test: prove deterministic battle checkpoint fidelity

This commit is contained in:
MaxTomahawk
2026-08-07 16:40:14 +02:00
parent 6999e5aecf
commit 2ce612d5b1
3 changed files with 225 additions and 5 deletions
+99 -2
View File
@@ -4,16 +4,37 @@
local BattleCheckpoint = {}
local BattleState = require("src.battle.BattleState")
local BUILTIN_RULESETS = {
gen1_faithful = require("src.battle.rulesets.gen1_faithful"),
modern_clean = require("src.battle.rulesets.modern_clean"),
}
local function rulesets(game)
return game.data.rulesets or BUILTIN_RULESETS
end
local function rulesetId(game, record)
for id, candidate in pairs(rulesets(game)) do
if candidate == record then return id end
end
end
local BATTLER_FIELDS = {
"shownHP", "shownStatus", "stages", "curStats", "curTypes", "curMoves",
"sleepTurns", "confusedTurns", "disabledSlot", "disabledTurns",
"toxicCounter", "substituteHP", "bideDamage", "bideTurns", "boundTurns",
"charging", "chargeReady", "invulnerable", "mustRecharge", "thrashMove",
"thrashTurns", "thrashAnnounced", "rageMove", "focusEnergy", "leechSeeded",
"chargeReady", "invulnerable", "mustRecharge",
"thrashTurns", "thrashAnnounced", "focusEnergy", "leechSeeded",
"lightScreen", "reflect", "mist", "xAccuracy", "lastMove", "flinched",
"skipMove", "hazeStatReset", "drainFloor", "drainHold", "trappingTurns",
"trapMove", "trapDamage", "fainted",
"aiLayer2",
}
local MOVE_REFERENCE_FIELDS = {
charging = "chargingSlot",
thrashMove = "thrashMoveSlot",
rageMove = "rageMoveSlot",
}
local BATTLE_FIELDS = {
@@ -52,6 +73,15 @@ local function captureBattler(battler, index, copy)
for _, field in ipairs(BATTLER_FIELDS) do
if battler[field] ~= nil then out[field] = battler[field] end
end
for field, slotField in pairs(MOVE_REFERENCE_FIELDS) do
local reference = battler[field]
if reference ~= nil then
for slot, move in ipairs(battler.curMoves or {}) do
if move == reference then out[slotField] = slot break end
end
if out[slotField] == nil then return nil end
end
end
return copy(out)
end
@@ -82,12 +112,19 @@ local function validateBattler(data, battler, maxIndex)
if type(battler) ~= "table" or not integer(battler.index, 1, maxIndex) then
return false
end
if type(battler.curMoves) ~= "table" then return false end
if battler.stages ~= nil then
if type(battler.stages) ~= "table" then return false end
for _, stage in pairs(battler.stages) do
if not integer(stage, -6, 6) then return false end
end
end
for _, slotField in pairs(MOVE_REFERENCE_FIELDS) do
if battler[slotField] ~= nil
and not integer(battler[slotField], 1, #battler.curMoves) then
return false
end
end
return validateMoveList(data, battler.curMoves)
and type(battler.curStats) == "table" and type(battler.curTypes) == "table"
end
@@ -97,6 +134,21 @@ local function clone(value, copy)
return assert(copy(value))
end
local function captureMimicRestores(battle)
local out = {}
for _, restore in ipairs(battle.mimicRestores or {}) do
local side = restore.battler == battle.player and "player"
or restore.battler == battle.enemy and "enemy" or nil
local slot
for index, move in ipairs(restore.battler and restore.battler.curMoves or {}) do
if move == restore.entry then slot = index break end
end
if not side or not slot or type(restore.id) ~= "string" then return nil end
out[#out + 1] = { side = side, slot = slot, id = restore.id }
end
return out
end
function BattleCheckpoint.validate(game, checkpoint)
local model = checkpoint.runtime and checkpoint.runtime.battle
local rngState = checkpoint.rng and checkpoint.rng.love
@@ -111,6 +163,10 @@ function BattleCheckpoint.validate(game, checkpoint)
return nil, "battle_origin_unsupported",
"Battle continuation data is unsupported or inconsistent."
end
if type(model.rulesetId) ~= "string"
or type(rulesets(game)[model.rulesetId]) ~= "table" then
return nil, "invalid_content", "Battle ruleset is unavailable."
end
if model.kind == "trainer" and (type(model.origin.npcId) ~= "string"
or model.origin.trainerClass ~= model.oppClass
or model.origin.partyIndex ~= (model.partyIndex or 1)) then
@@ -150,6 +206,18 @@ function BattleCheckpoint.validate(game, checkpoint)
end
end
end
if type(model.mimicRestores) ~= "table" then
return nil, "invalid_checkpoint", "Mimic restore state is missing."
