big bug squash

This commit is contained in:
bryanthaboi
2026-07-26 13:36:57 -04:00
parent a8936e79d6
commit 3461937dbc
72 changed files with 7375 additions and 372 deletions
@@ -0,0 +1,173 @@
-- Driver: reproduce #216 - "Boosted EXP text cut off".
--
-- A traded mon's EXP gain prints a 3-line message:
-- "<mon> gained\na boosted\v<N> EXP. Points!"
-- (engine/battle/experience.asm _GainedText/_BoostedText/_ExpPointsText;
-- _BoostedText ends in the CONT code \v = char 11, "a boosted\011" in the
-- extracted data/generated/text.lua). The in-battle message box only has
-- room for two lines (rows y=112 and y=128), so before the fix the third
-- line was drawn at y=144 -- one row past the 160x144 screen -- and was
-- never seen: a single A press dismissed the whole message and the wild win
-- popped straight back to the overworld, so the boosted amount was invisible.
--
-- Gen1-correct behavior (home/text.asm ContText): the box scrolls a 2-line
-- window, waiting for A/B on the \v (drawing the blinking ▼ arrow), then
-- scrolls "a boosted" up to the top row and types "<N> EXP. Points!" on the
-- bottom row (y=128) -- a VISIBLE row.
--
-- The driver builds a deterministic traded RATTATA, KOs a weak wild PIDGEY
-- with no level-up, then renders the battle into a clean offscreen canvas
-- while capturing Font.drawCode, and asserts the encoded "EXP. Points!"
-- glyph run lands on a visible row (y <= 130), not off-screen at y=144.
-- Fails on the buggy build (amount only ever drawn at y=144); passes once
-- the box scrolls.
--
-- Run:
-- SHOT_DIR=/tmp/bug216 POKEPORT_IDENTITY=bug216 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/battle_boosted_exp_bug216_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local Growth = require("src.pokemon.Growth")
local Font = require("src.render.Font")
local BattleState = require("src.battle.BattleState")
-- deterministic traded RATTATA :L8; exp pinned to the L8 floor so a single
-- weak wild KO (~22 boosted exp) stays below the L9 threshold (no level-up
-- to muddy the message). DVs pinned to max so numbers are stable per run.
local rattata = Pokemon.new(game.data, "RATTATA", 8, function(_, b) return b end)
local def = game.data.pokemon.RATTATA
rattata.exp = Growth.expForLevel(def.growthRate, 8, game.data.growth_rates)
rattata.traded = true -- the flag real trades/link set (Commands.lua / Protocol.lua)
game.save.party = { rattata }
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
-- weak enemy: 1 HP so the first move KOs, speed 1 so RATTATA always moves
-- first, rng pinned low so every accuracy roll hits (Damage.accuracyRoll:
-- rng(0,255) < acc)
local battle = BattleState.newWild(game, "PIDGEY", 2)
battle.onFinish = function() end
battle.rng = function(a, _) return a end
battle.enemy.mon.hp = 1
battle.enemy.mon.stats.speed = 1
ow:pushBattle(battle)
-- Render the battle into a clean offscreen 160x144 canvas while recording
-- every Font.drawCode(code, x, y). Returns true iff `targetCodes` appear
-- as a contiguous left-to-right run on a row at y <= maxY. The off-screen
-- amount row (y=144) is excluded, so the buggy build never counts as
-- "shown". BattleState:draw runs its own canvas pipeline internally and
-- restores the caller's canvas (see battle_hpbar_gbc_bug229_test.lua).
local canvas = love.graphics.newCanvas(160, 144)
local function seqVisible(targetCodes, maxY)
local rec = {}
local orig = Font.drawCode
Font.drawCode = function(code, x, y)
rec[#rec + 1] = { code, x, y }
return orig(code, x, y)
end
love.graphics.setCanvas(canvas)
love.graphics.clear(0, 0, 0, 1)
love.graphics.setColor(1, 1, 1, 1)
local okDraw = pcall(function() battle:draw() end)
love.graphics.setCanvas()
Font.drawCode = orig
if not okDraw then return false end
-- group glyphs by row, sort left-to-right, join codes into a delimited
-- string, and search each visible row for the target subsequence
local byY = {}
for _, g in ipairs(rec) do
if g[3] <= maxY then
byY[g[3]] = byY[g[3]] or {}
table.insert(byY[g[3]], g)
end
end
local tparts = {}
for _, c in ipairs(targetCodes) do tparts[#tparts + 1] = tostring(c) end
local needle = "," .. table.concat(tparts, ",") .. ","
for _, list in pairs(byY) do
table.sort(list, function(a, b) return a[2] < b[2] end)
local cs = {}
for _, g in ipairs(list) do cs[#cs + 1] = tostring(g[1]) end
if ("," .. table.concat(cs, ",") .. ","):find(needle, 1, true) then
return true
end
end
return false
end
local amountCodes = Font.encode("EXP. Points!")
-- mash through the intro to the FIGHT menu, then FIGHT -> move slot 1
-- (TACKLE) -> KO (mirrors battle_levelup_hpbar_bug224_test.lua)
for _ = 1, 300 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(3)
end
if battle.phase ~= "menu" then error("bug216: never reached the FIGHT menu") end
U.tap(game, "a") -- FIGHT
for _ = 1, 60 do
if battle.phase == "moveSelect" then break end
U.wait(1)
end
if battle.phase ~= "moveSelect" then error("bug216: never reached move select") end
U.tap(game, "a") -- TACKLE -> KO
-- Phase A: advance to the boosted-EXP message (contains both "boosted"
-- and "EXP. Points!"). Break the frame it becomes current, before any A
-- press could scroll past it.
local function isBoosted()
local c = battle.current
return c and c.text and c.text:find("EXP. Points!", 1, true)
and c.text:find("boosted", 1, true)
end
local reached = false
for _ = 1, 900 do
if isBoosted() then reached = true break end
if game.stack:top() ~= battle then break end
U.tap(game, "a")
U.wait(2)
end
if not reached then
error("bug216: never reached the boosted-EXP message (battle ended early)")
end
U.log("boosted message: " ..
(tostring(battle.current.text):gsub("[\n\v]", "|")))
-- let the first two lines type out, then capture the cut-off
-- "gained / a boosted" box (both builds show this; the buggy build has no
-- visible third row)
U.wait(40)
U.shot(game, DIR .. "/bug216_boosted.png")
-- Phase B: the amount must become visible on a real row. Each iteration
-- renders offscreen and checks; then taps A -- which scrolls the CONT
-- window on the fixed build, and (once fully typed) dismisses the message
-- on the buggy build.
local shown = false
for _ = 1, 120 do
if seqVisible(amountCodes, 130) then shown = true break end
if game.stack:top() ~= battle then break end
U.tap(game, "a")
U.wait(4)
end
if not shown then
error("bug216: 'EXP. Points!' amount never shown on a visible row " ..
"(drawn off-screen at y=144); the box did not scroll to the amount")
end
U.shot(game, DIR .. "/bug216_amount.png")
-- no level-up muddied the message
if battle.player.mon.level ~= 8 then
error("bug216: expected level 8, got " .. tostring(battle.player.mon.level))
end
U.log("bug216 OK: boosted EXP amount shown on a visible row, level still 8")
U.wait(4)
end
@@ -0,0 +1,104 @@
-- Regression test for issue #229 ("GSC palette black full health").
--
-- In RED++ ("Gen 2 / GSC-style") COLORS mode the full-health (green-band)
-- in-battle HP bar rendered as a solid black rectangle. Root cause is in
-- src/render/HudTiles.lua drawHPBar: it pre-tinted the fill with GREENBAR's
-- fill color {0,189,0} (red channel 0), zeroing the red channel of every bar
-- pixel; the battle zone shade-remap shader (PaletteFX.shader, keyed ONLY on
-- the red channel) then mapped every zeroed-red pixel to color 3 = black.
-- Red/orange bands survived because REDBAR {247,0,0} / YELLOWBAR {247,165,0}
-- keep a nonzero red channel. SGB ('gbc') mode was unaffected because
-- PaletteFX.pack({}) returns nil there, so the fill was already drawn gray.
--
-- Gen1-correct behavior: the DMG hardware bar is one gray shade recolored by
-- the SGB region palette (home/pokemon.asm DrawHPBar + engine/gfx/palettes.asm
-- SetPal_Battle + data/sgb/sgb_packets.asm BlkPacket_Battle), never a per-pixel
-- repaint. This driver forces RED++, enters a full-HP wild battle, screenshots
-- the intro + action menu, then renders the battle into a clean 160x144 canvas
-- and asserts the player AND enemy HP-bar fill bands are green (not black).
--
-- Run:
-- SHOT_DIR=/tmp/bug229 POKEPORT_IDENTITY=bug229 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/battle_hpbar_gbc_bug229_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "."
local PaletteFX = require("src.render.PaletteFX")
-- Set the SAVED option, not just the live mode: Game:applyOptions re-reads
-- save.options.colors, so a bare setMode would get reverted to the default.
game.save.options = game.save.options or {}
game.save.options.colors = "redpp"
PaletteFX.setMode("redpp")
-- BULBASAUR :L5 is 19/19 -> full HP -> green band (matches the issue shot).
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = { Pokemon.new(game.data, "BULBASAUR", 5) }
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
local BattleState = require("src.battle.BattleState")
local battle = BattleState.newWild(game, "RATTATA", 3) -- full HP -> green
battle.onFinish = function() end
ow:pushBattle(battle)
U.wait(220)
U.shot(game, DIR .. "/bug229_redpp_intro.png")
-- Advance the intro text to the action menu deterministically (phase flips
-- to "menu" at BattleState:1111/1243); stop before a menu tap enters FIGHT.
for _ = 1, 40 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(6)
end
U.wait(4)
U.shot(game, DIR .. "/bug229_redpp_menu.png")
-- Programmatic assertion: render the battle into a clean offscreen 160x144
-- canvas -- BattleState:draw runs its own SGB zone pass internally, so this
-- is the real colorized output (verified pixel-identical to the on-screen
-- capture). Sample the CENTER fill rows of each bar (an 8px bar tile is
-- white frame rows / fill rows / white frame rows, so the middle rows are
-- the fill). Before the fix the fill is ~ (0,0,0); after the fix it is
-- ~ (0,0.74,0) (GREENBAR fill {0,189,0}/255).
if love and love.graphics and love.graphics.newCanvas and battle.phase == "menu" then
local canvas = love.graphics.newCanvas(160, 144)
love.graphics.setCanvas(canvas)
love.graphics.clear(0, 0, 0, 1)
love.graphics.setColor(1, 1, 1, 1)
battle:draw()
love.graphics.setCanvas()
local id = canvas:newImageData()
do local dbg = id:encode("png"); local f = io.open(DIR .. "/bug229_offscreen.png", "wb"); if f then f:write(dbg:getString()); f:close() end end
local function green(r, g, b) return g > 0.4 and g > r and g > b end
-- returns worst (lowest-green) fill pixel across the center rows sampled
local function worstFill(x, ys)
local wr, wg, wb = 1, 1, 1
for _, y in ipairs(ys) do
local r, g, b = id:getPixel(x, y)
if g < wg then wr, wg, wb = r, g, b end
end
return wr, wg, wb
end
-- player bar: drawHPBar tile (10,9) -> fill x 96..143; fill rows y 74..77
local pr, pg, pb = worstFill(120, { 75, 76 })
-- enemy bar: drawHPBar tile (2,2) -> fill x 32..79; fill rows y 18..21
local er, eg, eb = worstFill(56, { 19, 20 })
U.log(string.format("player fill rgb = %.2f %.2f %.2f", pr, pg, pb))
U.log(string.format("enemy fill rgb = %.2f %.2f %.2f", er, eg, eb))
if not (green(pr, pg, pb) and green(er, eg, eb)) then
error(string.format(
"issue #229: RED++ HP bar fill not green (player %.2f/%.2f/%.2f enemy %.2f/%.2f/%.2f)",
pr, pg, pb, er, eg, eb))
end
U.log("issue #229 PASS: green HP bar fill in RED++")
else
error("issue #229 driver: never reached the battle action menu")
end
U.wait(4)
end
@@ -0,0 +1,125 @@
-- Driver: reproduce #224 - "Level up health bar inches down".
--
-- On a level-up during battle, Gen 1 (engine/battle/experience.asm) raises
-- the mon's current HP by (newMaxHP - oldMaxHP) and redraws the active
-- battler's HP bar UP to reflect the higher current HP. Our data layer is
-- correct (Experience.lua:84 applies the current-HP delta), but the on-screen
-- numerator - the battler's shownHP (the value the HUD bar/number use) - was
-- never advanced on level-up, while the denominator (mon.stats.hp) jumped
-- instantly. So the drawn fill FRACTION fell (e.g. 8/20 -> 8/22) instead of
-- rising to 10/22.
--
-- Setup: a SQUIRTLE at L5 with 8/oldMax HP and exp one point below the level-6
-- threshold; a single wild KO crosses it. The driver asserts the player HP
-- bar's shownHP rises to the new current HP DURING the level-up messages
-- (before the menu-phase safety net at BattleState.lua:1099 would mask it).
-- Fails on the buggy build (shownHP stuck at 8); passes once fixed.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local Growth = require("src.pokemon.Growth")
local BattleState = require("src.battle.BattleState")
-- deterministic mon: pin DVs to the max so the HP numbers are identical
-- across the before/after runs (Stats.randomDVs consumes rng(0,15))
local squirtle = Pokemon.new(game.data, "SQUIRTLE", 5, function(_, b) return b end)
local def = game.data.pokemon.SQUIRTLE
local oldHP = 8
squirtle.hp = oldHP -- partly depleted so the bar is well under full
-- one point below the level-6 exp threshold: a single kill levels up once
squirtle.exp = Growth.expForLevel(def.growthRate, 6, game.data.growth_rates) - 1
game.save.party = { squirtle }
local oldMax = squirtle.stats.hp
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
-- weak enemy: 1 HP so the first TACKLE KOs; speed pinned to 1 so SQUIRTLE
-- always moves first (no enemy turn to muddy the HP math); rng pinned to
-- the low end so every roll hits (Damage.accuracyRoll: rng(0,255) < acc)
local battle = BattleState.newWild(game, "SLOWPOKE", 2)
battle.onFinish = function() end
battle.rng = function(a, _) return a end
battle.enemy.mon.hp = 1
battle.enemy.mon.stats.speed = 1
ow:pushBattle(battle)
-- mash through the intro to the FIGHT menu
for _ = 1, 240 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(3)
end
if battle.phase ~= "menu" then error("bug224: never reached the FIGHT menu") end
-- HP box at L5: the menu safety net snaps shownHP to mon.hp, so 8/oldMax
U.shot(game, DIR .. "/bug224_menu.png")
-- FIGHT -> first move (TACKLE, slot 1) -> KO
U.tap(game, "a") -- FIGHT
for _ = 1, 60 do
if battle.phase == "moveSelect" then break end
U.wait(1)
end
if battle.phase ~= "moveSelect" then error("bug224: never reached move select") end
U.tap(game, "a") -- TACKLE
-- Monitor the level-up messages. The bar must animate from oldHP toward
-- the new current HP while phase == 'messages' (before finish/menu-snap).
local maxShown = oldHP
local caughtUp = false
local shotGrew, shotRisen = false, false
for _ = 1, 600 do
U.wait(1)
U.tap(game, "a") -- advance text / dismiss the stat box (never skips the
-- time-based drain), so we reach the HP-bar redraw
if battle.phase == "messages" and battle.player.mon.level >= 6 then
local sh = battle.player.shownHP or battle.player.mon.hp
maxShown = math.max(maxShown, sh)
if not shotGrew then
-- first L6 messages frame: buggy build already shows the shrunk bar
-- (8/newMax) here, and it never recovers
U.shot(game, DIR .. "/bug224_grew.png")
shotGrew = true
end
if not shotRisen and sh >= oldHP + 1.0 then
-- the bar has climbed at least a full HP: capture it mid-rise
U.shot(game, DIR .. "/bug224_hpbar.png")
shotRisen = true
end
if sh >= squirtle.hp - 0.5 then
caughtUp = true
break
end
end
if game.stack:top() ~= battle then break end -- battle finished/popped
end
-- data-layer sanity (Experience.lua): one level gained, max HP grew, and
-- current HP rose by the max-HP delta
if battle.player.mon.level ~= 6 then
error("bug224: expected level 6, got " .. tostring(battle.player.mon.level))
end
local newMax = squirtle.stats.hp
if not (newMax > oldMax) then
error("bug224: max HP did not grow (oldMax=" .. tostring(oldMax) ..
