* update instruction for pad in run history UI
* move getGamepadType function to ui.ts
* Update src/ui/ui.ts
Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
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Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
* add :silent to all tests
but disable it if the runner is in debug mode!
* fix: use `--silent` instead of `:silent`
Cause the previous was npm scrpt specific (whops)
* remove env and replace with logic in each call
* reduce redundancy by checking out once
* move pre-test into `needs` after `checkout`
* use cache approach in pre-test
* add node.js install step to `setup` job
* WIP: setup -> pre-test -> all other tests
with using cache
* use matrix approach for tests
* fix matrix approach for tests
* fix wrong use of env var in `run-test-template.yml`
* test: out-comment `run-tests` to see whats wrong
* test: see if this works
* let's try using matrix again...
* make `node-version` input a string
* remove `node-version` input for now
* test: without a matrix fornow
* change usage of reuseable workflow call
* fix call of matrix.project
* try using working-dir
* try setup for pre-tests
* remove `runs-on` from run-tests
* fix some identations for run-tests
* add pre-test as requirement for running tests
* use `1` instead of `'1'` to check `runner.debug`
* add `options` input. Possible fix for debug = not silent
* try again...
* not as an ENV but inside
* move 2nd ${{ !runner.debug && '--silent' }} check into test-template
* fix printing `false` instead of empty-string on runner-debug check
* try a yml array approach
* test running with file include path
* make `project` always `main` for now
* remove all extra vitest workspaces
* adopt `shards` workflow in vitest
* fix workflow reference in tests.yml
* add missing `$` in test-shard-template.yml`
* chore: fix vitest.config.ts after merge
man.. cant trust these machines
* make `project` a variable. try to use inputs on job names
* adjust `test-shard-template` job name
* Complete after you implementation (no localization)
* reset override changes
* Remove hardcoded English text, add tests
* Fix test
* Make sure phases occur in the correct order
* fix after-you issues
- fix i18n interpolation ot state "target name" and not "pokemon name" as the target takes the offer, not the user
- fix some tsdocs
- add override to apply
- update scene.findPhase to be able to use generic types. Add tsdocs
* add move-trigger.afterYou for DE
* fix after_you.test.ts
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Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
* Add ability and passive tooltips to starter select screen
* Remove explicit casts to BattleScene
* Increase tooltip size, reverse y when necessary, and always show passive tooltip
* Add ability name to tooltip title and persist tooltips between Pokemon
* Use vi function mocks
* Fixed Delta Stream remaining active when last mon dies to indirect damage
* Rebasing changes
* Linting fix
* Combined if statements
* Changed params to optional
* Added unit test
* Apply suggestions from code review
* Fix test and remove `.js` from import
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Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>