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126 lines
4.2 KiB
TypeScript
126 lines
4.2 KiB
TypeScript
import type { PhaseString } from "#app/@types/phase-types";
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import { Phase } from "#app/phase";
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import type { Constructor } from "#app/utils/common";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { beforeAll, beforeEach, describe, expect, it } from "vitest";
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let phaserGame: Phaser.Game;
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let game: GameManager;
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abstract class mockPhase extends Phase {
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public override readonly phaseName: any;
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override start() {
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this.end();
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}
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}
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class bananaPhase extends mockPhase {
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public readonly phaseName = "bananaPhase";
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}
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class applePhase extends mockPhase {
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public readonly phaseName = "applePhase";
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}
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class oneSecTimerPhase extends mockPhase {
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public readonly phaseName = "oneSecTimerPhase";
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override start() {
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setInterval(() => {
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super.start();
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}, 1000);
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}
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}
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class unshifterPhase extends mockPhase {
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public readonly phaseName = "unshifterPhase";
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override start() {
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game.scene.phaseManager.unshiftPhase(new bananaPhase() as unknown as Phase);
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game.scene.phaseManager.unshiftPhase(new applePhase() as unknown as Phase);
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super.start();
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}
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}
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// reduce timeout so failed tests don't hang as long
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describe("Utils - Phase Interceptor", { timeout: 4000 }, () => {
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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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beforeEach(() => {
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game = new GameManager(phaserGame);
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setPhases(bananaPhase, applePhase, oneSecTimerPhase, unshifterPhase, bananaPhase);
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});
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function setPhases(...phases: Constructor<mockPhase>[]) {
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game.scene.phaseManager.clearAllPhases();
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game.scene.phaseManager.phaseQueue = phases.map(m => new m());
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game.scene.phaseManager.shiftPhase(); // start the thing going
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}
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function getQueuedPhases(): string[] {
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return game.scene.phaseManager["phaseQueuePrepend"]
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.concat(game.scene.phaseManager.phaseQueue)
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.map(p => p.phaseName);
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}
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function getCurrentPhaseName(): string {
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return game.scene.phaseManager.getCurrentPhase()?.phaseName ?? "null";
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}
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/** Wrapper function to make TS not complain about `PhaseString` stuff */
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function to(phaseName: string, runTarget = true) {
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return game.phaseInterceptor.to(phaseName as unknown as PhaseString, runTarget);
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}
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describe("to", () => {
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it("should run the specified phase and halt after it ends", async () => {
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await to("bananaPhase");
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expect(getCurrentPhaseName()).toBe("applePhase");
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expect(getQueuedPhases()).toEqual(["oneSecTimerPhase", "unshifterPhase", "bananaPhase"]);
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expect(game.phaseInterceptor.log).toEqual(["bananaPhase"]);
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});
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it("should run to the specified phase without starting/logging", async () => {
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await to("bananaPhase", false);
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expect(getCurrentPhaseName()).toBe("bananaPhase");
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expect(getQueuedPhases()).toEqual(["applePhase", "oneSecTimerPhase", "unshifterPhase", "bananaPhase"]);
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expect(game.phaseInterceptor.log).toHaveLength(0);
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});
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it("should start all phases between start and target", async () => {
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await to("oneSecTimerPhase");
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expect(getQueuedPhases()).toEqual(["unshifterPhase", "bananaPhase"]);
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expect(game.phaseInterceptor.log).toEqual(["bananaPhase", "applePhase", "oneSecTimerPhase"]);
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});
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it("should work on newly unshifted phases", async () => {
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setPhases(unshifterPhase); // adds bananaPhase and applePhase to queue
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await to("applePhase");
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expect(game.phaseInterceptor.log).toEqual(["unshifterPhase", "bananaPhase", "applePhase"]);
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});
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it("should wait until phase finishes before starting next", async () => {
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setPhases(oneSecTimerPhase, applePhase);
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setTimeout(() => expect(getCurrentPhaseName()).toBe("oneSecTimerPhase"), 500);
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await to("applePhase");
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});
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});
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describe("shift", () => {
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it("should skip the next phase without starting", async () => {
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expect(getCurrentPhaseName()).toBe("bananaPhase");
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expect(getQueuedPhases()).toEqual(["applePhase", "oneSecTimerPhase", "unshifterPhase", "bananaPhase"]);
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game.phaseInterceptor.shiftPhase();
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expect(getCurrentPhaseName()).toBe("applePhase");
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expect(getQueuedPhases()).toEqual(["oneSecTimerPhase", "unshifterPhase", "bananaPhase"]);
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expect(game.phaseInterceptor.log).toEqual([]);
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});
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});
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});
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