end
for _, restore in ipairs(model.mimicRestores) do
local battler = restore.side == "player" and model.player
or restore.side == "enemy" and model.enemy or nil
if not battler or not integer(restore.slot, 1, #battler.curMoves)
or type(restore.id) ~= "string"
or type(game.data.moves[restore.id]) ~= "table" then
return nil, "invalid_content", "Mimic restore state is invalid."
end
end
return true
end
@@ -169,6 +237,9 @@ local function applyBattler(target, captured, copy)
or assert(copy(captured.curTypes))
target.curMoves = captured.curMovesFromMon and target.mon.moves
or assert(copy(captured.curMoves))
for field, slotField in pairs(MOVE_REFERENCE_FIELDS) do
target[field] = captured[slotField] and target.curMoves[captured[slotField]] or nil
end
return target
end
@@ -201,6 +272,17 @@ function BattleCheckpoint.restore(game, checkpoint, copy)
battle.enemy = BattleState.makeBattler(game.data, enemyMon, false)
applyBattler(battle.enemy, model.enemy, copy)
battle.mimicRestores = {}
for _, restore in ipairs(model.mimicRestores or {}) do
local battler = restore.side == "player" and battle.player or battle.enemy
battle.mimicRestores[#battle.mimicRestores + 1] = {
battler = battler,
entry = battler.curMoves[restore.slot],
id = restore.id,
}
end
if #battle.mimicRestores == 0 then battle.mimicRestores = nil end
for _, field in ipairs(BATTLE_FIELDS) do
if model[field] ~= nil then
battle[field] = clone(model[field], copy)
@@ -209,6 +291,7 @@ function BattleCheckpoint.restore(game, checkpoint, copy)
end
end
battle.kind = model.kind
battle.ruleset = rulesets(game)[model.rulesetId]
battle.checkpointOrigin = assert(copy(model.origin))
battle.participants = restoreIndexSet(model.participants, game.save.party)
battle.leveledUp = restoreIndexSet(model.leveledUp, game.save.party)
@@ -299,13 +382,24 @@ function BattleCheckpoint.capture(game, battle, progress, copy)
local model = {
kind = battle.kind,
rulesetId = rulesetId(game, battle.ruleset),
origin = origin,
player = captureBattler(battle.player, playerIndex, copy),
participants = indexSet(battle.participants, liveParty),
leveledUp = indexSet(battle.leveledUp, liveParty),
sides = sides,
field = field,
mimicRestores = captureMimicRestores(battle),
}
if not model.rulesetId then
return nil, "battle_state_invalid", "Battle ruleset identity is unavailable."
end
if not model.player then
return nil, "battle_state_invalid", "Player move references are inconsistent."
end
if not model.mimicRestores then
return nil, "battle_state_invalid", "Mimic restore state is inconsistent."
end
if battle.kind == "trainer" then
model.enemyParty = copy(battle.enemyParty)
model.enemy = captureBattler(battle.enemy, battle.enemyIndex, copy)
@@ -313,6 +407,9 @@ function BattleCheckpoint.capture(game, battle, progress, copy)
model.enemyMon = copy(battle.enemy.mon)
model.enemy = captureBattler(battle.enemy, 1, copy)
end
if not model.enemy then
return nil, "battle_state_invalid", "Enemy move references are inconsistent."
end
for _, fieldName in ipairs(BATTLE_FIELDS) do
if battle[fieldName] ~= nil then model[fieldName] = battle[fieldName] end
end
@@ -67,9 +67,18 @@ battle.payDay = 45
battle.player.stages.attack = 2
battle.player.confusedTurns = 3
battle.player.curTypes = { "FIRE", "FLYING" }
local originalMoveId = battle.player.curMoves[1].id
battle.player.curMoves[1].id = "FIX_CUT"
battle.player.curMoves[1].mimic = true
battle.mimicRestores = {
{ battler = battle.player, entry = battle.player.curMoves[1], id = originalMoveId },
}
battle.enemy.mon.hp = battle.enemy.mon.hp - 4
battle.enemy.shownHP = battle.enemy.mon.hp
battle.enemy.stages.defense = -1
battle.enemy.aiLayer2 = 1
battle.enemy.thrashMove = battle.enemy.curMoves[1]
battle.enemy.thrashTurns = 2
battle.participants = { [game.save.party[1]] = true,
[game.save.party[2]] = true }
battle.leveledUp = { [game.save.party[2]] = true }
@@ -89,6 +98,8 @@ if snapshot and snapshot.kind == "battle" then
{ kind = "wild_encounter", map = "FIX_TOWN" },
"semantic continuation origin is data-only")
T.eq(snapshot.runtime.battle.turnCount, 7, "turn count is captured")
T.eq(snapshot.runtime.battle.rulesetId, "gen1_faithful",
"battle mechanics ruleset identity is captured")
T.eq(snapshot.runtime.battle.runAttempts, 2, "escape attempts are captured")
T.eq(snapshot.runtime.battle.player.stages.attack, 2,
"player stat stages are captured")
@@ -96,8 +107,17 @@ if snapshot and snapshot.kind == "battle" then
"player volatile status is captured")
T.same(snapshot.runtime.battle.player.curTypes, { "FIRE", "FLYING" },