", newMax=" .. tostring(newMax) .. "); repro is meaningless")
end
local expectHP = math.min(newMax, oldHP + (newMax - oldMax))
if squirtle.hp ~= expectHP then
error("bug224: current HP wrong: got " .. tostring(squirtle.hp) ..
", expected " .. tostring(expectHP))
end
-- THE BUG: the on-screen bar must have risen to the new current HP during
-- the messages phase. On the buggy build shownHP stays stuck at oldHP.
if not caughtUp then
error("bug224: HP bar did not rise on level-up - shownHP stuck at " ..
tostring(maxShown) .. " (oldHP=" .. tostring(oldHP) ..
"), mon.hp=" .. tostring(squirtle.hp) .. "/" .. tostring(newMax))
end
U.log("bug224 OK: L6, HP " .. tostring(squirtle.hp) .. "/" .. tostring(newMax) ..
", bar rose from " .. tostring(oldHP) .. " to " .. tostring(maxShown))
end
@@ -0,0 +1,150 @@
-- Regression test for issue #207 ("Back of sprite only showing outline").
--
-- In the forced-mono display modes (OG / OG INV / CLASSIC) a warm-palette
-- mon's battle pic (e.g. CHARMANDER, SGB palette REDMON) rendered as a bare
-- black outline on white, its two mid shades gone, while cool-palette mons
-- (SQUIRTLE, CYANMON) kept full shading. Root cause is a double shade-remap:
-- BattleState bakes each pic ONCE with the species' SGB colors, then draws it
-- onto the UI canvas; in these modes BattleState exposes no SGB zones, so
-- Renderer:endFrame invents a whole-screen GRAYS zone (PaletteFX.ensureZones)
-- and runs the ENTIRE colored battle frame through PaletteFX.shader() a SECOND
-- time. That shader keys the DMG shade off the red channel
-- (r>0.83?c0:r>0.5?c1:r>0.17?c2:c3); REDMON's two mid shades have red 1.0 and
-- 0.839 -- BOTH > 0.83 -- so they collapse into shade 0 (the white paper),
-- leaving only the near-black outline as shade 3. CYANMON's reds (0.678,
-- 0.451) land in the c1/c2 buckets, which is why blue mons were unaffected.
--
-- Gen1-correct behavior: mon pics are 2bpp 4-shade tiles (gfx/pokemon/back,
-- gfx/pokemon/front); all four shades must be visible, and the same grayscale
-- palette that renders SQUIRTLE renders CHARMANDER. The fix draws the pics as
-- raw DMG grays in these modes so the whole-screen remap recolors 255->c0,
-- 170->c1, 85->c2, 0->c3 -- all four shades survive.
--
-- This driver forces OG, gives the player a CHARMANDER (the failing warm
-- palette), enters a wild SQUIRTLE battle, and screenshots the exact action
-- menu the reporter shows. The assertion replays the on-screen two-stage
-- pipeline into a clean 160x144 canvas (BattleState:draw, then the whole-screen
-- GRAYS remap) and asserts the player CHARMANDER back-pic interior contains
-- mid-gray shades (not outline-only), with the enemy SQUIRTLE front interior as
-- an always-passing control.
--
-- Run:
-- SHOT_DIR=/tmp/bug207 POKEPORT_IDENTITY=bug207 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/battle_mono_sprite_bug207_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "."
local PaletteFX = require("src.render.PaletteFX")
-- Set the SAVED option, not just the live mode: Game:applyOptions re-reads
-- save.options.colors, so a bare setMode would get reverted to the default.
game.save.options = game.save.options or {}
game.save.options.colors = "og"
PaletteFX.setMode("og")
-- CHARMANDER :L5 -- SGB palette REDMON, the warm palette that collapsed.
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = { Pokemon.new(game.data, "CHARMANDER", 5) }
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
local BattleState = require("src.battle.BattleState")
local battle = BattleState.newWild(game, "SQUIRTLE", 5)
battle.onFinish = function() end
ow:pushBattle(battle)
U.wait(220)
U.shot(game, DIR .. "/bug207_og_intro.png")
-- Advance the intro text to the action menu deterministically (phase flips
-- to "menu" once "Go! CHARMANDER!" has swapped in the species back pic).
for _ = 1, 40 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(6)
end
U.wait(4)
-- The reporter's exact screen: the FIGHT/PKMN/ITEM/RUN action menu with the
-- player's CHARMANDER back pic fully visible bottom-left.
U.shot(game, DIR .. "/bug207_og_menu.png")
if not (love and love.graphics and love.graphics.newCanvas
and battle.phase == "menu") then
error("issue #207 driver: never reached the battle action menu")
end
-- Replay the on-screen forced-mono pipeline into an offscreen 160x144 canvas.
-- Stage 1 is BattleState's own colorized frame (its internal SGB zone pass
-- plus the mon pics drawn via picImage). Stage 2 is Renderer:endFrame's
-- whole-screen remap for a state with no SGB zones: ensureZones -> whole(GRAYS),
-- then blit sends GRAYS through the shade shader over the FULL frame. This is
-- pixel-faithful to the presented window (the U.shot captures above), but in
-- clean 160x144 canvas space so the sample boxes are resolution-independent.
local g = love.graphics
local shader = PaletteFX.shader()
local prev = g.getCanvas()
local a = g.newCanvas(160, 144)
local b = g.newCanvas(160, 144)
g.setCanvas(a)
g.clear(1, 1, 1, 1) -- battle letterbox is white (letterboxWhite)
g.setColor(1, 1, 1, 1)
battle:draw()
g.setCanvas(b)
g.clear(0, 0, 0, 1)
g.setShader(shader)
PaletteFX.sendColors(shader, PaletteFX.GRAYS)
g.setColor(1, 1, 1, 1)
g.draw(a, 0, 0)
g.setShader()
g.setCanvas(prev)
local id = b:newImageData()
do
local png = id:encode("png")
local f = io.open(DIR .. "/bug207_og_offscreen.png", "wb")
if f then f:write(png:getString()); f:close() end
end
-- Count mid-gray pixels in a box. The forced-mono frame is neutral gray:
-- shade 0 = white (~1.0), shade 3 = black (~0.0), and the two MID shades are
-- ltgray (170/255 = 0.667) and dkgray (85/255 = 0.333). A mid shade exists
-- only when all four DMG shades survived the remap; an outline-only pic has
-- pure white + pure black and zero mid pixels.
local function midCount(x0, y0, x1, y1)
local n = 0
for y = y0, y1 do
for x = x0, x1 do
local r = id:getPixel(x, y)
if r > 0.18 and r < 0.82 then n = n + 1 end
end
end
return n
end
-- Player CHARMANDER back pic: hlcoord 1,5 (x=8), feet at y=96 -- interior
-- box well inside the body, clear of the white matte and the near-black
-- outline, and clear of the bottom-right HUD/HP bar.
local backMid = midCount(12, 50, 52, 92)
-- Enemy SQUIRTLE front pic: 7x7 slot at hlcoord 12,0 (x~96) -- control that
-- always keeps its mid shades (CYANMON reds land in the c1/c2 buckets).
local enemyMid = midCount(104, 8, 148, 48)
U.log(string.format("player back mid-gray px = %d ; enemy front mid-gray px = %d",
backMid, enemyMid))
if enemyMid <= 20 then
error(string.format(
"issue #207 driver: control failed -- enemy SQUIRTLE front has no "
.. "mid-gray (%d); sample box or pipeline is wrong", enemyMid))
end
if backMid <= 20 then
error(string.format(
"issue #207: OG-mode CHARMANDER back pic is outline-only -- interior "
.. "has %d mid-gray px (expected the full 4-shade grayscale, like the "
.. "enemy front's %d)", backMid, enemyMid))
end
U.log(string.format(
"issue #207 PASS: OG-mode CHARMANDER back keeps its mid shades "
.. "(%d mid-gray px, control enemy %d)", backMid, enemyMid))
U.wait(4)
end
+115
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-- Driver: issue #11 -- Blue's House wall Town Map phantom pickup + the
-- sell crash it causes.
--
-- In pokered the framed Town Map on the wall of Blue's House
-- (data/maps/objects/BluesHouse.asm BLUESHOUSE_TOWN_MAP) is a plain
-- text object -- talking to it prints _BluesHouseTownMapText
-- ("It's a big map! This is useful!") and nothing enters the bag.
-- The ROM object carries the 0x80 "has item payload" bit with a payload
-- id of 0 (ITEM_NONE), which our extractor copies through as item="0".
-- The engine's item-ball branch treated the truthy string "0" as a real
-- item, so pressing A picked up a bogus item "0" -- and selling that
-- unknown id later hard-crashed ShopMenu.sell (nil item def).
--
-- This driver reproduces both halves and asserts the correct Gen1
-- behavior, so it fails while the bug exists and passes once fixed.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Bag = require("src.inventory.Bag")
local Screens = require("src.ui.Screens")
local pass, fail = 0, 0
local function check(ok, label)
if ok then pass = pass + 1; U.log("PASS", label)
else fail = fail + 1; U.log("FAIL", label) end
end
-- defensive: keep the pre-fix "<name> found 0!" box from erroring on a
-- nil player name (the box never appears after the fix)
game.save.player = game.save.player or {}
game.save.player.name = game.save.player.name or "RED"
-- ---- Part 1: talking to the wall Town Map must not pick anything up ----
U.teleport(game, "BLUES_HOUSE", 2, 6, "up")
U.wait(5)
local wallmap
for _, n in ipairs(game.overworld.npcs) do
if n.def and n.def.name == "BLUESHOUSE_TOWN_MAP" then wallmap = n end
end
check(wallmap ~= nil, "wall Town Map object present")
if wallmap then
game.overworld:talkTo(wallmap)
U.wait(8)
U.shot(game, DIR .. "/bh_1_wallmap.png")
-- correct Gen1 behavior: nothing enters the bag
check(game.save.inventory["0"] == nil, "no phantom item '0' in bag")
check((game.save.inventory["0"] == nil) and (game.save.bagOrder == nil
or not (function()
for _, id in ipairs(game.save.bagOrder) do
if id == "0" then return true end
end
return false
end)()), "bag order has no '0' entry")
-- dismiss whatever box is up
for _ = 1, 4 do U.tap(game, "b"); U.wait(3) end
end
-- ---- Part 2: selling an unknown id must not crash ----------------------
-- Seed a corrupted bag (a save that already picked up "0" before the fix,
-- or any legacy/unknown id) and drive the mart SELL path over it.
while game.stack:top() do game.stack:pop() end
U.teleport(game, "PEWTER_MART", 2, 5, "left")
U.wait(5)
game.save.money = 3000
-- known bag state regardless of whether part 1 leaked a phantom "0"
game.save.inventory = {}
game.save.bagOrder = nil
Bag.add(game.save, "0", 1)
check(game.save.inventory["0"] == 1, "seeded unknown item '0' in bag")
-- open the clerk's BUY/SELL/QUIT menu exactly as the mart interaction does
Screens.push(game, "ShopMenu", {})
U.wait(4)
U.tap(game, "down") -- BUY -> SELL
U.wait(4)
U.tap(game, "a") -- open the SELL list
U.wait(6)
local sellList = game.stack:top()
check(sellList and sellList.items ~= nil, "SELL list opened")
U.shot(game, DIR .. "/bh_2_sell_list.png")
if sellList and sellList.items then
-- find the bogus "0" row
local item, idx
for i, it in ipairs(sellList.items) do
if it.value == "0" then item, idx = it, i end
end
check(item ~= nil, "bogus '0' row present in sell list")
if item then
sellList.index = idx
local footerBefore = sellList.footer
-- Invoke the real onChoose the ListMenu would call on A. Before the
-- fix this throws at math.floor(def.price/2) with def=nil; we catch
-- it so the run reports the crash instead of hanging on love's error
-- screen.
local ok, err = pcall(sellList.onChoose, item, sellList)
if not ok then
fail = fail + 1
U.log("FAIL", "selling '0' CRASHED: " .. tostring(err))
else
check(true, "selling '0' did not crash")
-- nothing may be sold: the guard returns before any QuantityBox
check(game.save.inventory["0"] == 1, "unknown item still in bag (not sold)")
check(sellList.footer ~= footerBefore
and tostring(sellList.footer):find("price") ~= nil,
"sell footer shows the unsellable message")
end
U.wait(4)
U.shot(game, DIR .. "/bh_3_sell_choose.png")
end
end
U.log("RESULT", ("pass=%d fail=%d"):format(pass, fail))
if fail == 0 then U.log("RESULT", "ALL PASS") else U.log("RESULT", "HAS FAILURES") end
end
+141
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-- Driver: forced-step shoves use the wrong primitive (issue #151).
--
-- Two related defects, both a scripted "push the player back one step" that
-- reaches for the wrong movement primitive:
--
-- A MUSEUM_1F ticket rope (data/scripts/story2.lua museumClerk onDecline):
-- declining the Y50 ticket must shove the player one cell SOUTH off the
-- exhibit rope (scripts/Museum1F.asm) -- the player crossed the rope
-- heading NORTH, so the shove is south. The bug shoved "right" onto the
-- counter tile (11,4)=tile 23, non-walkable, matching the report's "moved
-- onto the table". Correct landing is (10,5)=tile 1 (walkable floor).
--
-- B VIRIDIAN_CITY gym lock (data/scripts/story5.lua stepGate/viridianGym-
-- Lock): the tile below the Gym door (32,8)=tile 44 is a DOWN-ledge
-- (44 -> 55, data/tilesets/ledge_tiles.asm); Gen1 shoves the player with a
-- SIMULATED JOYPAD down-press that runs the normal step pipeline including
-- HandleLedges (engine/overworld/ledges.asm), so the shove HOPS the ledge
-- and lands on (32,10)=tile 57. The bug used a raw scriptMove that
-- ignores ledges, planting the player standing on the ledge tile (32,9).
--
-- Both cases assert the CORRECT Gen1 outcome, so this FAILS on the bug and
-- PASSES once the shove primitives are fixed.
--
-- Run:
-- POKEPORT_DRIVER=tests/drivers/decline_push_bug151_test.lua \
-- POKEPORT_IDENTITY=bug151 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local shotDir = os.getenv("POKEPORT_SHOTDIR") or "."
local function shot(name) U.shot(game, shotDir .. "/" .. name) end
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
-- a party + starter flag so the overworld is fully usable
game.save.flags = game.save.flags or {}
game.save.flags.EVENT_GOT_STARTER = true
local Pokemon = require("src.pokemon.Pokemon")
if #game.save.party == 0 then
table.insert(game.save.party, Pokemon.new(game.data, "CHARMANDER", 5))
end
local fails = 0
local function expect(cond, ...)
if not cond then fails = fails + 1 end
U.log(cond and "PASS" or "FAIL", ...)
end
-- Advance dialog until control returns to the overworld: tap A through
-- TextBoxes, tap B through a ChoiceBox (B always declines -- ChoiceBox:update
-- calls onChoose(false) on B). Bounded so a stuck box can't hang the run.
local function driveDialog(maxIters)
for _ = 1, (maxIters or 240) do
local top = game.stack:top()
if top == game.overworld then return true end
if getmetatable(top) == ChoiceBox then
U.tap(game, "b")
elseif getmetatable(top) == TextBox then
U.tap(game, "a")
else
-- unknown state: nudge with A so we never wedge
U.tap(game, "a")
end
U.wait(2)
end
return game.stack:top() == game.overworld
end
-- Drain queued scriptMoves + any in-flight step, sampling p.hopFrames each
-- frame (a hop arc is set only by checkLedgeHop). Returns whether a hop was
-- ever seen while draining.
local function drainMoves(p, maxFrames)
local hopSeen = (p.hopFrames or 0) > 0
for _ = 1, (maxFrames or 180) do
local ow = game.overworld
local pending = ow.scriptMoves and #ow.scriptMoves > 0
if not pending and not p.moving and (p.hopFrames or 0) == 0 then break end
if (p.hopFrames or 0) > 0 then hopSeen = true end
U.wait(1)
end
return hopSeen
end
-- ------------------------------------------------------------------
-- Case A: MUSEUM_1F ticket-rope decline must shove SOUTH, not RIGHT.
