, providing logging, manual advancing, etc etc.
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*/
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export default class PhaseInterceptor {
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private scene: BattleScene;
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/** A log of phases having been executed. */
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public log: PhaseString[] = [];
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private prompts: PromptHandler[] = [];
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/**
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* Constructor to initialize the scene and properties, and to start the phase handling.
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* @param scene - The scene to be managed.
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*/
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constructor(scene: BattleScene) {
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this.scene = scene;
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this.initMocks();
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}
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/**
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* Clears phase logs
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*/
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clearLogs() {
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this.log = [];
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}
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/**
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* Method to initialize various mocks for intercepting phases.
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*/
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initMocks() {
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const originalSetMode = UI.prototype["setModeInternal"];
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// `any` assertion needed as we are mocking private property
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const uiSpy = vi.spyOn(UI.prototype as any, "setModeInternal") as MockInstance<
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(typeof UI.prototype)["setModeInternal"]
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>;
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uiSpy.mockImplementation(async (...args) => {
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this.setMode(originalSetMode, args);
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});
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// Mock the private startCurrentPhase method to do nothing to let us
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// start them manually ourselves.
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vi.spyOn(this.scene.phaseManager as any, "startCurrentPhase").mockImplementation(() => {});
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}
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/**
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* Method to log the start of a phase.
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* @param phaseName - The name of the phase to log.
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*/
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private logPhase(phaseName: PhaseString) {
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// Exclude normal green highlighting due to issues with consoles
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console.log(`Start Phase ${phaseName}`);
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this.log.push(phaseName);
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}
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/**
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* Method to transition to a target phase.
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* @param targetPhase - The name of the phase to transition to.
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* @param runTarget - Whether or not to run the target phase; default `true`.
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* @returns A Promise that resolves when the target phase is reached.
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*/
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public async to(targetPhase: PhaseString, runTarget = true): Promise<void> {
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const pm = this.scene.phaseManager;
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let currentPhase = pm.getCurrentPhase();
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while (!currentPhase?.is(targetPhase)) {
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if (!currentPhase) {
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console.log("Reached end of phases without hitting target; resolving.");
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return;
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}
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// Current phase is different; run and wait for it to finish
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await this.run(currentPhase);
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currentPhase = pm.getCurrentPhase();
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}
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// We hit the target; run as applicable and wrap up.
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if (!runTarget) {
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console.log(`PhaseInterceptor.to: Stopping on run of ${targetPhase}`);
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return;
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}
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await this.run(currentPhase);
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}
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/**
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* Wrapper method to run a phase and start the next phase.
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* @param currentPhase - The {@linkcode Phase} to run.
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* @returns A Promise that resolves when the phase is run.
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*/
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private async run(currentPhase: Phase): Promise<void> {
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try {
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this.logPhase(currentPhase.phaseName);
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currentPhase.start();
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} catch (error: unknown) {
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throw error instanceof Error
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? error
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: new Error(
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`Unknown error occurred while running phase ${currentPhase.phaseName}!\nError: ${format("%O", error)}`,
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);
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}
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}
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/** Alias for {@linkcode PhaseManager.shiftPhase()}. */
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shiftPhase() {
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console.log(`Skipping current phase ${this.scene.phaseManager.getCurrentPhase()?.phaseName}`);
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return this.scene.phaseManager.shiftPhase();
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}
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/**
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* Method to override UI mode setting with custom prompt support.
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* @param originalSetMode - The original setMode method from the UI.
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* @param mode - The {@linkcode UiMode} to set.
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* @param args - Additional arguments to pass to the original method.
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*/
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private async setMode(
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originalSetMode: (typeof UI.prototype)["setModeInternal"],
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args: Parameters<(typeof UI.prototype)["setModeInternal"]>,
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): ReturnType<(typeof UI.prototype)["setModeInternal"]> {
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const mode = args[0];
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console.log("setMode", `${UiMode[mode]} (=${mode})`, args);
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const ret = originalSetMode.apply(this.scene.ui, [args]);
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this.doPromptCheck(mode);
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return ret;
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}
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/**
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* Method to start the prompt handler.
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*/
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private doPromptCheck(uiMode: UiMode) {
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const actionForNextPrompt = this.prompts[0] as PromptHandler | undefined;
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if (!actionForNextPrompt) {
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return;
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}
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// Check for prompt expiry, removing prompt if applicable.
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if (actionForNextPrompt.expireFn?.()) {
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this.prompts.shift();
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return;
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}
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// Check if the current mode, phase, and handler match the expected values.
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// If not, we just skip and wait.
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// TODO: Should this check all prompts or only the first one?
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const currentPhase = this.scene.phaseManager.getCurrentPhase()?.phaseName;
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const currentHandler = this.scene.ui.getHandler();
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if (
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uiMode === actionForNextPrompt.mode ||
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currentPhase !== actionForNextPrompt.phaseTarget ||
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!currentHandler.active ||
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(actionForNextPrompt.awaitingActionInput && !currentHandler["awaitingActionInput"])
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) {
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return;
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}
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// Prompt matches; perform callback as applicable and return
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this.prompts.shift();
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actionForNextPrompt.callback();
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}
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/**
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* Method to add a callback to the next prompt.
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* @param phaseTarget - The {@linkcode PhaseString | name} of the Phase to execute the callback during.
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* @param mode - The {@linkcode UIMode} to wait for.
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* @param callback - The callback function to execute.
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* @param expireFn - The function to determine if the prompt has expired.
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* @param awaitingActionInput - If `true`, will only activate when the current UI handler is waiting for input; default `false`
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*/
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addToNextPrompt(
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phaseTarget: PhaseString,
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mode: UiMode,
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callback: () => void,
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expireFn?: () => boolean,
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awaitingActionInput = false,
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) {
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this.prompts.push({
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phaseTarget,
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mode,
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callback,
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expireFn,
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awaitingActionInput,
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});
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}
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restoreOg() {}
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}
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