"transformed battle types are captured")
T.same(snapshot.runtime.battle.mimicRestores,
{ { side = "player", slot = 1, id = originalMoveId } },
"Mimic restore pointers normalize to side and move slot")
T.eq(snapshot.runtime.battle.enemy.stages.defense, -1,
"enemy stat stages are captured")
T.eq(snapshot.runtime.battle.enemy.aiLayer2, 1,
"enemy AI selection layer is captured")
T.eq(snapshot.runtime.battle.enemy.thrashMoveSlot, 1,
"move-instance references normalize to move slots")
T.eq(snapshot.runtime.battle.enemy.thrashMove, nil,
"live move-instance references are not serialized as detached copies")
T.same(snapshot.runtime.battle.participants, { 1, 2 },
"Pokemon-keyed participants normalize to party indices")
T.same(snapshot.runtime.battle.leveledUp, { 2 },
+106 -3
View File
@@ -8,11 +8,15 @@ local T = require("tests.harness").suite("battle checkpoint restore")
local Fixtures = require("tests.modkit").fixtures
local BattleState = require("src.battle.BattleState")
local Checkpoint = require("src.core.Checkpoint")
local Damage = require("src.battle.Damage")
local Encounter = require("src.world.Encounter")
local GameMethods = require("src.core.Game")
local Music = require("src.core.Music")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local SaveSerializer = require("src.core.SaveSerializer")
local StateStack = require("src.core.StateStack")
local TrainerAI = require("src.battle.TrainerAI")
local Data = Fixtures.fresh()
local oldRandom = love.math.random
@@ -111,15 +115,51 @@ local game, originalBattle = makeGame("wild")
originalBattle.turnCount = 4
originalBattle.runAttempts = 1
originalBattle.player.stages.speed = 3
local originalMoveId = originalBattle.player.curMoves[1].id
originalBattle.player.curMoves[1].id = "FIX_CUT"
originalBattle.player.curMoves[1].mimic = true
originalBattle.mimicRestores = {
{ battler = originalBattle.player, entry = originalBattle.player.curMoves[1],
id = originalMoveId },
}
originalBattle.enemy.mon.hp = originalBattle.enemy.mon.hp - 5
originalBattle.enemy.shownHP = originalBattle.enemy.mon.hp
originalBattle.enemy.disabledSlot = 1
originalBattle.enemy.disabledTurns = 2
originalBattle.enemy.aiLayer2 = 1
originalBattle.enemy.thrashTurns = 2
originalBattle.enemy.mon.moves = {
{ id = "FIX_SCRATCH", pp = 35 }, { id = "FIX_CUT", pp = 30 },
}
originalBattle.enemy.curMoves = originalBattle.enemy.mon.moves
originalBattle.enemy.thrashMove = originalBattle.enemy.curMoves[1]
originalBattle.participants = { [game.save.party[1]] = true }
local checkpoint = assert(Checkpoint.capture(game))
local expectedNext = love.math.random(1, 1000000)
local encounterDef = { grass = {
rate = 256, buckets = { 128, 256 },
slots = { { species = "FIXMON_A", level = 4 },
{ species = "FIXMON_B", level = 7 } },
} }
Encounter.load(Data)
local function randomOutcomes(battle)
local damage, detail = Damage.compute(battle.ruleset, battle.player,
battle.enemy, Data.moves.FIX_CUT, { rng = battle.rng })
local hit = Damage.accuracyRoll(battle.ruleset, Data.moves.FIX_CUT,
battle.player, battle.enemy, battle.rng)
local ai = TrainerAI.chooseMove(battle.enemy, battle.rng, nil)
local escaped = battle:runRollVanilla(1, 100)
local encounter = Encounter.roll(encounterDef, love.math.random)
local nextValue = love.math.random(1, 1000000)
return {
damage = damage, critical = detail.crit, hit = hit,
ai = ai.id, escaped = escaped, encounter = encounter,
nextValue = nextValue,
}
end
local expectedOutcomes = randomOutcomes(originalBattle)
settleOverworld(game)
game.save.options.ruleset = "modern_clean"
rng = 777
local restored, code, message = Checkpoint.restore(game, checkpoint)
T.check(restored == true, "battle checkpoint restores: " .. tostring(message or code))
@@ -132,17 +172,40 @@ if restored then
T.eq(rebuilt.turnCount, 4, "turn count roundtrips")
T.eq(rebuilt.runAttempts, 1, "escape state roundtrips")
T.eq(rebuilt.player.stages.speed, 3, "player stages roundtrip")
T.check(rebuilt.mimicRestores and rebuilt.mimicRestores[1]
and rebuilt.mimicRestores[1].battler == rebuilt.player
and rebuilt.mimicRestores[1].entry == rebuilt.player.curMoves[1],
"Mimic restore references are rebuilt against the new battler")
rebuilt:restoreMimicked(rebuilt.player)
T.eq(rebuilt.player.curMoves[1].id, originalMoveId,
"restored Mimic move returns to its canonical id when battle copy leaves")
T.eq(rebuilt.player.curMoves[1].mimic, nil,
"restored Mimic marker clears with the battle copy")
-- Put the checkpointed battle state back before differential recapture.