-- ------------------------------------------------------------------
do
game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET = false
game.save.money = 1000 -- enough to buy, so declining is a real NO choice
U.teleport(game, "MUSEUM_1F", 10, 5, "up")
U.wait(6)
local p = game.overworld.player
shot("museum_decline_before.png")
-- step north onto the rope cell (10,4); the clerk stops us there
U.hold(game, "up", 24)
-- clerk dialog: advance the pitch, decline the YES/NO, clear "Come again!"
driveDialog(240)
drainMoves(p, 120)
shot("museum_decline_after.png")
expect(p.cellX == 10 and p.cellY == 5,
"A: declining shoves the player SOUTH to (10,5), got:", p.cellX, p.cellY)
end
-- ------------------------------------------------------------------
-- Case B: VIRIDIAN_CITY gym lock shove must HOP the down-ledge.
-- ------------------------------------------------------------------
do
-- fresh badge state: no non-Earth badges, so the gym stays locked
game.save.inventory = game.save.inventory or {}
for _, b in ipairs({ "BOULDERBADGE", "CASCADEBADGE", "THUNDERBADGE",
"RAINBOWBADGE", "SOULBADGE", "MARSHBADGE",
"VOLCANOBADGE" }) do
game.save.inventory[b] = nil
end
U.teleport(game, "VIRIDIAN_CITY", 31, 8, "right")
U.wait(6)
local p = game.overworld.player
shot("viridian_gymlock_before.png")
-- step east onto (32,8) directly below the locked Gym door
U.hold(game, "right", 24)
-- the "GYM's doors are locked..." box appears; clearing it fires the shove
local ow = game.overworld
local hopSeen = false
for _ = 1, 240 do
local top = game.stack:top()
if top == game.overworld then break end
if getmetatable(top) == TextBox then U.tap(game, "a") else U.tap(game, "a") end
if (p.hopFrames or 0) > 0 then hopSeen = true end
U.wait(2)
if (p.hopFrames or 0) > 0 then hopSeen = true end
end
if drainMoves(p, 180) then hopSeen = true end
shot("viridian_gymlock_after.png")
expect(hopSeen, "B: the gym-lock shove HOPS the ledge (hop arc seen)")
expect(p.cellX == 32 and p.cellY == 10,
"B: landed south of the ledge at (32,10), got:", p.cellX, p.cellY)
end
if fails > 0 then error(fails .. " check(s) failed") end
U.log("all checks passed -- #151 shoves are Gen1-correct "
.. "(museum decline goes south, Viridian gym lock hops the ledge)")
end
+193
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-- Driver: regression coverage for #196 "Dig not working exactly as intended".
--
-- Report (v0.1.23): using DIG, the character appears SPINNING INSIDE the
-- Pokemon Center in front of the nurse, and there is no spin-before-fade on
-- departure. Expected (reporter + triage cluster E + the file's own code
-- comments): the sprite begins to spin, the screen fades, and the player
-- fades in OUTSIDE the nearest town's Pokemon Center door -- exactly like Fly.
--
-- Gen1/pokered references this exercises:
-- engine/overworld/player_animations.asm _LeaveMapAnim (SFX_TELEPORT_EXIT_1
-- + PlayerSpinWhileMovingUp) for the departure spin-up;
-- EnterMapAnim (PlayerSpinWhileMovingDown) for the arrival spin-down;
-- engine/items/item_effects.asm ItemUseEscapeRope (Dig/Teleport share it).
--
-- Two defects, two assertions:
-- FIX A: a DEPARTURE spin must appear on the origin (cave) map BEFORE the
-- warp -- ow.teleportOut set / player spinning while still in the cave.
-- FIX B: the landing map must be the town (VIRIDIAN_CITY) at the in-front-of
-- -door fly spot (23,26), NOT the interior VIRIDIAN_POKECENTER.
-- Pre-fix this driver documents the bug (lands in VIRIDIAN_POKECENTER, no
-- departure spin); post-fix it passes.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local Screens = require("src.ui.Screens")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local failures = {}
local function check(cond, msg)
if cond then
U.log("PASS:", msg)
else
U.log("FAIL:", msg)
table.insert(failures, msg)
end
end
-- ---- set up a heal record with a remembered Viridian town door ----
-- Simulate having healed at the Viridian Pokemon Center: lastHeal points
-- at the INTERIOR (the buggy landing), but carries the outdoor town door
-- so the fix can relocate the escape-warp outside like Fly does.
game.save.player = game.save.player or {}
game.save.player.name = game.save.player.name or "bryan"
game.save.lastOutdoor = { id = "VIRIDIAN_CITY", x = 23, y = 25 }
game.save.lastHeal = {
map = "VIRIDIAN_POKECENTER", x = 3, y = 3,
outdoor = { id = "VIRIDIAN_CITY", x = 23, y = 25 },
}
-- field.flyWarps.VIRIDIAN_CITY = {23,26} is the canonical in-front-of-door
-- fly landing (one tile south of the PC door warp at 23,25).
local fw = game.data.field.flyWarps.VIRIDIAN_CITY
U.log("viridian flyWarp:", tostring(fw and fw.x), tostring(fw and fw.y))
-- ======================= LEG 1: DIG via the party menu ==============
-- A DIG-knowing party mon. Pokemon.movesAtLevel never grants DIG, so
-- inject the move directly (DIG needs no badge and works in CAVERN maps).
local digger = Pokemon.new(game.data, "NIDOKING", 40)
digger.moves = { { id = "DIG", pp = 10 } }
game.save.party = { digger }
-- MT_MOON_1F tileset is CAVERN (in DIG_TILESETS); a walkable cave cell.
U.teleport(game, "MT_MOON_1F", 14, 34, "down")
local ow = game.overworld
U.log("start map:", tostring(ow and ow.map and ow.map.id),
"tileset:", tostring(ow and ow.map and ow.map.def and ow.map.def.tileset))
U.shot(game, DIR .. "/dig_00_cave.png")
U.wait(4)
-- open the party menu and pick DIG on slot 1
-- (submenu order for a DIG-only mon: STATS / SWITCH / DIG)
Screens.push(game, "PartyMenu")
U.wait(5)
U.tap(game, "a") -- open the per-mon submenu
U.wait(2)
U.tap(game, "down") -- STATS -> SWITCH
U.wait(2)
U.tap(game, "down") -- SWITCH -> DIG
U.wait(2)
U.tap(game, "a") -- choose DIG
U.wait(2)
-- ---- FIX A: watch for a DEPARTURE spin on the cave map before the warp ----
-- A departure spin counts only if it happens while we are still in the cave
-- (map.id == MT_MOON_1F). The pre-fix code only spins on arrival, inside the
-- Center, so this stays false pre-fix.
local sawDepartureSpin = false
local spinShotTaken = false
local leftCave = false
for _ = 1, 240 do
local stillCave = ow.map and ow.map.id == "MT_MOON_1F"
-- departure-only markers: ow.teleportOut is the new pre-warp spin state,
-- and player.spinRise is the rising spin (the arrival uses spinDrop), so
-- neither can be confused with the interior arrival spin-down
if stillCave and (ow.teleportOut ~= nil or ow.player.spinRise) then
sawDepartureSpin = true
if not spinShotTaken then
U.shot(game, DIR .. "/dig_01_spin.png")
spinShotTaken = true
end
end
if ow.map and ow.map.id ~= "MT_MOON_1F" then
leftCave = true
break
end
U.wait(1)
end
U.log("sawDepartureSpin:", tostring(sawDepartureSpin),
"leftCave:", tostring(leftCave))
-- ---- settle the arrival, then FIX B: where did we land? ----
local landedMap
for _ = 1, 240 do
landedMap = ow.map and ow.map.id
-- wait until the transition settles onto a stable map that isn't the cave
if landedMap and landedMap ~= "MT_MOON_1F" and not ow.transitioning then
break
end
U.wait(1)
end
U.wait(8)
U.shot(game, DIR .. "/dig_02_land.png")
U.wait(4)
landedMap = ow.map and ow.map.id
U.log("DIG landed map:", tostring(landedMap),
"cell:", tostring(ow.player.cellX), tostring(ow.player.cellY))
check(sawDepartureSpin,
"DIG: departure spin appears in the cave before the fade (FIX A)")
check(landedMap == "VIRIDIAN_CITY",
"DIG: lands OUTSIDE at VIRIDIAN_CITY, not the interior (FIX B) -- got "
.. tostring(landedMap))
check(ow.player.cellX == 23 and ow.player.cellY == 26,
"DIG: lands at the in-front-of-door fly spot 23,26 -- got "
.. tostring(ow.player.cellX) .. "," .. tostring(ow.player.cellY))
-- ======================= LEG 2: ESCAPE ROPE via the bag =============
-- Same shared departure path, but driven through BagMenu's escape_rope
-- branch so src/ui/BagMenu.lua is exercised too.
game.save.party = { Pokemon.new(game.data, "PIDGEY", 8) }
game.save.bagOrder = nil
game.save.inventory = { ESCAPE_ROPE = 1 }
game.save.money = game.save.money or 3000
U.teleport(game, "MT_MOON_1F", 14, 34, "down")
ow = game.overworld
U.shot(game, DIR .. "/dig_03_rope_cave.png")
U.wait(4)
Screens.push(game, "BagMenu")
U.wait(5)
U.tap(game, "a") -- choose ESCAPE ROPE (only item) -> USE / TOSS menu
U.wait(3)
U.tap(game, "a") -- USE (first option) -> escape_rope branch
U.wait(2)
local ropeSpin = false
for _ = 1, 240 do
local stillCave = ow.map and ow.map.id == "MT_MOON_1F"
if stillCave and (ow.teleportOut ~= nil or ow.player.spinRise) then
ropeSpin = true
end
if ow.map and ow.map.id ~= "MT_MOON_1F" then break end
U.wait(1)
end
local ropeLanded
for _ = 1, 240 do
ropeLanded = ow.map and ow.map.id
if ropeLanded and ropeLanded ~= "MT_MOON_1F" and not ow.transitioning then
break
end
U.wait(1)
end
U.wait(8)
U.shot(game, DIR .. "/dig_04_rope_land.png")
U.wait(4)
ropeLanded = ow.map and ow.map.id
U.log("ESCAPE ROPE landed map:", tostring(ropeLanded),
"cell:", tostring(ow.player.cellX), tostring(ow.player.cellY))
check(ropeSpin,
"ESCAPE ROPE: departure spin appears in the cave before the fade (FIX A)")
check(ropeLanded == "VIRIDIAN_CITY",
"ESCAPE ROPE: lands OUTSIDE at VIRIDIAN_CITY (FIX B) -- got "
.. tostring(ropeLanded))
if #failures == 0 then
U.log("RESULT bug196 PASS")
else
U.log("RESULT bug196 FAIL (" .. #failures .. "):")
for _, m in ipairs(failures) do U.log(" -", m) end
end
end
@@ -0,0 +1,126 @@
-- Driver: cancel an evolution with the B button (#213).
--
-- pokered engine/pokemon/evos_moves.asm polls hJoyHeld during the pic
-- flash: holding B aborts the evolution (the mon keeps its species and
-- _StoppedEvolvingText prints). Trade evolutions (wLinkState ==
-- LINK_STATE_TRADING) skip that poll and cannot be cancelled.
--
-- Case 1 (level path, cancelable): open EvolutionState directly, wait a
-- few frames into the flash (t well under FLASH_FRAMES=220), hold B, and
-- assert the mon stays CATERPIE with "stopped evolving" text on screen.
-- Case 2 (control): let the flash run to completion with no input and
-- assert the mon becomes METAPOD with the "Congratulations!" text.
--
-- SHOT_DIR=/tmp/evo213 POKEPORT_DRIVER=tests/drivers/evolution_cancel_bug213_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/evo213"
os.execute("mkdir -p " .. DIR)
local Pokemon = require("src.pokemon.Pokemon")
local Evolution = require("src.pokemon.Evolution")
game.save.options = game.save.options or {}
game.save.options.textSpeed = 1
local function top() return game.stack:top() end
local function evoTop()
local t = top()
return t and t.screenId == "EvolutionState"
end
local function waitFor(cond, max)
for _ = 1, max or 600 do
if cond() then return true end
U.wait(1)
end
return false
end
-- flatten a TextBox's paginated pages (list of line lists) to one string
local function pagesText(st)
if not st.pages then return nil end
local parts = {}
for _, page in ipairs(st.pages) do
if type(page) == "table" then
for _, line in ipairs(page) do
if type(line) == "string" then parts[#parts + 1] = line end
end
elseif type(page) == "string" then
parts[#parts + 1] = page
end
end
return table.concat(parts, " ")
end
local function findText(needle)
for _, st in ipairs(game.stack.states or {}) do
local blob = pagesText(st)
if blob and blob:find(needle, 1, true) then return st end
end
return nil
end
-- mash A (one tap every few frames) until cond holds; a single tap only
-- fast-forwards a still-typing TextBox, so mashing both finishes the
-- typewriter and then presses the close button
local function mashUntil(cond, max)
for _ = 1, max or 200 do
if cond() then return true end
U.tap(game, "a")
U.wait(3)
end
return cond()
end
U.teleport(game, "ROUTE_1", 5, 5, "down")
-- === Case 1: hold B during the flash -> evolution aborts ===
local mon = Pokemon.new(game.data, "CATERPIE", 7)
table.insert(game.save.party, 1, mon)
local done1 = false
Evolution.evolve(game, mon, "METAPOD", function() done1 = true end)
if not waitFor(evoTop, 300) then error("EvolutionState never opened (case1)") end
U.wait(20) -- into the flash, well under FLASH_FRAMES=220
U.log("case1 flash", "t=", top().t, "species=", mon.species)
U.shot(game, DIR .. "/evo213_1_evolving.png")
U.hold(game, "b", 20) -- Gen1 hJoyHeld B-cancel
-- the flash aborts: EvolutionState is no longer the top (the stopped
-- text overlays it and then pops it)
if not waitFor(function() return not evoTop() end, 240) then
error("evolution did not abort on B: still on EvolutionState, species="
.. tostring(mon.species))
end
U.log("case1 aborted", "species=", mon.species)
U.wait(40) -- let "Huh? MON stopped evolving!" finish typing before the shot
U.shot(game, DIR .. "/evo213_2_stopped.png")
assert(mon.species == "CATERPIE",
"B-cancel failed: mon evolved to " .. tostring(mon.species)
.. " (expected CATERPIE)")
assert(findText("stopped evolving"), "StoppedEvolvingText not shown")
mashUntil(function() return done1 end, 80) -- close the stopped-evolving text
assert(done1, "cancel onDone never fired")
assert(mon.species == "CATERPIE", "species changed after cancel tail")
-- === Case 2 (control): no input -> evolution completes ===
local mon2 = Pokemon.new(game.data, "CATERPIE", 7)
table.insert(game.save.party, 1, mon2)
local done2 = false
Evolution.evolve(game, mon2, "METAPOD", function() done2 = true end)
if not waitFor(evoTop, 300) then error("EvolutionState never opened (case2)") end
-- let the full flash run (FLASH_FRAMES=220) without pressing B
waitFor(function() return not evoTop() end, 400)
if not waitFor(function() return findText("evolved into") ~= nil end, 120) then
error("Congratulations text not shown (case2)")
end
U.wait(40) -- let the Congratulations text finish typing before the shot
U.shot(game, DIR .. "/evo213_3_congrats.png")
assert(mon2.species == "METAPOD",
"control failed: mon2 stayed " .. tostring(mon2.species)
.. " (expected METAPOD)")
mashUntil(function() return done2 end, 80)
U.log("done", "case1=", mon.species, "case2=", mon2.species)
love.event.quit()
end
+143
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@@ -0,0 +1,143 @@
-- Driver: evolution grants the new species' level-up move (#12).
