fix trainer wave disable override
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c7ed5bee97
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@ -50,4 +50,4 @@ jobs:
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run: npm ci # Use 'npm ci' to install dependencies
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- name: tests # Step to run tests
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run: npm run test${{ runner.debug == '0' &&':silent' || '' }} -- --retry=3 # silent on default. if debug run loud. Retry failed tests up to 3 times
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run: npm run test${{ runner.debug == '0' &&':silent' || '' }} # silent on default. if debug run loud.
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@ -36,7 +36,7 @@ describe("Department Store Sale - Mystery Encounter", () => {
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game.override.mysteryEncounterTier(MysteryEncounterTier.COMMON);
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game.override.startingWave(defaultWave);
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game.override.startingBiome(defaultBiome);
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game.override.disableTrainerWave(true);
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game.override.disableTrainerWaves(true);
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const biomeMap = new Map<Biome, MysteryEncounterType[]>([
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[Biome.VOLCANO, [MysteryEncounterType.MYSTERIOUS_CHALLENGERS]],
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@ -54,7 +54,6 @@ describe("Department Store Sale - Mystery Encounter", () => {
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});
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it("should have the correct properties", async () => {
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game.override.mysteryEncounter(MysteryEncounterType.DEPARTMENT_STORE_SALE);
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await game.runToMysteryEncounter(MysteryEncounterType.DEPARTMENT_STORE_SALE, defaultParty);
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expect(DepartmentStoreSaleEncounter.encounterType).toBe(MysteryEncounterType.DEPARTMENT_STORE_SALE);
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@ -58,7 +58,6 @@ describe("Fiery Fallout - Mystery Encounter", () => {
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});
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it("should have the correct properties", async () => {
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game.override.mysteryEncounter(MysteryEncounterType.FIERY_FALLOUT);
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await game.runToMysteryEncounter(MysteryEncounterType.FIERY_FALLOUT, defaultParty);
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expect(FieryFalloutEncounter.encounterType).toBe(MysteryEncounterType.FIERY_FALLOUT);
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@ -48,7 +48,6 @@ describe("Lost at Sea - Mystery Encounter", () => {
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});
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it("should have the correct properties", async () => {
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game.override.mysteryEncounter(MysteryEncounterType.LOST_AT_SEA);
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await game.runToMysteryEncounter(MysteryEncounterType.LOST_AT_SEA, defaultParty);
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expect(LostAtSeaEncounter.encounterType).toBe(MysteryEncounterType.LOST_AT_SEA);
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@ -60,7 +60,6 @@ describe("The Strong Stuff - Mystery Encounter", () => {
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});
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it("should have the correct properties", async () => {
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game.override.mysteryEncounter(MysteryEncounterType.THE_STRONG_STUFF);
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await game.runToMysteryEncounter(MysteryEncounterType.THE_STRONG_STUFF, defaultParty);
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expect(TheStrongStuffEncounter.encounterType).toBe(MysteryEncounterType.THE_STRONG_STUFF);
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@ -23,8 +23,6 @@ describe("Mystery Encounters", () => {
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game = new GameManager(phaserGame);
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game.override.startingWave(11);
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game.override.mysteryEncounterChance(100);
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game.override.mysteryEncounter(MysteryEncounterType.MYSTERIOUS_CHALLENGERS);
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game.override.disableTrainerWave(true);
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});
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it("Spawns a mystery encounter", async () => {
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@ -28,7 +28,6 @@ describe("Mystery Encounter Phases", () => {
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game = new GameManager(phaserGame);
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game.override.startingWave(11);
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game.override.mysteryEncounterChance(100);
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game.override.mysteryEncounter(MysteryEncounterType.MYSTERIOUS_CHALLENGERS);
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// Seed guarantees wild encounter to be replaced by ME
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game.override.seed("test");
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});
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@ -153,7 +153,7 @@ export default class GameManager {
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*/
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async runToMysteryEncounter(encounterType?: MysteryEncounterType, species?: Species[]) {
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if (!isNullOrUndefined(encounterType)) {
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this.override.disableTrainerWave(true);
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this.override.disableTrainerWaves(true);
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this.override.mysteryEncounter(encounterType);
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}
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@ -6,6 +6,8 @@ import GameManager from "#test/utils/gameManager";
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import * as overrides from "#app/overrides";
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import { MysteryEncounterTier } from "#app/data/mystery-encounters/mystery-encounter";
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import * as GameMode from "#app/game-mode";
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import { GameModes, getGameMode } from "#app/game-mode";
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/**
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* Helper to handle overrides in tests
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@ -77,8 +79,13 @@ export class OverridesHelper {
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* @returns spy instance
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* @param disable - true
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*/
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disableTrainerWave(disable: boolean): MockInstance {
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const spy = vi.spyOn(this.game.scene.gameMode, "isWaveTrainer").mockReturnValue(!disable);
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disableTrainerWaves(disable: boolean): MockInstance {
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const realFn = getGameMode;
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const spy = vi.spyOn(GameMode, "getGameMode").mockImplementation((gameMode: GameModes) => {
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const mode = realFn(gameMode);
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mode.hasTrainers = !disable;
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return mode;
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});
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this.log(`Standard trainer waves are ${disable? "disabled" : "enabled"}!`);
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return spy;
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}
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