pokerogue/test/phases/phases.test.ts
Sirz Benjie 35e733e87a
[Test] [Refactor] [GitHub] Enable no isolate for vitest (#5566)
* Reuse global scene between tests

Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>

* Add missing each method to mockContainer

* Fix select-modifier-phase test

* Sanitize overrides before tests

Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>

* Sanitize overrides before tests

Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>

* [WIP] fix things

* Fix tests not working with --no-isolate

* Update npm tests to use no isolate

* Update test-shard-template

* Update package.json

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

---------

Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-03-28 17:30:38 -04:00

56 lines
1.7 KiB
TypeScript

import type BattleScene from "#app/battle-scene";
import { LoginPhase } from "#app/phases/login-phase";
import { TitlePhase } from "#app/phases/title-phase";
import { UnavailablePhase } from "#app/phases/unavailable-phase";
import { Mode } from "#app/ui/ui";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Phases", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
let scene: BattleScene;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
scene = game.scene;
});
describe("LoginPhase", () => {
it("should start the login phase", async () => {
const loginPhase = new LoginPhase();
scene.unshiftPhase(loginPhase);
await game.phaseInterceptor.to(LoginPhase);
expect(scene.ui.getMode()).to.equal(Mode.MESSAGE);
});
});
describe("TitlePhase", () => {
it("should start the title phase", async () => {
const titlePhase = new TitlePhase();
scene.unshiftPhase(titlePhase);
await game.phaseInterceptor.to(TitlePhase);
expect(scene.ui.getMode()).to.equal(Mode.TITLE);
});
});
describe("UnavailablePhase", () => {
it("should start the unavailable phase", async () => {
const unavailablePhase = new UnavailablePhase();
scene.unshiftPhase(unavailablePhase);
await game.phaseInterceptor.to(UnavailablePhase);
expect(scene.ui.getMode()).to.equal(Mode.UNAVAILABLE);
}, 20000);
});
});