--
-- pokered engine/pokemon/evos_moves.asm (EvolveMon) re-runs the level-up
-- learn check on the *evolved* species after the "evolved into" text, via
-- the LearnMoveFromLevelUp predef (engine/pokemon/learn_move.asm). The
-- check is EXACT level equality (learnset entry level == mon.level), so a
-- mon evolving at exactly a learnset level gains that move.
--
-- Data pins: GYARADOS.learnset has { level = 20, move = "BITE" }
-- (data/generated/pokemon.lua), so MAGIKARP->GYARADOS at level 20 must
-- learn BITE, while an evolution at level 21 must NOT (nothing at 21).
--
-- Case 1 (repro/fix): Lv20 MAGIKARP knowing only SPLASH evolves; after the
-- congratulations text the mon must be GYARADOS and know BITE, and the
-- "GYARADOS learned BITE!" text must appear. This assertion FAILS on the
-- pre-fix build (no learn step) and PASSES once the fix runs the check.
-- Case 2 (control): Lv21 MAGIKARP evolves to GYARADOS and must NOT gain
-- BITE (guards the exact-level == rule against an over-broad <= fix).
--
-- SHOT_DIR=/tmp/evo12 POKEPORT_DRIVER=tests/drivers/evolution_move_bug12_test.lua \
-- POKEPORT_IDENTITY=bug12 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/evo12"
os.execute("mkdir -p " .. DIR)
local Pokemon = require("src.pokemon.Pokemon")
local Evolution = require("src.pokemon.Evolution")
game.save.options = game.save.options or {}
game.save.options.textSpeed = 1
local function top() return game.stack:top() end
local function evoTop()
local t = top()
return t and t.screenId == "EvolutionState"
end
local function waitFor(cond, max)
for _ = 1, max or 600 do
if cond() then return true end
U.wait(1)
end
return false
end
-- flatten a TextBox's paginated pages (list of line lists) to one string
local function pagesText(st)
if not st.pages then return nil end
local parts = {}
for _, page in ipairs(st.pages) do
if type(page) == "table" then
for _, line in ipairs(page) do
if type(line) == "string" then parts[#parts + 1] = line end
end
elseif type(page) == "string" then
parts[#parts + 1] = page
end
end
return table.concat(parts, " ")
end
local function findText(needle)
for _, st in ipairs(game.stack.states or {}) do
local blob = pagesText(st)
if blob and blob:find(needle, 1, true) then return st end
end
return nil
end
local function mashUntil(cond, max)
for _ = 1, max or 200 do
if cond() then return true end
U.tap(game, "a")
U.wait(3)
end
return cond()
end
local function hasMove(mon, id)
for _, mv in ipairs(mon.moves) do
if mv.id == id then return true end
end
return false
end
U.teleport(game, "ROUTE_1", 5, 5, "down")
-- === Case 1: MAGIKARP @20 -> GYARADOS must learn BITE ===
local mon = Pokemon.new(game.data, "MAGIKARP", 20)
mon.moves = { { id = "SPLASH", pp = 40 } } -- deterministic single slot
table.insert(game.save.party, 1, mon)
local done1 = false
Evolution.evolve(game, mon, "GYARADOS", function() done1 = true end)
if not waitFor(evoTop, 300) then error("EvolutionState never opened (case1)") end
-- let the full flash run (FLASH_FRAMES=220) with no input, then apply
waitFor(function() return not evoTop() end, 400)
if not waitFor(function() return findText("evolved into") ~= nil end, 120) then
error("Congratulations text not shown (case1)")
end
U.wait(40) -- let the congrats text finish typing before the shot
U.shot(game, DIR .. "/evo12_1_congrats.png")
-- advance past congrats into the level-up learn flow; the fix pushes
-- "GYARADOS learned BITE!" here (pre-fix: onDone fires with no learn)
local sawLearned = false
mashUntil(function()
if findText("learned") then sawLearned = true; return true end
return done1
end, 200)
U.wait(30) -- let the "learned BITE!" text type out (fix path)
U.shot(game, DIR .. "/evo12_2_learned.png")
mashUntil(function() return done1 end, 120)
U.log("case1", "species=", mon.species, "hasBite=", hasMove(mon, "BITE"),
"sawLearned=", sawLearned)
assert(mon.species == "GYARADOS",
"case1: mon stayed " .. tostring(mon.species) .. " (expected GYARADOS)")
assert(hasMove(mon, "BITE"),
"case1: GYARADOS did not learn BITE on evolution at level 20 (bug #12)")
assert(sawLearned, "case1: no 'learned' text shown for the evolution move")
-- === Case 2 (control): MAGIKARP @21 -> GYARADOS must NOT gain BITE ===
local mon2 = Pokemon.new(game.data, "MAGIKARP", 21)
mon2.moves = { { id = "SPLASH", pp = 40 } }
table.insert(game.save.party, 1, mon2)
local done2 = false
Evolution.evolve(game, mon2, "GYARADOS", function() done2 = true end)
if not waitFor(evoTop, 300) then error("EvolutionState never opened (case2)") end
waitFor(function() return not evoTop() end, 400)
if not waitFor(function() return findText("evolved into") ~= nil end, 120) then
error("Congratulations text not shown (case2)")
end
mashUntil(function() return done2 end, 200)
U.wait(20)
U.shot(game, DIR .. "/evo12_3_lv21_no_bite.png")
U.log("case2", "species=", mon2.species, "hasBite=", hasMove(mon2, "BITE"))
assert(mon2.species == "GYARADOS",
"case2: mon2 stayed " .. tostring(mon2.species) .. " (expected GYARADOS)")
assert(not hasMove(mon2, "BITE"),
"case2: GYARADOS wrongly learned BITE at level 21 (over-grant; exact == broken)")
U.log("done", "case1=", mon.species, "case2=", mon2.species)
love.event.quit()
end
+221
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-- Driver: Fighting Dojo Karate Master bundle (#197).
-- Six sub-bugs live in FIGHTING_DOJO (scripts/FightingDojo.asm):
-- BUG1 no aggro -- the master has no trainer header so range=0
-- BUG2 no speech -- no won text + no prize dialogue after the win
-- BUG3 wrong re-talk -- shows the pre-battle challenge, not the after line
-- BUG4 (verify) -- the ball ask() is the Gen1 descriptor, not a dex entry
-- BUG5 both balls -- the chosen ball AND the other one both vanish; the
-- other should stay and give the "greedy" refusal
-- BUG6 poster -- the north-wall posters ("Enemies on every side!") are
-- inert (bg_events dropped by the extractor)
--
-- Every scenario screenshots the moment and records a pass/fail; the driver
-- asserts once at the end, so a single run captures before-evidence for all
-- six while still failing red until the fixes land.
--
-- SHOT_DIR=/tmp/dojo POKEPORT_DRIVER=tests/drivers/fighting_dojo_bug197_test.lua \
-- POKEPORT_IDENTITY=bug197 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local OW = require("src.world.OverworldController")
local Pokemon = require("src.pokemon.Pokemon")
local Commands = require("src.script.Commands")
local failures = {}
local function check(cond, msg)
if cond then U.log("ok:", msg) else
table.insert(failures, msg)
U.log("FAIL:", msg)
end
return cond
end
local function topIsTextBox() return getmetatable(game.stack:top()) == TextBox end
local function topIsChoice() return getmetatable(game.stack:top()) == ChoiceBox end
local function currentPageText()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return "" end
local page = top.pages and top.pages[top.pageIndex]
if not page then return "" end
return table.concat(page, "\n")
end
local function pageReady()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return false end
return top.waiting or top.done
end
-- let the current page finish typing WITHOUT advancing past it
local function waitReadyPage()
for _ = 1, 200 do
if pageReady() then break end
U.wait(2)
end
return currentPageText()
end
local function mashUntil(cond, cap)
for _ = 1, (cap or 200) do
if cond() then return true end
U.tap(game, "a")
U.wait(2)
end
return cond()
end
-- advance text pages until a ready page contains `want`; stops before
-- blowing past a choice box
local function sawText(want)
return mashUntil(function()
if topIsChoice() then return false end
if not pageReady() then return false end
return currentPageText():find(want, 1, true) ~= nil
end, 150)
end
local function npcByName(ow, name)
for _, n in ipairs(ow.npcs) do
if n.def and n.def.name == name then return n end
end
end
local function resetDojo(x, y, facing, flags)
while game.stack:top() do game.stack:pop() end
-- the four blackbelts are not under test; retire them so only the
-- master (or the balls/poster) can react in each scenario
game.save.flags = {
EVENT_BEAT_FIGHTING_DOJO_TRAINER_0 = true,
EVENT_BEAT_FIGHTING_DOJO_TRAINER_1 = true,
EVENT_BEAT_FIGHTING_DOJO_TRAINER_2 = true,
EVENT_BEAT_FIGHTING_DOJO_TRAINER_3 = true,
}
game.save.defeatedTrainers = {}
game.save.objectToggles = {}
game.save.itemsTaken = {}
game.save.inventory = game.save.inventory or {}
game.save.player.name = game.save.player.name or "RED"
-- one healthy mon: enough for a battle to construct, room for a prize
game.save.party = { Pokemon.new(game.data, "CHARIZARD", 50) }
for k, v in pairs(flags or {}) do game.save.flags[k] = v end
game.stack:push(OW, "FIGHTING_DOJO", x, y, facing or "up")
U.wait(5)
return game.stack:top()
end
------------------------------------------------------------------
-- BUG1/2/3 header seed sanity (deterministic, no battle needed)
------------------------------------------------------------------
local hdr = game.data:trainerHeader("FightingDojo", 1)
check(hdr ~= nil, "BUG1/2/3: Karate Master trainer header (index 1) exists")
check(hdr and (hdr.range or 0) > 0, "BUG1: master has a sight range")
check(hdr and hdr.won ~= nil, "BUG2: master has a won (defeat) text")
check(hdr and hdr.after ~= nil, "BUG3: master has an after (re-talk) text")
------------------------------------------------------------------
-- BUG1: sight aggro. Stand directly below the master (5,3 faces DOWN,
-- range 4) with the four blackbelts pre-cleared so only he can engage.
------------------------------------------------------------------
local ow = resetDojo(5, 4, "up", {})
U.shot(game, DIR .. "/dojo_1_before.png")
U.wait(20) -- the idle sight scan runs every frame
local engaged = ow.engaging or (ow.emote ~= nil)
U.log("aggro engaging:", tostring(ow.engaging), "emote:", tostring(ow.emote ~= nil))
U.shot(game, DIR .. "/dojo_2_aggro.png")
check(engaged, "BUG1: Karate Master aggros on sight")
------------------------------------------------------------------
-- BUG3: talk to the already-beaten master -> "Stay and train..." and
-- NOT the "I am the LEADER here!" pre-battle challenge.
------------------------------------------------------------------
-- talk from (4,3) facing right: beside the master (5,3), off his DOWN
-- sight line so he can't (post-fix) aggro before we set him defeated
ow = resetDojo(4, 3, "right", { EVENT_BEAT_KARATE_MASTER = true })
game.save.defeatedTrainers["FIGHTING_DOJO_obj_1"] = true
local master = npcByName(ow, "FIGHTINGDOJO_KARATE_MASTER")
if check(master ~= nil, "BUG3: master npc present") then
ow:talkTo(master)
local first = waitReadyPage()
check(not first:find("LEADER", 1, true) and not first:find("Grunt", 1, true),
"BUG3: beaten master no longer shows the challenge (page1='" .. first .. "')")
check(sawText("Stay and train"),
"BUG3: beaten master says 'Stay and train at Karate with us!'")
U.shot(game, DIR .. "/dojo_3_retalk.png")
mashUntil(function() return game.stack:top() == ow end)
end
------------------------------------------------------------------
-- BUG2: the post-battle prize speech (run the same reward path a win
-- takes; EVENT_BEAT_KARATE_MASTER must be unset so it prints).
------------------------------------------------------------------
ow = resetDojo(4, 9, "up", {})
ow:checkVictoryRewards("OPP_BLACKBELT", 1)
U.wait(5)
check(sawText("prized"),
"BUG2: win shows the '...prized fighting POKeMON!' prize offer")
U.shot(game, DIR .. "/dojo_2_prize.png")
mashUntil(function() return game.stack:top() == ow end)
------------------------------------------------------------------
-- BUG4 (verify-only): the Hitmonlee ball prompt is the Gen1 descriptor
-- ("You want the hard kicking HITMONLEE?"), not a Pokedex entry screen.
------------------------------------------------------------------
ow = resetDojo(4, 2, "up", { EVENT_BEAT_KARATE_MASTER = true })
local leeBall = npcByName(ow, "FIGHTINGDOJO_HITMONLEE_POKE_BALL")
local chanBall = npcByName(ow, "FIGHTINGDOJO_HITMONCHAN_POKE_BALL")
check(leeBall ~= nil and chanBall ~= nil, "BUG5: both prize balls on the mat")
if leeBall then
ow:talkTo(leeBall)
check(sawText("hard kicking") or sawText("HITMONLEE"),
"BUG4: ball asks the Gen1 descriptor prompt (no dex entry)")
U.shot(game, DIR .. "/dojo_4_prompt.png")
------------------------------------------------------------------
-- BUG5: choose YES -> only the chosen ball vanishes; the other stays
-- and, when talked to, gives the "Better not get greedy..." refusal.
------------------------------------------------------------------
mashUntil(topIsChoice)
U.tap(game, "a") -- YES (index 1)
mashUntil(function() return game.stack:top() == ow end)
check(game.save.flags.EVENT_GOT_HITMONLEE == true, "BUG5: received HITMONLEE")
local leeGone = npcByName(ow, "FIGHTINGDOJO_HITMONLEE_POKE_BALL") == nil
local chanStays = npcByName(ow, "FIGHTINGDOJO_HITMONCHAN_POKE_BALL") ~= nil
check(leeGone, "BUG5: the chosen HITMONLEE ball is removed")
check(chanStays, "BUG5: the other (HITMONCHAN) ball stays on the mat")
U.shot(game, DIR .. "/dojo_5_onegone.png")
if chanStays then
ow:talkTo(npcByName(ow, "FIGHTINGDOJO_HITMONCHAN_POKE_BALL"))
check(sawText("greedy"), "BUG5: remaining ball gives the greedy refusal")
check(not game.save.flags.EVENT_GOT_HITMONCHAN,
"BUG5: talking the other ball does NOT hand a second POKeMON")
U.shot(game, DIR .. "/dojo_5_greedy.png")
mashUntil(function() return game.stack:top() == ow end)
end
end
------------------------------------------------------------------
-- BUG6: the north-wall poster. A claimed prize frees its ball cell, so
-- stand on (4,1) facing up and read the poster above it.
------------------------------------------------------------------
ow = resetDojo(4, 1, "up",
{ EVENT_BEAT_KARATE_MASTER = true, EVENT_GOT_HITMONLEE = true })
Commands.hide_object({ game = game, save = game.save, overworld = ow },
"FIGHTING_DOJO", "FIGHTINGDOJO_HITMONLEE_POKE_BALL")
U.wait(3)
U.shot(game, DIR .. "/dojo_6_before.png")
ow:interact()
check(sawText("Enemies on every"),
"BUG6: the poster prints 'Enemies on every side!'")
U.shot(game, DIR .. "/dojo_6_poster.png")
mashUntil(function() return game.stack:top() == ow end)
------------------------------------------------------------------
U.log("fighting_dojo_bug197_test: failures =", #failures)
for _, m in ipairs(failures) do U.log(" -", m) end
assert(#failures == 0,
"#197 unresolved:\n " .. table.concat(failures, "\n "))
U.log("fighting_dojo_bug197_test: ok")
end
+125
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-- Driver: regression coverage for #203 "You can't fly to indigo plateau".