rebuilt.player.curMoves[1].id = "FIX_CUT"
rebuilt.player.curMoves[1].mimic = true
rebuilt.mimicRestores = {
{ battler = rebuilt.player, entry = rebuilt.player.curMoves[1], id = originalMoveId },
}
T.eq(rebuilt.enemy.disabledSlot, 1, "enemy volatile state roundtrips")
T.eq(rebuilt.enemy.disabledTurns, 2, "enemy volatile duration roundtrips")
T.eq(rebuilt.enemy.aiLayer2, 1, "enemy AI selection layer roundtrips")
T.check(rebuilt.enemy.thrashMove == rebuilt.enemy.curMoves[1],
"multi-turn move references rebuild against the new move list")
T.eq(rebuilt.enemy.mon.hp, checkpoint.runtime.battle.enemyMon.hp,
"enemy Pokemon model roundtrips")
T.eq(game.save.money, checkpoint.save.money, "persistent progress roundtrips")
T.eq(game.save.party[1].hp, checkpoint.save.party[1].hp,
"party model roundtrips")
T.eq(game.save.options.ruleset, "modern_clean",
"current global ruleset option remains untouched")
T.check(rebuilt.ruleset == require("src.battle.rulesets.gen1_faithful"),
"restored battle keeps the mechanics ruleset it was captured with")
T.same(Checkpoint.capture(game), checkpoint,
"capture A, discard, restore A, capture A2 yields normalized A == A2")
T.eq(love.math.random(1, 1000000), expectedNext,
"the exact next gameplay RNG result repeats after reload")
local replayed = randomOutcomes(rebuilt)
T.same(replayed, expectedOutcomes,
"damage, critical, accuracy, AI, escape, encounter and next RNG replay exactly")
rebuilt.onFinish("run")
T.same(game.overworld.lastRestoredFinish,
{ result = "run", origin = "wild_encounter" },
@@ -171,6 +234,46 @@ if restored then
"trainer differential recapture is exact")
end
local function clone(value)
return assert(SaveSerializer.decode(SaveSerializer.encode(value)))
end
local beforeRejected = assert(Checkpoint.capture(trainerGame))
local missingSpecies = clone(trainerCheckpoint)
missingSpecies.runtime.battle.enemyParty[1].species = "MISSING_SPECIES"
restored, code = Checkpoint.restore(trainerGame, missingSpecies)
T.check(restored == false and code == "invalid_content",
"unknown battle content is rejected before mutation")
T.same(Checkpoint.capture(trainerGame), beforeRejected,
"rejected battle content leaves runtime and RNG unchanged")
local badOrigin = clone(trainerCheckpoint)
badOrigin.runtime.battle.origin.npcId = nil
restored, code = Checkpoint.restore(trainerGame, badOrigin)
T.check(restored == false and code == "battle_origin_unsupported",
"incomplete semantic continuation is rejected before mutation")
T.same(Checkpoint.capture(trainerGame), beforeRejected,
"rejected continuation leaves runtime and RNG unchanged")
-- Fail after the new battle has been installed, when its RNG is applied.
-- The transaction must reconstruct the prior battle and restore its RNG.
local workingSetRandomState = love.math.setRandomState
local setCalls = 0
love.math.setRandomState = function(state)
setCalls = setCalls + 1
if setCalls == 1 then error("injected RNG restore failure") end
return workingSetRandomState(state)
end
local beforeFailure = assert(Checkpoint.capture(trainerGame))
local rngBeforeFailure = rng
restored, code = Checkpoint.restore(trainerGame, trainerCheckpoint)
T.check(restored == false and code == "restore_failed",
"post-install RNG failure is returned as a structured restore failure")
T.eq(rng, rngBeforeFailure, "failed battle restore rolls RNG back exactly")
T.same(Checkpoint.capture(trainerGame), beforeFailure,
"failed battle restore rolls the complete runtime back exactly")
love.math.setRandomState = workingSetRandomState
love.math.random = oldRandom
love.math.getRandomState, love.math.setRandomState = oldGet, oldSet
Music.playBattle = oldPlayBattle