--
-- pret/pokered engine/menus/town_map.asm LoadTownMap_Fly cycles EVERY visited
-- fly destination, and Indigo Plateau is a normal Fly spot once reached (its
-- special-warp lands the player on the Plateau exterior, data/maps/
-- special_warps.asm). The port's fly-list filter gated each entry on
-- Map.isOutdoor(def), which is tileset == "OVERWORLD" -- but Indigo Plateau's
-- map uses tileset "PLATEAU", so it was silently dropped from the fly cursor
-- even though it is visited, has a fly warp, and sits in flyOrder. This driver
-- walks the party-menu FLY flow, asserts INDIGO_PLATEAU is a cyclable fly
-- destination, flies there, and lands on the Plateau exterior.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local Screens = require("src.ui.Screens")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- Party slot 1 knows FLY. Pokemon.movesAtLevel never grants FLY, so inject
-- the move directly after construction (same setup as the #195 driver).
local flyer = Pokemon.new(game.data, "PIDGEOT", 40)
flyer.moves[1] = { id = "FLY", pp = 15 }
game.save.party = { flyer }
game.save.player.name = "bryan"
game.save.inventory = game.save.inventory or {}
game.save.inventory.THUNDERBADGE = true -- FLY submenu entry is badge-gated
game.save.visited = {
PALLET_TOWN = true, VIRIDIAN_CITY = true, INDIGO_PLATEAU = true,
}
-- Exercise the real visited-marking path (OverworldController marks any
-- flyWarps map visited on entry) by standing on the Plateau exterior first,
-- then hop back to Pallet for a clean starting point.
U.teleport(game, "INDIGO_PLATEAU", 9, 6, "down")
U.wait(5)
assert(game.save.visited.INDIGO_PLATEAU,
"entering the Plateau exterior must mark INDIGO_PLATEAU visited")
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
U.wait(5)
-- open the party menu and pick FLY on slot 1 (submenu: STATS / SWITCH / FLY)
Screens.push(game, "PartyMenu")
U.wait(5)
U.tap(game, "a") -- open the per-mon submenu
U.wait(2)
U.tap(game, "down") -- STATS -> SWITCH
U.wait(2)
U.tap(game, "down") -- SWITCH -> FLY
U.wait(2)
U.tap(game, "a") -- choose FLY
U.wait(5)
local top = game.stack:top()
U.shot(game, DIR .. "/fly_map_screen.png")
U.wait(4) -- let the async png write land before any assert can quit us
U.log("fly screen top screenId:", tostring(top and top.screenId),
"fly=", tostring(top and top.fly), "mode=", tostring(top and top.mode))
local isFlyMap = top ~= nil and top.fly == true
and top.locs ~= nil and top.mode ~= nil
assert(isFlyMap,
"FLY must open the TOWN MAP in fly mode (LoadTownMap_Fly), got screen '"
.. tostring(top and top.screenId or "nil") .. "' fly="
.. tostring(top and top.fly))
-- KEY ASSERTION (the #203 bug): INDIGO_PLATEAU must be a cyclable fly
-- destination. Before the fix the isOutdoor gate drops the PLATEAU-tileset
-- Plateau, so this list is missing it and the assert fails.
local hasIndigo = false
local listStr = {}
for i, id in ipairs(top.flyMapIds or {}) do
listStr[i] = id
if id == "INDIGO_PLATEAU" then hasIndigo = true end
end
U.log("fly destinations:", table.concat(listStr, ", "))
assert(hasIndigo,
"INDIGO_PLATEAU must appear in the fly destination list (it is visited, "
.. "has a fly warp, and is in flyOrder); got { "
.. table.concat(listStr, ", ") .. " }")
-- walk the cursor to INDIGO PLATEAU (banner reads "To INDIGO PLATEAU")
local function selectedMap()
return top.flyMapIds and top.flyMapIds[top.sel]
end
U.log("initial fly selection:", tostring(selectedMap()))
local guard = 0
while selectedMap() ~= "INDIGO_PLATEAU" and guard < 12 do
U.tap(game, "down")
U.wait(2)
guard = guard + 1
end
assert(selectedMap() == "INDIGO_PLATEAU",
"Up/Down must cycle the fly cursor to INDIGO_PLATEAU, landed on "
.. tostring(selectedMap()))
U.shot(game, DIR .. "/fly_indigo_selected.png")
U.wait(4)
-- A flies to the highlighted destination: flyTo departs (48-frame bird),
-- then warps to the Plateau exterior.
U.tap(game, "a")
U.wait(3)
assert(game.overworld and game.overworld.flyDest
and game.overworld.flyDest.map == "INDIGO_PLATEAU",
"pressing A on the fly map must start the departure to INDIGO_PLATEAU, got "
.. tostring(game.overworld and game.overworld.flyDest
and game.overworld.flyDest.map))
-- past the bird sweep + warp transition: the player lands on the Plateau
local landed = false
for _ = 1, 240 do
if game.overworld and game.overworld.map
and game.overworld.map.id == "INDIGO_PLATEAU" then
landed = true
break
end
U.wait(1)
end
U.wait(6)
U.shot(game, DIR .. "/fly_landed_indigo.png")
U.wait(4)
assert(landed, "Fly must land the player on INDIGO_PLATEAU, ended on "
.. tostring(game.overworld and game.overworld.map and game.overworld.map.id))
U.log("RESULT bug203 PASS")
end
+101
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-- Driver: regression coverage for #195 "Fly doesn't show the map".
--
-- pret/pokered engine/menus/town_map.asm LoadTownMap_Fly: choosing FLY from
-- the party field-move submenu opens the TOWN MAP with a blinking cursor that
-- cycles ONLY the visited fly destinations (Up/Down), A flies there, B cancels.
-- The port used to push a plain "FLY TO?" ListMenu (src/ui/FlyMenu.lua)
-- instead -- a text list, never the map (the how-it-is screenshot). This
-- driver walks Fly and asserts the TOWN MAP fly screen appears, that Up/Down
-- cycle the visited towns, and that A actually flies.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local Screens = require("src.ui.Screens")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- Party slot 1 knows FLY. Pokemon.movesAtLevel never grants FLY, so inject
-- the move directly after construction.
local flyer = Pokemon.new(game.data, "PIDGEOT", 40)
flyer.moves[1] = { id = "FLY", pp = 15 }
game.save.party = { flyer }
game.save.player.name = "bryan"
game.save.inventory = game.save.inventory or {}
game.save.inventory.THUNDERBADGE = true -- FLY submenu entry is badge-gated
game.save.visited = {
PALLET_TOWN = true, VIRIDIAN_CITY = true, PEWTER_CITY = true,
CERULEAN_CITY = true, CELADON_CITY = true,
}
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
U.wait(5)
-- open the party menu and pick FLY on slot 1 (submenu: STATS / SWITCH / FLY)
Screens.push(game, "PartyMenu")
U.wait(5)
U.tap(game, "a") -- open the per-mon submenu
U.wait(2)
U.tap(game, "down") -- STATS -> SWITCH
U.wait(2)
U.tap(game, "down") -- SWITCH -> FLY
U.wait(2)
U.tap(game, "a") -- choose FLY
U.wait(5)
local top = game.stack:top()
U.shot(game, DIR .. "/fly_map_screen.png")
U.wait(4) -- let the async png write land before any assert can quit us
U.log("fly screen top screenId:", tostring(top and top.screenId),
"fly=", tostring(top and top.fly), "mode=", tostring(top and top.mode))
local isFlyMap = top ~= nil and top.fly == true
and top.locs ~= nil and top.mode ~= nil
assert(isFlyMap,
"FLY must open the TOWN MAP in fly mode (LoadTownMap_Fly), got screen '"
.. tostring(top and top.screenId or "nil") .. "' fly="
.. tostring(top and top.fly))
-- The cursor cycles ONLY the visited fly towns. Walk it to CELADON CITY.
local function selectedMap()
return top.flyMapIds and top.flyMapIds[top.sel]
end
U.log("initial fly selection:", tostring(selectedMap()))
local guard = 0
while selectedMap() ~= "CELADON_CITY" and guard < 12 do
U.tap(game, "down")
U.wait(2)
guard = guard + 1
end
assert(selectedMap() == "CELADON_CITY",
"Up/Down must cycle the fly cursor to CELADON_CITY, landed on "
.. tostring(selectedMap()))
U.shot(game, DIR .. "/fly_celadon_selected.png")
U.wait(4)
-- A flies to the highlighted town: flyTo departs (48-frame bird), then warps.
U.tap(game, "a")
U.wait(3)
assert(game.overworld and game.overworld.flyDest
and game.overworld.flyDest.map == "CELADON_CITY",
"pressing A on the fly map must start the departure to CELADON_CITY, got "
.. tostring(game.overworld and game.overworld.flyDest
and game.overworld.flyDest.map))
-- past the bird sweep + warp transition: the player lands in Celadon
local landed = false
for _ = 1, 240 do
if game.overworld and game.overworld.map
and game.overworld.map.id == "CELADON_CITY" then
landed = true
break
end
U.wait(1)
end
U.wait(6)
U.shot(game, DIR .. "/fly_landed.png")
U.wait(4)
assert(landed, "Fly must land the player in CELADON_CITY, ended on "
.. tostring(game.overworld and game.overworld.map and game.overworld.map.id))
U.log("RESULT bug195 PASS")
end
@@ -0,0 +1,165 @@
-- Driver: #198 Celadon Game Corner poster grunt exit.
-- The Rocket (GAMECORNER_ROCKET) guards the hideout poster at cell (9,5),
-- facing UP toward the poster / secret entrance at (9,4). After you beat
-- him he warns "Our hideout might be discovered! I better tell BOSS!" and,
-- in Gen1 (scripts/GameCorner.asm GameCornerRocketExitScript), walks UP one
-- tile into the poster (the hideout entrance) before HideObject despawns
-- him -- freeing (9,5) so the player can reach the poster switch. The bug
-- despawned him in place at (9,5) the instant the after-battle box closed.
--
-- This driver talks to him, mashes through the battle to a win, advances
-- the after-battle text, then samples the grunt every frame: it must move
-- toward the poster (cellY/targetY north of its start) before it leaves
-- ow.npcs. Fails on the pre-fix instant-despawn, passes after the walk.
--
-- SHOT_DIR=/tmp/gc198 POKEPORT_IDENTITY=bug198 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gamecorner_rocket_bug198_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
os.execute("mkdir -p " .. DIR)
local Pokemon = require("src.pokemon.Pokemon")
local TextBox = require("src.render.TextBox")
-- clean slate: the grunt must not already read as defeated/hidden
game.save.defeatedTrainers = {}
game.save.objectToggles = game.save.objectToggles or {}
game.save.objectToggles.GAME_CORNER = nil
game.save.player = game.save.player or {}
game.save.player.name = game.save.player.name or "RED"
-- a tank that one-shots the whole party (OPP_ROCKET #7) so the mash win
-- is quick and deterministic regardless of type matchups
local tank = Pokemon.new(game.data, "MEWTWO", 100)
tank.moves = {
{ id = "PSYCHIC_M", pp = 99 },
{ id = "THUNDERBOLT", pp = 99 },
{ id = "ICE_BEAM", pp = 99 },
{ id = "EARTHQUAKE", pp = 99 },
}
game.save.party = { tank }
-- stand south of the grunt (9,6) facing up; grunt at (9,5) faces the
-- poster/secret entrance at (9,4)
U.teleport(game, "GAME_CORNER", 9, 6, "up")
local ow = game.overworld
local function findGrunt()
for _, n in ipairs(ow.npcs or {}) do
if n.def and n.def.name == "GAMECORNER_ROCKET" then return n end
end
return nil
end
local function pageText()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return "" end
local parts = {}
for _, page in ipairs(top.pages or {}) do
if type(page) == "table" then
for _, line in ipairs(page) do parts[#parts + 1] = tostring(line) end
end
end
return table.concat(parts, " ")
end
local function idle()
return game.stack:top() == ow and not ow.runner:isRunning()
and #ow.scriptMoves == 0 and not ow.transitioning
end
local grunt = findGrunt()
assert(grunt, "GAMECORNER_ROCKET not present at start")
local startX, startY = grunt.cellX, grunt.cellY
U.log("grunt start:", startX, startY, grunt.facing)
assert(startX == 9 and startY == 5, "grunt not at expected (9,5)")
U.shot(game, DIR .. "/gamecorner_rocket_0_before.png")
-- Talk, then mash A through pre-battle text, the battle (select FIGHT +
-- first move), the won text ("Dang!"), until the after-battle "hideout"
-- text is on screen. Force-finish a stalled battle via onFinish("win")
-- (same safety valve as rival_walkoff_test) so the post-battle script
-- (which owns the exit walk) always runs.
U.tap(game, "a")
local sawAfter = false
for f = 1, 4000 do
if pageText():find("hideout", 1, true) then sawAfter = true break end
local top = game.stack:top()
if top and top.phase then
if top.phase == "menu" then top.menuIndex = 1
elseif top.phase == "moveSelect" then top.moveIndex = 1 end
U.tap(game, "a")
if f > 2400 and top.onFinish then
U.log("force-finishing stalled battle")
top.onFinish("win")
if game.stack:top() == top then game.stack:pop() end
end
elseif top ~= ow then
U.tap(game, "a")
elseif idle() and not findGrunt() then
break -- somehow already resolved
else
U.tap(game, "a")
end
U.wait(2)
end
U.log("saw after-battle text:", sawAfter, "defeated:",
tostring(game.save.defeatedTrainers["GAME_CORNER_obj_11"]))
U.shot(game, DIR .. "/gamecorner_rocket_1_afterbattle.png")
assert(sawAfter, "never reached the after-battle 'hideout' text")
-- Dismiss the after-battle box. From here the fixed script queues a
-- one-tile scriptMove UP before hide_object; the buggy script removes
-- the grunt in place immediately.
U.tap(game, "a")
-- Sample every logic frame. The scripted walk sets facing=up and
-- targetY=(startY-1) for ~16 frames, then lands cellY=startY-1 and the
-- onDone despawns him the same frame, so watch for either the in-motion
-- targetY or the transient landed cellY north of the start.
local walkedUp, walkShot = false, false
for _ = 1, 600 do
local g = findGrunt()
if g then
if g.cellY < startY or (g.targetY and g.targetY < startY) then
walkedUp = true
if not walkShot then
walkShot = true
U.shot(game, DIR .. "/gamecorner_rocket_2_walk.png")
end
end
else
if idle() then break end
end
if game.stack:top() ~= ow then U.tap(game, "a") end
U.wait(1)
end
for _ = 1, 400 do
if idle() then break end
if game.stack:top() ~= ow then U.tap(game, "a") end
U.wait(2)
end
U.wait(5)
U.shot(game, DIR .. "/gamecorner_rocket_3_after.png")
local toggles = game.save.objectToggles.GAME_CORNER
U.log("walkedUp:", walkedUp, "grunt gone:", findGrunt() == nil,
"toggle:", tostring(toggles and toggles.GAMECORNER_ROCKET))
-- CORRECT Gen1 behavior: he walks toward the poster before despawning.
assert(walkedUp,
"grunt never moved toward the poster before despawning (#198)")
assert(findGrunt() == nil, "GAMECORNER_ROCKET still present after exit")
assert(toggles and toggles.GAMECORNER_ROCKET == false,
"grunt objectToggle not hidden")
assert(game.save.defeatedTrainers["GAME_CORNER_obj_11"],
"grunt not recorded as defeated")
for _, n in ipairs(ow.npcs or {}) do
assert(not (n.cellX == startX and n.cellY == startY),
"an NPC still occupies the grunt's old tile (9,5)")
end
U.log("gamecorner_rocket_bug198_test: ok")
end
+105
View File
@@ -0,0 +1,105 @@
-- Visual + render-decision regression for #150 ("Grass transparency is off").
--
-- The reporter's should_be.png shows Red standing in Route 1 tall grass with a
-- GREEN cap that blends into the grass. The default SGB color mode instead
-- region-tints the player with the per-map SGB BG palette: Red's dark-gray cap
-- (DMG shade 2) maps to the ROUTE palette's shade-2 = light-blue (165,214,255)
-- (data/generated/palettes.lua ROUTE), so the character clashes with the grass.
-- On real GBC/SGB an OBJ carries its own object palette; OG RED already bakes
-- PaletteFX.ogObj() (green over Red, pink over Blue -- color/sprites.asm
-- ColorOverworldSprite) onto overworld characters. The fix makes SGB mode do
-- the same while leaving terrain on its per-map SGB palette.
--
-- Gate (fails before the fix, passes after):
-- * PaletteFX.usesSpriteObp("gbc") == true
-- * the player SpriteRenderer bakes a distinct OBJ image in SGB mode
-- (resolveImage() ~= the raw grayscale sheet) -- the pixel path that
-- recolors the cap green
-- * that baked OBJ palette's shade-2 (the cap) is green, not ROUTE light-blue
-- Regression guard (must hold before AND after -- terrain is untouched):
-- * the ROUTE terrain palette still carries BOTH grass green (173,230,90) and
-- light-blue (165,214,255), so the grass field keeps its green+blue dither.
--
-- Screenshots (SHOT_DIR): grass_bug150_sgb.png (the reported view) and
-- grass_bug150_ogred.png (OG RED reference -- green character, red terrain).
--
-- Run: POKEPORT_DRIVER=tests/drivers/grass_overlay_bug150_test.lua \
-- POKEPORT_IDENTITY=bug150 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local PaletteFX = require("src.render.PaletteFX")
local DIR = os.getenv("SHOT_DIR") or "."
local fails = 0
local function check(cond, msg)
if cond then U.log("ok: " .. msg)
else fails = fails + 1; U.log("FAIL: " .. msg) end
end
local function hasColor(pal, r, g, b)
if not pal then return false end
for i = 1, #pal do
if pal[i][1] == r and pal[i][2] == g and pal[i][3] == b then return true end
end
return false
end
-- a party + starter flag so the overworld is fully usable
game.save.flags.EVENT_GOT_STARTER = true
local Pokemon = require("src.pokemon.Pokemon")
table.insert(game.save.party, Pokemon.new(game.data, "CHARMANDER", 5))
-- default SGB color mode. Set the SAVED option too: Game:applyOptions
-- re-reads save.options.colors, so a bare setMode() would get reverted.
game.save.options = game.save.options or {}
game.save.options.colors = "gbc"
PaletteFX.setMode("gbc")
U.teleport(game, "ROUTE_1", 10, 6, "down")
local ow = game.overworld
local p = ow.player
check(ow.map.id == "ROUTE_1", "on ROUTE_1")
check(ow.map:isGrassCell(p.cellX, p.cellY),
"player stands on a tall-grass cell (" .. p.cellX .. "," .. p.cellY .. ")")
U.wait(40) -- let the grass/flower tile animation cycle
U.shot(game, DIR .. "/grass_bug150_sgb.png")
-- === render-decision gate: fails before the fix, passes after =========
check(PaletteFX.usesSpriteObp("gbc") == true,
"SGB mode bakes an OBJ palette onto overworld characters")
-- the player's sprite must resolve to a baked OBJ image (not the raw
-- grayscale sheet) in SGB mode -- this is the exact path that colors the cap
local spr = p.sprite
check(spr and spr.image and spr:resolveImage() ~= spr.image,
"player sprite bakes a distinct OBJ image in SGB mode")
-- the baked object palette's shade-2 (the cap) is a green, and specifically
-- NOT the ROUTE light-blue the region shader used to hand it
local obj = PaletteFX.ogObj() -- {white, brightgreen, darkgreen, black}
local cap = obj and obj[3] -- DMG shade 2 -> 3rd palette entry
check(cap and cap[2] > cap[1] and cap[2] > cap[3],
"OBJ cap color is green-dominant (g>r and g>b)")
check(cap and not (cap[1] == 165 and cap[2] == 214 and cap[3] == 255),
"OBJ cap color is NOT ROUTE light-blue (165,214,255)")
-- === regression guard: terrain palette untouched =====================
local terrain = PaletteFX.pal(game.data, ow:paletteNameFor(ow.map))
check(hasColor(terrain, 173, 230, 90),
"ROUTE terrain palette still contains grass green (173,230,90)")
check(hasColor(terrain, 165, 214, 255),
"ROUTE terrain palette still contains light-blue (grass keeps its blue dither)")
-- OG RED reference for the human diff (green character over red terrain)
game.save.options.colors = "ogred"
PaletteFX.setMode("ogred")
U.wait(20)
U.shot(game, DIR .. "/grass_bug150_ogred.png")
-- restore the default so the run doesn't end in a non-default mode
game.save.options.colors = "gbc"
PaletteFX.setMode("gbc")
U.wait(2)
if fails > 0 then error(fails .. " check(s) failed for #150") end
U.log("all #150 checks passed")
end
+63
View File
@@ -0,0 +1,63 @@
-- Visual regression for #217: no phantom tall-grass tuft should be drawn
-- over the player's head while crossing the Viridian City -> Route 1 seam.
--
-- The player walks south out of Viridian City's exit path (cellX = 20). On
-- the step off the south edge, crossConnection swaps in ROUTE_1 and parks the
-- player one cell before the entry point at cellY = -1 (off the top edge) for
-- the duration of the seam step. ROUTE_1's border block back-fills that
-- off-map row with the grass tile, so before the fix the "feet overdraw"
-- painted an animated grass tuft over the player's head for ~5 frames.
--
-- Screenshots (paths come from SHOT_DIR):
-- grass_seam_during.png -- the seam step, map == ROUTE_1 and cellY < 0
-- grass_seam_after.png -- one clean frame after the step lands (cellY >= 0)
--
-- Run: POKEPORT_DRIVER=tests/drivers/grass_seam_bug217_test.lua \
-- POKEPORT_IDENTITY=bug217 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
-- a party + starter flag so the overworld is fully usable
game.save.flags.EVENT_GOT_STARTER = true
local Pokemon = require("src.pokemon.Pokemon")
table.insert(game.save.party, Pokemon.new(game.data, "CHARMANDER", 5))
local shotDir = os.getenv("SHOT_DIR") or "."
-- south exit path column; four cells above the bottom edge (cellY 35)
U.teleport(game, "VIRIDIAN_CITY", 20, 31, "down")
local ow = game.overworld
local shotDuring, shotAfter = false, false
for i = 1, 120 do
table.insert(game.input.pressQueue, "down")
game.input.state.down = true
coroutine.yield()
local p = ow.player
local inb = ow.map:inBounds(p.cellX, p.cellY)
U.log(("f=%d map=%-14s cell=(%d,%d) inb=%s grassCell=%s py=%d moving=%s")
:format(i, ow.map.id, p.cellX, p.cellY, tostring(inb),
tostring(ow.map:isGrassCell(p.cellX, p.cellY)), p.py, tostring(p.moving)))
-- BEFORE the fix this is exactly the frame the phantom grass draws:
-- map is now ROUTE_1 but the player is still parked off the top edge.
if not shotDuring and ow.map.id == "ROUTE_1" and p.cellY < 0 then
game.input.state.down = false
U.shot(game, shotDir .. "/grass_seam_during.png")
shotDuring = true
game.input.state.down = true
end
-- one clean frame after the seam step lands on the real map
if shotDuring and not shotAfter and ow.map.id == "ROUTE_1"
and p.cellY >= 0 and not p.moving then
game.input.state.down = false
U.shot(game, shotDir .. "/grass_seam_after.png")
shotAfter = true
break
end
end
game.input.state.down = false
U.wait(2)
if not shotDuring then U.log("WARN: never captured the seam step frame") end
if not shotAfter then U.log("WARN: never captured a landed frame") end
end
+71
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@@ -0,0 +1,71 @@
-- Driver: reproduce/verify #204 -- the PvP link/online battle crash when the
-- "level ruling" is left on ANY.
--
-- The link level picker cycles a string sentinel "ANY" meaning "use each
-- mon's real level" (Gen1's link cable always fought at the real level, so
-- ANY is the project's name for "no forced level"). LinkState.levelForWire is
-- supposed to turn that sentinel into nil before it goes on the wire; a broken
-- `x and nil or y` idiom instead let the literal "ANY" reach opts.forceLevel,
-- and Protocol.unpackMon then crashed on math.floor("ANY") the instant newHost
-- unpacked the parties (report traceback: Protocol.lua unpackMon <- LinkBattle
-- unpackParty <- newHost <- LinkState.update). This drives that exact host
-- battle path in a real window with the bad value forceLevel = "ANY".
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local Protocol = require("src.link.Protocol")
local Net = require("src.link.Net")
local LinkBattle = require("src.link.LinkBattle")
-- a low-level host mon and a high-level foe: the ANY ruling must keep both
-- real levels (12 and 100), unlike an AUTO 50 ruling that forces them equal
game.save.party = { Pokemon.new(game.data, "PIKACHU", 12) }
game.save.player.name = "RED"
local foeParty = { Pokemon.new(game.data, "GEODUDE", 100) }
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
U.wait(5)
local netA = Net.loopbackPair() -- the guest end is unused: the intro is
-- local, and the crash (if present) fires
-- during newHost before any turn is taken
local opts = {
myParty = Protocol.packParty(game.save.party),
theirParty = Protocol.packParty(foeParty),
theirName = "BLUE",
seed = 24680,
forceLevel = "ANY", -- the exact value LinkState.levelForWire wrongly emitted
}
local ok, battle = pcall(LinkBattle.newHost, game, netA, opts)
if not ok then
-- pre-fix: math.floor("ANY") throws inside unpackMon; the battle never
-- starts. Capture the still-in-overworld state and the error message
-- (the harness would otherwise just print "driver error" and exit, with
-- no on-screen error screen to shoot).
U.log("LINK_ANY_204: newHost CRASHED (bug present): " .. tostring(battle))
U.shot(game, DIR .. "/link_any_204_crash.png")
U.log("LINK_ANY_204: done (crash reproduced)")
return
end
-- post-fix: the battle constructs; push it and screenshot the intro/scene
game.stack:push(battle)
U.wait(20)
U.shot(game, DIR .. "/link_any_204_battle_intro.png")
U.wait(40)
U.shot(game, DIR .. "/link_any_204_battle_scene.png")
local hostLvl = battle.player and battle.player.mon and battle.player.mon.level
local foeLvl = battle.enemy and battle.enemy.mon and battle.enemy.mon.level
U.log(("LINK_ANY_204: battle started; host lvl=%s foe lvl=%s (expect 12 / 100)")
:format(tostring(hostLvl), tostring(foeLvl)))
if hostLvl == 12 and foeLvl == 100 then
U.log("LINK_ANY_204: PASS -- real levels preserved under the ANY ruling")
else
U.log("LINK_ANY_204: FAIL -- levels not preserved (host=" ..
tostring(hostLvl) .. " foe=" .. tostring(foeLvl) .. ")")
end
U.log("LINK_ANY_204: done")
end
@@ -0,0 +1,162 @@
-- Driver: regression coverage for #219 "Early Blue Battle".
--
-- TEXT_OAKSLAB_RIVAL (data/scripts/oaks_lab.lua) is the rival's *talk*
-- handler. In pret/pokered scripts/OaksLab.asm OaksLabText8, talking to
-- the rival after you have a starter but before the lab battle only prints
-- _OaksLabRivalMyPokemonLooksStrongerText: the battle itself is a
-- coordinate trigger (OaksLabRivalChallengesPlayerScript, wYCoord == 6),
-- never a talk action. The buggy handler fell through from that line
-- straight into start_battle OPP_RIVAL1, so talking to Blue at the table
-- immediately launched the rival fight.
--
-- Scenario A (the #219 regression): talk to the rival with a starter but
-- no lab battle yet. Correct: the "looks stronger" line shows and NO
-- battle starts. Fails before the fix (start_battle fires on talk).
-- Scenario B (guard against over-correction): step onto the coordinate
-- trigger (y >= 6). Correct: the onStep challenge still starts the
-- battle. Passes both before and after the fix.
--
-- start_battle is stubbed to record the call and return "end" (halts the
-- script cleanly, no BattleState push, no yield) so the run never hangs
-- and needs no full party. We also read the raw text handed to
-- TextBox.new (before {PLAYER}/{RIVAL} substitution) so "stronger" is
-- detectable.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- Capture the raw text the next TextBox is built with.
local TextBox = require("src.render.TextBox")
local origNew = TextBox.new
local lastText
TextBox.new = function(g, text, ...)
lastText = text
return origNew(g, text, ...)
end
-- Stub start_battle: record it and halt the script instead of pushing a
-- BattleState (which would need a real party) or yielding (which would
-- hang the driver). ScriptRunner resolves the live Commands.start_battle
-- when no mod overrides it, so this monkeypatch intercepts both the talk
-- handler and the onStep challenge.
local Commands = require("src.script.Commands")
local origStartBattle = Commands.start_battle
local battleStarted = false
Commands.start_battle = function(_ctx, _kind, _a, _b)
battleStarted = true
return "end"
end
local function restore()
TextBox.new = origNew
Commands.start_battle = origStartBattle
end
local function setFlags()
local flags = game.save.flags or {}
game.save.flags = flags
flags.EVENT_FOLLOWED_OAK_INTO_LAB = true
flags.EVENT_GOT_STARTER = true
flags.EVENT_CHOSE_SQUIRTLE = true
flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB = nil
end
-- ---- Scenario A: talk to the rival at the table.
-- fresh overworld in Oak's lab, player one cell right of the rival
-- (object 1 at cell 4,3) and facing him.
U.teleport(game, "OAKS_LAB", 5, 3, "left")
setFlags()
U.wait(6)
battleStarted = false
lastText = nil
U.shot(game, DIR .. "/a_before.png")
-- open the rival's textbox
U.tap(game, "left"); U.wait(2)
for _ = 1, 8 do
U.tap(game, "a")
for _ = 1, 30 do
if lastText then break end
U.wait(1)
end
if lastText then break end
end
local strongerSeen = lastText ~= nil and lastText:find("stronger") ~= nil
-- let the typewriter reveal the line, then shoot the box: the "looks
-- stronger" taunt, still overworld, no battle intro
U.wait(30)
U.shot(game, DIR .. "/a_after.png")
-- dismiss the taunt box. Before the fix, closing it drops the script
-- into the buggy start_battle rows (battleStarted flips true); after the
-- fix it hits jump "end" and the stack settles back to the overworld.
-- Stop the moment either happens so we never re-open the box by talking
-- again (which would leave a stray TextBox on top and false-fail the
-- overworld check).
for _ = 1, 20 do
if battleStarted then break end
if game.stack:top() == game.overworld then break end
U.tap(game, "a")
U.wait(3)
end
U.wait(10) -- let any fall-through start_battle fire
local aBattleStarted = battleStarted
local aOverworld = (game.stack:top() == game.overworld)
local aText = lastText or "<none>"
local aPass = strongerSeen and (aBattleStarted == false) and aOverworld
U.log("SCENARIO A text:", aText)
U.log("SCENARIO A strongerSeen:", tostring(strongerSeen),
"battleStarted:", tostring(aBattleStarted),
"overworld:", tostring(aOverworld))
U.log("SCENARIO A", aPass and "PASS" or "FAIL")
-- close any open box before scenario B
for _ = 1, 10 do U.tap(game, "a"); U.wait(2) end
-- ---- Scenario B: step onto the coordinate trigger (y >= 6).
-- Guards the real challenge path so the fix doesn't kill the lab battle.
U.teleport(game, "OAKS_LAB", 4, 5, "down")
setFlags()
U.wait(6)
battleStarted = false
do
local p = game.overworld.player
U.log("SCENARIO B start cell:", tostring(p.cellX), tostring(p.cellY),
"rival:", tostring(game.overworld:npcByIndex(1) ~= nil))
end
-- walk down until the player crosses y == 6 (OaksLabRivalChallenges),
-- pausing to mash A so the "I'll take you on" box + rival walk advance
for _ = 1, 6 do
U.hold(game, "down", 8)
for _ = 1, 12 do
U.tap(game, "a")
U.wait(3)
if battleStarted then break end
end
if battleStarted then break end
end
do
local p = game.overworld.player
U.log("SCENARIO B end cell:", tostring(p.cellX), tostring(p.cellY),
"lastText:", tostring(lastText))
end
U.shot(game, DIR .. "/b_after.png")
local bPass = (battleStarted == true)
U.log("SCENARIO B battleStarted:", tostring(battleStarted))
U.log("SCENARIO B", bPass and "PASS" or "FAIL")
-- restore hooks before any assert so a failure can't leave them installed
restore()
U.log("RESULT bug219", (aPass and bPass) and "PASS" or "FAIL")
assert(aPass,
"Scenario A: talking to the rival must only show the 'looks stronger' "
.. "line and start no battle (strongerSeen/battleStarted=false/overworld); "
.. "text=" .. aText .. " battleStarted=" .. tostring(aBattleStarted))
assert(bPass,
"Scenario B: stepping onto the coordinate trigger must still start the "
.. "lab battle")
end
@@ -0,0 +1,122 @@
-- Driver: regression coverage for #232 "Hey! Don't go away yet!".
--
-- The Oak leave-block in data/scripts/oaks_lab.lua onStep must halt a
-- pre-starter player at the bookshelf row (cell y == 6), the same
-- coordinate the sibling rival challenge below it uses. In
-- pret/pokered scripts/OaksLab.asm the "don't go away yet" intercept
-- and OaksLabRivalChallengesPlayerScript share the wYCoord == 6
-- coordinate script slot (gated on EVENT_GOT_STARTER); the bookshelves
-- flank that corridor, so Oak stops you level with the shelves rather
-- than one full corridor later on the exit mat.
--
-- Bug (before the fix): the guard read `y == 11 and (x == 4 or x == 5)`,
-- i.e. it only fired on the exit door mat. A pre-starter player walked
-- the whole corridor down through the shelves (y=6,7,8,9,10) and was only
-- halted at y=11, exactly the port screenshot the issue attached.
--
-- OAKS_LAB is 10x12 cells (x 0-9, y 0-11). Live walkability:
-- y=5 .......... (open)
-- y=6 ####..#### (bookshelves solid at x=0-3/6-9, corridor at x=4,5)
-- y=7 ####..####
-- y=10 .......... door mat warps at (4,11)/(5,11)
-- so at y>=6 only the x=4,5 corridor is walkable, and once Oak pushes the
-- player back to y=5 they can never reach y>=7 -- the trigger only ever
-- fires at y=6 in the corridor, matching the rival trigger's shape.
--
-- We monkeypatch TextBox.new to detect the raw "Don't go" text and record
-- the player's cell Y at that instant (interceptY). No battle is involved
-- (EVENT_GOT_STARTER stays clear so the rival-challenge branch is skipped),
-- so nothing needs stubbing.
return function(game)
io.stdout:setvbuf("no") -- LOVE block-buffers stdout; flush [driver] logs
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- Capture the raw text handed to TextBox and the Y it fired at.
local TextBox = require("src.render.TextBox")
local origNew = TextBox.new
local dontGoSeen = false
local interceptY = nil
TextBox.new = function(g, text, ...)
if type(text) == "string" and text:find("Don't go", 1, true) then
dontGoSeen = true
if game.overworld and game.overworld.player then
interceptY = interceptY or game.overworld.player.cellY
end
end
return origNew(g, text, ...)
end
local function restore()
TextBox.new = origNew
end
-- The pre-starter state right after the walk-in cutscene: FOLLOWED_OAK
-- set, no starter yet, no lab battle yet.
local function setFlags()
local flags = game.save.flags or {}
game.save.flags = flags
flags.EVENT_FOLLOWED_OAK_INTO_LAB = true
flags.EVENT_GOT_STARTER = nil
flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB = nil
end
-- story2.lua labWalkIn ends the follow-Oak cutscene at (5,3) facing down.
U.teleport(game, "OAKS_LAB", 5, 3, "down")
setFlags()
U.wait(6)
local ow = game.overworld
U.log("start cell:", tostring(ow.player.cellX), tostring(ow.player.cellY),
"map:", ow.map.id)
U.shot(game, DIR .. "/bug232_start.png")
-- Walk down toward the exit in bursts, mashing A to dismiss the "don't go
-- away" box each time it opens. Track how far down the player ever gets.
local maxY = ow.player.cellY
local shotIntercept = false
for _ = 1, 12 do
U.hold(game, "down", 8)
maxY = math.max(maxY, ow.player.cellY)
if dontGoSeen and not shotIntercept then
-- let the typewriter reveal the line before shooting the box
U.wait(20)
U.shot(game, DIR .. "/bug232_intercept.png")
shotIntercept = true
end
for _ = 1, 6 do
U.tap(game, "a")
U.wait(2)
maxY = math.max(maxY, ow.player.cellY)
end
maxY = math.max(maxY, ow.player.cellY)
U.log("iter cell:", tostring(ow.player.cellX), tostring(ow.player.cellY),
"map:", ow.map.id, "maxY:", maxY, "dontGoSeen:", tostring(dontGoSeen))
if ow.map.id ~= "OAKS_LAB" then break end
end
U.shot(game, DIR .. "/bug232_end.png")
local finalMap = ow.map.id
U.log("RESULT dontGoSeen:", tostring(dontGoSeen),
"interceptY:", tostring(interceptY), "maxY:", maxY,
"finalMap:", finalMap, "finalY:", tostring(ow.player.cellY))
-- restore the hook before any assert so a failure can't leave it installed
restore()
assert(dontGoSeen,
"Oak's 'don't go away yet' block must fire when a pre-starter player "
.. "walks toward the exit")
assert(interceptY == 6,
"Oak must intercept at the bookshelf row (cell y == 6), not the exit "
.. "mat; interceptY=" .. tostring(interceptY))
assert(maxY <= 6,
"the player must never pass the bookshelves (y>=7) before Oak stops "
.. "them; maxY=" .. tostring(maxY))
assert(finalMap == "OAKS_LAB",
"the pre-starter player must never warp out of the lab; finalMap="
.. tostring(finalMap))
U.log("RESULT bug232 PASS")
end
@@ -0,0 +1,92 @@
-- Driver: regression coverage for #218 "Blue mentions Oak being absent".
--
-- TEXT_OAKSLAB_RIVAL (data/scripts/oaks_lab.lua) picks the pre-starter line.
-- pret/pokered scripts/OaksLab.asm gates that line on EVENT_FOLLOWED_OAK_INTO_LAB:
-- * flag CLEAR (Oak has not escorted you in yet) -> "Yo {PLAYER}! Gramps
-- isn't around!" (_OaksLabRivalGrampsIsntAroundText)
-- * flag SET (Oak present, three balls on the table) -> "Heh, I don't need
-- to be greedy... Go ahead and choose, {PLAYER}!" (_OaksLabRivalGoAheadAndChooseText)
-- The buggy handler jumped straight to GrampsIsntAround for any no-starter
-- state, so the rival wrongly claimed Oak was gone while Oak stood in the lab.
--
-- We read the RAW text handed to TextBox.new (before pagination and {PLAYER}/
-- {RIVAL} substitution) so the distinctive words "greedy"/"Gramps" survive.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- Capture the raw text the next TextBox is built with.
local TextBox = require("src.render.TextBox")
local origNew = TextBox.new
local lastText
TextBox.new = function(g, text, ...)
lastText = text
return origNew(g, text, ...)
end
-- fresh overworld in Oak's lab, player standing one cell right of the
-- rival (object 1 at cell 4,3) and facing him.
local function setup(followed)
U.teleport(game, "OAKS_LAB", 5, 3, "left")
local flags = game.save.flags or {}
game.save.flags = flags
flags.EVENT_FOLLOWED_OAK_INTO_LAB = followed or nil
flags.EVENT_GOT_STARTER = nil
flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB = nil
U.wait(6)
end
-- face the rival and press A until his text box opens (lastText set).
local function talkToRival()
lastText = nil
U.tap(game, "left"); U.wait(2)
for _ = 1, 5 do
U.tap(game, "a")
for _ = 1, 60 do
if lastText then return end
U.wait(1)
end
end
end
-- close any open text box before the next scenario.
local function dismiss()
for _ = 1, 20 do U.tap(game, "a"); U.wait(2) end
end
-- ---- Scenario A: Oak has escorted the player in, no starter chosen.
-- Correct Gen1 line: the greedy / "go ahead and choose" taunt.
setup(true)
U.shot(game, DIR .. "/a_before.png")
talkToRival()
U.wait(20)
U.shot(game, DIR .. "/a_after.png")
local aText = lastText or "<none>"
local aPass = (aText:find("greedy") ~= nil) and (aText:find("Gramps") == nil)
U.log("SCENARIO A (FOLLOWED_OAK set) text:", aText)
U.log("SCENARIO A", aPass and "PASS" or "FAIL")
dismiss()
-- ---- Scenario B: very early game, Oak has not walked you in yet.
-- Correct Gen1 line: "Gramps isn't around". Guards the appended
-- jump_if_false path so the fix keeps the true-early-game text.
setup(false)
talkToRival()
U.wait(20)
U.shot(game, DIR .. "/b_after.png")
local bText = lastText or "<none>"
local bPass = (bText:find("Gramps") ~= nil)
U.log("SCENARIO B (FOLLOWED_OAK clear) text:", bText)
U.log("SCENARIO B", bPass and "PASS" or "FAIL")
-- restore before any assert so a failure can't leave the hook installed
TextBox.new = origNew
U.log("RESULT bug218", (aPass and bPass) and "PASS" or "FAIL")
assert(aPass,
"Scenario A: rival must give the greedy/choose line while Oak is in the lab, got: " .. aText)
assert(bPass,
"Scenario B: rival must say Gramps isn't around before Oak escorts you, got: " .. bText)
end
@@ -0,0 +1,170 @@
-- Driver: regression coverage for #231 "Missing Blue Dialogue (first rival
-- battle exit line)".
--
-- The first lab rival battle is a coordinate trigger in
-- data/scripts/oaks_lab.lua onStep (OaksLabRivalChallengesPlayerScript,
-- wYCoord == 6). In pret/pokered scripts/OaksLab.asm the post-battle
-- OaksLabRivalEndBattleScript heals + flags, then on WIN prints the
-- "I picked the wrong POKéMON!" gloat, and on BOTH win and loss prints the
-- shared exit line _OaksLabRivalSmellYouLaterText ("OK! I'll make my POKéMON
-- fight to toughen it up!\012<PLAYER>! Gramps! Smell you later!") before Blue
-- walks out. The buggy onStep sequence omitted that exit line entirely, so
-- Blue left the lab silently.
--
-- Scenario WIN: after the battle Blue must gloat ("picked the wrong POKéMON")
-- AND say the exit line ("Smell you later").
-- Scenario LOSS: Blue skips the gloat (that taunt was shown in-battle via
-- Rival1WinText) but must STILL say the exit line ("Smell you later").
--
-- Both scenarios FAIL before the fix (the exit line never appears) and PASS
-- after it.
--
-- Mechanics: TextBox.new is hooked to APPEND every raw `text` arg (before
-- {PLAYER}/{RIVAL} substitution, so the token-free search substrings survive)
-- into `seen`; the whole SmellYouLater string, incl. the \012 page break,
-- arrives in one TextBox.new call. start_battle is stubbed to record the
-- result and RETURN NIL (not "end"): ScriptRunner then continues
-- synchronously into heal_party/set_flag/jump_if_false/show_text with NO
-- BattleState push and NO yield, so the run needs no party and cannot hang.
-- heal_party is a safe no-op on an empty party.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- accumulate every raw text a TextBox is built with
local TextBox = require("src.render.TextBox")
local origNew = TextBox.new
local seen = {}
TextBox.new = function(g, text, ...)
if type(text) == "string" then seen[#seen + 1] = text end
return origNew(g, text, ...)
end
-- Stub start_battle: set the win/loss result the post-battle rows branch on
-- and return nil so ScriptRunner falls through to heal_party/set_flag/
-- jump_if_false/show_text with no BattleState and no yield. ScriptRunner
-- resolves the live Commands.start_battle when no mod overrides it, so this
-- monkeypatch intercepts the onStep challenge (Commands.resolve).
local Commands = require("src.script.Commands")
local origStartBattle = Commands.start_battle
local winResult = true
Commands.start_battle = function(ctx, _kind, _a, _b)
ctx.lastBattleResult = winResult and "win" or "lose"
ctx.lastCheck = winResult -- Rival1: check = (result == "win")
return nil
end
local function restore()
TextBox.new = origNew
Commands.start_battle = origStartBattle
end
-- Set the pre-battle flag state AND clear the rival's object toggle. The
-- WIN sequence ends with hide_object OAKSLAB_RIVAL, which persists as
-- save.objectToggles.OAKS_LAB.OAKSLAB_RIVAL = false; without clearing it the
-- LOSS re-teleport spawns with the rival hidden and onStep (which returns
-- false when npcByIndex(1) is nil) never fires the challenge. Must run
-- BEFORE U.teleport, since the map spawns its objects on push.
local function resetSave()
local flags = game.save.flags or {}
game.save.flags = flags
flags.EVENT_FOLLOWED_OAK_INTO_LAB = true
flags.EVENT_GOT_STARTER = true
flags.EVENT_CHOSE_SQUIRTLE = true
flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB = nil
if game.save.objectToggles and game.save.objectToggles.OAKS_LAB then
game.save.objectToggles.OAKS_LAB.OAKSLAB_RIVAL = nil
end
end
local function seenHas(sub)
for _, t in ipairs(seen) do
if t:find(sub, 1, true) then return true end
end
return false
end
-- Walk down onto the y>=6 trigger, then page through the post-battle boxes
-- and the walk-out. Bounded so the window always quits. Captures the exit
-- line box the first time "Smell you later" appears, and a final overworld
-- shot once Blue has despawned (hide_object at the end of the sequence).
local function drive(smellShot, endShot)
local grabbedSmell = false
for _ = 1, 500 do
if (not grabbedSmell) and seenHas("Smell you later") then
U.wait(18) -- let the typewriter reveal the line before the shot
U.shot(game, smellShot)
grabbedSmell = true
end
local rival = game.overworld:npcByIndex(1)
if rival == nil then break end -- rival walked out + hid: sequence done
-- before the trigger fires the player must step down onto y>=6; after,
-- A pages every text box (IllTakeYouOn, IPicked, SmellYouLater)
local p = game.overworld.player
if p and (p.cellY or 0) < 6 then
U.hold(game, "down", 8)
end
U.tap(game, "a")
U.wait(3)
end
U.wait(6)
U.shot(game, endShot)
return grabbedSmell
end
-- ---- Scenario WIN
resetSave()
U.teleport(game, "OAKS_LAB", 4, 5, "down")
U.wait(6)
winResult = true
seen = {}
do
local p = game.overworld.player
U.log("WIN start cell:", tostring(p.cellX), tostring(p.cellY),
"rival:", tostring(game.overworld:npcByIndex(1) ~= nil))
end
U.shot(game, DIR .. "/win_before.png")
drive(DIR .. "/win_smell.png", DIR .. "/win_end.png")
local winGloat = seenHas("picked the")
local winSmell = seenHas("Smell you later")
local winPass = winGloat and winSmell
U.log("WIN gloat(picked the):", tostring(winGloat),
"exit(Smell you later):", tostring(winSmell))
U.log("WIN", winPass and "PASS" or "FAIL")
-- ---- Scenario LOSS
resetSave()
U.teleport(game, "OAKS_LAB", 4, 5, "down")
U.wait(6)
winResult = false
seen = {}
do
local p = game.overworld.player
U.log("LOSS start cell:", tostring(p.cellX), tostring(p.cellY),
"rival:", tostring(game.overworld:npcByIndex(1) ~= nil))
end
U.shot(game, DIR .. "/loss_before.png")
drive(DIR .. "/loss_smell.png", DIR .. "/loss_end.png")
local lossGloat = seenHas("picked the")
local lossSmell = seenHas("Smell you later")
-- loss must skip the win gloat but still print the shared exit line
local lossPass = lossSmell and (not lossGloat)
U.log("LOSS gloat(picked the):", tostring(lossGloat),
"exit(Smell you later):", tostring(lossSmell))
U.log("LOSS", lossPass and "PASS" or "FAIL")
-- restore hooks before any assert so a failure can't leave them installed
restore()
U.log("RESULT bug231", (winPass and lossPass) and "PASS" or "FAIL")
assert(winPass,
"WIN: after the first lab rival battle Blue must gloat "
.. "('I picked the wrong POKéMON!') AND say the exit line "
.. "('Smell you later'); got gloat=" .. tostring(winGloat)
.. " exit=" .. tostring(winSmell))
assert(lossPass,
"LOSS: after losing the first lab rival battle Blue must skip the gloat "
.. "but STILL say the exit line ('Smell you later'); got gloat="
.. tostring(lossGloat) .. " exit=" .. tostring(lossSmell))
end
@@ -0,0 +1,107 @@
-- Driver: OG BLUE (GBC boot-ROM) palette correctness for Pokemon Blue (#155).
--
-- Pokemon Blue, like Red, ships no CGB code, so a Game Boy Color colorizes it
-- from the boot ROM's per-game auto-palette table. Blue's entry is NOT a
-- mirror of Red's and does NOT share Red's green characters: per Bulbapedia's
-- Generation-I GBC boot-ROM palette table (and the Gambatte hardware capture
-- attached to #155) Blue is a light-blue/blue BACKGROUND
-- with a PINK object (OBP0) palette -- the same red/pink ramp Red uses for its
-- BACKGROUND. The port had baked a fabricated "channel-swapped Red" BG and
-- kept Red's green sprites for both versions, so a Blue playthrough in COLORS =
-- OG rendered periwinkle terrain and a green player instead of blue terrain and
-- a pink player.
--
-- These checks are pure-data (version-forced via GameVersion.set) so they run
-- even on a Red-only cache; the two screenshots force the Blue OG palette over
-- the overworld for visual before/after evidence. Ground-truth RGB below is
-- Bulbapedia BG 0xFFFFFF/0x63A5FF/0x0000FF/0x000000, OBP0
-- 0xFFFFFF/0xFF8484/0x943A3A/0x000000.
--
-- Run: SHOT_DIR=/tmp/ogblue POKEPORT_IDENTITY=bug155 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/ogblue_palette_bug155_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local PaletteFX = require("src.render.PaletteFX")
local GameVersion = require("src.core.GameVersion")
local DIR = os.getenv("SHOT_DIR") or "."
local fails = 0
local function expect(cond, ...)
if not cond then fails = fails + 1 end
U.log(cond and "PASS" or "FAIL", ...)
end
-- deep-equal for a 4-color {r,g,b} palette table
local function palEq(a, b)
if type(a) ~= "table" or type(b) ~= "table" or #a ~= #b then return false end
for i = 1, #a do
local ca, cb = a[i], b[i]
if type(ca) ~= "table" or type(cb) ~= "table" then return false end
if ca[1] ~= cb[1] or ca[2] ~= cb[2] or ca[3] ~= cb[3] then return false end
end
return true
end
local TRUE_BG = { {255,255,255}, {99,165,255}, {0,0,255}, {0,0,0} }
local TRUE_OBJ = { {255,255,255}, {255,132,132}, {148,58,58}, {0,0,0} }
-- (1) the background constant is the real GBC Blue BG, not the periwinkle
-- 0x8484FF/0x3A3A94 mirror of Red
expect(palEq(PaletteFX.GBC_BG_BLUE, TRUE_BG),
"GBC_BG_BLUE == real GBC Blue BG 0x63A5FF/0x0000FF, got",
PaletteFX.GBC_BG_BLUE and PaletteFX.GBC_BG_BLUE[2]
and table.concat(PaletteFX.GBC_BG_BLUE[2], ","))
-- (2) a dedicated Blue OBJ (OBP0) constant exists and is the pink ramp
expect(PaletteFX.GBC_OBJ_BLUE ~= nil and palEq(PaletteFX.GBC_OBJ_BLUE, TRUE_OBJ),
"GBC_OBJ_BLUE == real GBC Blue OBP0 pink 0xFF8484/0x943A3A")
-- (3) ... and it is NOT the green Red OBJ palette
expect(PaletteFX.GBC_OBJ_BLUE ~= nil
and not palEq(PaletteFX.GBC_OBJ_BLUE, PaletteFX.GBC_OBJ),
"Blue OBJ is NOT the green Red GBC_OBJ")
-- (4) version routing: as Blue, the OG helpers resolve Blue's palettes
local savedVer = GameVersion.get()
GameVersion.set("blue")
expect(palEq(PaletteFX.ogBg(), TRUE_BG), "ogBg() -> Blue BG when isBlue()")
expect(type(PaletteFX.ogObj) == "function", "PaletteFX.ogObj() helper exists")
if type(PaletteFX.ogObj) == "function" then
local c = PaletteFX.ogObj()
expect(palEq(c, TRUE_OBJ), "ogObj() -> Blue pink OBJ when isBlue()")
end
-- (5) version routing: as Red, the OG helpers still resolve Red's palettes
-- (green player over the red field is correct and must not regress)
GameVersion.set("red")
expect(palEq(PaletteFX.ogBg(), PaletteFX.GBC_BG), "ogBg() -> Red BG when Red")
if type(PaletteFX.ogObj) == "function" then
expect(palEq(PaletteFX.ogObj(), PaletteFX.GBC_OBJ),
"ogObj() -> green Red OBJ when Red")
end
-- Visual proof: force Blue's OG palette over the (Red-cache) overworld. The
-- terrain colors come from ogBg() and the player sprite from ogObj(), so the
-- shot exercises the exact code the fix touches. Before: periwinkle terrain
-- + green player; after: light-blue/blue terrain + pink player, matching
-- the Gambatte capture attached to #155.
GameVersion.set("blue")
game.save.options = game.save.options or {}
game.save.options.colors = "ogred"
PaletteFX.setMode("ogred")
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = { Pokemon.new(game.data, "SQUIRTLE", 5) }
U.teleport(game, "ROUTE_1", 5, 5, "down")
U.wait(60)
U.shot(game, DIR .. "/ogblue_01_route1.png")
U.teleport(game, "PALLET_TOWN", 5, 6, "down")
U.wait(60)
U.shot(game, DIR .. "/ogblue_02_pallet.png")
GameVersion.set(savedVer)
if fails > 0 then error(fails .. " check(s) failed") end
U.log("all checks passed")
end
@@ -0,0 +1,74 @@
-- Driver: party menu bottom context message (#147).
-- Gen1 (pokered engine/menus/party_menu.asm PartyMenuMessage) always prints
-- a message in the bottom text box: "Choose a POKéMON." (PartyMenuNormalText)
-- in the field, "Bring out which POKéMON?" (PartyMenuBattleText) in battle.
-- The recomp handled only the swap / item / TM-HM ids and printed NOTHING for
-- the default field and battle voluntary-switch cases -- reporter's "NO TEXT
-- BOX". This driver opens the party menu in both contexts, screenshots each,
-- and asserts PartyMenu:bottomMessage() returns the correct Gen1 string.
-- POKEPORT_DRIVER=tests/drivers/party_bug147_message_test.lua \
-- POKEPORT_IDENTITY=bug147 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local Screens = require("src.ui.Screens")
local pass, fail = 0, 0
local function check(label, ok)
if ok then pass = pass + 1; U.log("PASS", label)
else fail = fail + 1; U.log("FAIL", label) end
end
game.save.party = {
Pokemon.new(game.data, "CHARMANDER", 12),
Pokemon.new(game.data, "SQUIRTLE", 10),
}
-- FIELD case: party menu opened from the overworld (StartMenu path).
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
Screens.push(game, "PartyMenu")
U.wait(8)
U.shot(game, DIR .. "/party_field_message.png")
local pm = game.stack:top()
local fieldMsg = pm and pm.bottomMessage and pm:bottomMessage()
U.log("field bottomMessage:", tostring(fieldMsg))
check("field message == 'Choose a POKéMON.'",
fieldMsg == "Choose a POKéMON.")
-- back to the overworld before starting the battle
while game.stack:top() and game.stack:top() ~= ow do game.stack:pop() end
U.wait(2)
-- BATTLE case: voluntary PKMN switch (BattleState:openParty).
local battle = BattleState.newWild(game, "PIDGEY", 8)
battle.onFinish = function() end
ow:pushBattle(battle)
local function mashUntil(cond, max)
for _ = 1, max or 80 do
if cond() then return true end
U.tap(game, "a")
U.wait(4)
end
return false
end
check("reached battle menu", mashUntil(function()
return battle.phase == "menu"
end))
-- FIGHT/PKMN/ITEM/RUN: RIGHT to PKMN, then A to open the party
U.tap(game, "right"); U.wait(4)
U.tap(game, "a"); U.wait(12)
U.shot(game, DIR .. "/party_battle_message.png")
pm = game.stack:top()
local battleMsg = pm and pm.bottomMessage and pm:bottomMessage()
U.log("battle party open (onSwitch set):", pm and pm.onSwitch ~= nil)
U.log("battle bottomMessage:", tostring(battleMsg))
check("battle message == 'Bring out which\\nPOKéMON?'",
battleMsg == "Bring out which\nPOKéMON?")
U.log(("RESULT pass=%d fail=%d"):format(pass, fail))
end
+74
View File
@@ -0,0 +1,74 @@
-- Driver: the bedroom PC (Red's House 2F) must open the player's item PC
-- directly (WITHDRAW/DEPOSIT/TOSS/LOG OFF), NOT the Pokemon Center multi-PC
-- main menu (SOMEONE'S PC / <name>'s PC / LOG OFF). #228
--
-- pokered: the bedroom PC's hidden-object callback is OpenRedsPC
-- (engine/events/hidden_objects/players_pc.asm) which runs the PlayerPC
-- predef, versus the Pokemon Center PC callback which shows DisplayPCMainMenu.
--
-- SHOT_DIR=/tmp/bug228 POKEPORT_DRIVER=tests/drivers/pc_bug228_test.lua \
-- POKEPORT_IDENTITY=bug228 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Menu = require("src.ui.Menu")
local pass = true
local function check(cond, msg)
if cond then U.log("PASS: " .. msg) else pass = false; U.log("FAIL: " .. msg) end
end
-- Stand at (0,2) facing up so facingCell() = (0,1), the bedroom PC tile
-- (field.lua hiddenExtras.pcTiles.REDS_HOUSE_2F = {{facing="up",x=0,y=1}}).
U.teleport(game, "REDS_HOUSE_2F", 0, 2, "up")
-- teleport bypasses New Game, which seeds pcItems={POTION=1}
-- (src/core/SaveData.lua); seed it so the withdraw list has content.
game.save.pcItems = game.save.pcItems or { POTION = 1 }
U.tap(game, "a") -- interact -> tryHiddenObject -> the bedroom PC
U.wait(8)
local menu = game.stack:top()
check(getmetatable(menu) == Menu, "a PC menu opened on A-press")
U.shot(game, DIR .. "/pc_bug228_bedroom_menu.png")
-- Inspect labels: the multi-PC main menu carries SOMEONE'S/BILL'S/<name>'s
-- PC entries; the player's item PC does not.
local labels = {}
if menu and menu.items then
for _, it in ipairs(menu.items) do
labels[#labels + 1] = tostring(it.label)
end
end
U.log("labels: " .. table.concat(labels, " | "))
local function has(pat)
for _, l in ipairs(labels) do
if l:lower():find(pat, 1, true) then return true end
end
return false
end
-- BUG present if the multi-PC main menu opened.
check(not has("someone"), "no SOMEONE'S PC entry (not the box-PC main menu)")
check(not has("bill"), "no BILL'S PC entry")
check(not has("prof.oak"),"no PROF.OAK's PC entry")
check(not has("'s pc"), "no <name>'s PC entry (bedroom PC skips box storage)")
-- CORRECT: the player's item PC opened first-row WITHDRAW ITEM.
check(has("withdraw item"), "player item PC opened (WITHDRAW ITEM present)")
check(menu and menu.items and menu.items[1]
and tostring(menu.items[1].label) == "WITHDRAW ITEM",
"first row is WITHDRAW ITEM")
-- Visual proof: open the withdraw list to show the seeded POTION.
if menu and menu.items and menu.items[1]
and tostring(menu.items[1].label) == "WITHDRAW ITEM" then
U.tap(game, "a") -- WITHDRAW ITEM
U.wait(8)
U.shot(game, DIR .. "/pc_bug228_withdraw.png")
end
U.log(pass and "RESULT: ALL PASS" or "RESULT: SEE FAILURES ABOVE")
love.event.quit(pass and 0 or 1)
end
@@ -0,0 +1,127 @@
-- Driver: #194 Celadon prize room must require the COIN CASE.
-- engine/menus/prize_menu.asm CeladonPrizeMenu gates the prize window on the
-- COIN CASE: IsItemInBag COIN_CASE first, and with no case it prints
-- RequireCoinCaseText and returns without ever opening a window; only with the
-- case does it print ExchangeCoinsForPrizesText and then show the prize list.
-- The port used to open "PRIZES (COINS)" unconditionally with no intro line.
--
-- The three prize counters are bg-event signs at cells (2,2),(4,2),(6,2) in
-- GAME_CORNER_PRIZE_ROOM (data/generated/maps.lua). Stand south of vendor 1
-- and press A: no-case -> require box and NO list; has-case -> exchange box,
-- then the prize list; cancel returns to the overworld (onCancel == done).
--
-- SHOT_DIR=/tmp/prize194 POKEPORT_IDENTITY=bug194 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/prize_room_coincase_bug194_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
os.execute("mkdir -p " .. DIR)
local Pokemon = require("src.pokemon.Pokemon")
local TextBox = require("src.render.TextBox")
local ListMenu = require("src.ui.ListMenu")
-- a party so nothing else blocks overworld interaction
game.save.party = { Pokemon.new(game.data, "BULBASAUR", 5) }
game.save.inventory = game.save.inventory or {}
game.save.coins = game.save.coins or 0
local function topMeta() return getmetatable(game.stack:top()) end
-- let a TextBox finish typing its current page (self.waiting) so shots
-- capture the full line instead of a mid-typewriter frame
local function settleText(maxFrames)
for _ = 1, maxFrames or 40 do
local top = game.stack:top()
if getmetatable(top) == TextBox and top.waiting then break end
U.wait(1)
end
end
local function pageText()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return "" end
local parts = {}
for _, page in ipairs(top.pages or {}) do
if type(page) == "table" then
for _, line in ipairs(page) do parts[#parts + 1] = tostring(line) end
end
end
return table.concat(parts, " ")
end
-- ===== CASE 1: NO COIN CASE -> require box, prize list NEVER opens =====
game.save.inventory.COIN_CASE = nil
-- stand at (2,3) facing up; the faced cell is vendor sign 1 at (2,2)
U.teleport(game, "GAME_CORNER_PRIZE_ROOM", 2, 3, "up")
local ow = game.overworld
U.shot(game, DIR .. "/prize_room_0_before.png")
U.tap(game, "a")
-- scan several frames: a ListMenu must NEVER appear without the case
local sawListNoCase, sawRequire = false, false
for _ = 1, 60 do
if topMeta() == ListMenu then sawListNoCase = true end
if topMeta() == TextBox and pageText():find("COIN CASE", 1, true) then
sawRequire = true
end
U.wait(1)
end
U.log("no-case: sawRequire", sawRequire, "sawList", sawListNoCase)
settleText(40)
U.shot(game, DIR .. "/prize_room_1_nocase_requiretext.png")
assert(sawRequire,
"no-case: 'A COIN CASE is required!' box never shown (#194)")
assert(not sawListNoCase,
"no-case: prize ListMenu opened without a COIN CASE (#194)")
-- dismiss the require box; back to the overworld with no list ever opened
U.tap(game, "a")
for _ = 1, 30 do
if game.stack:top() == ow then break end
U.tap(game, "a")
U.wait(1)
end
assert(game.stack:top() == ow, "no-case: did not return to overworld")
-- ===== CASE 2: HAS COIN CASE -> exchange box, then the prize list =====
game.save.inventory.COIN_CASE = 1
U.tap(game, "a") -- talk to the same vendor sign again
local sawExchange = false
for _ = 1, 60 do
if topMeta() == TextBox and
(pageText():find("exchange", 1, true) or
pageText():find("coins for prizes", 1, true)) then
sawExchange = true
break
end
U.wait(1)
end
U.log("has-case: sawExchange", sawExchange)
settleText(140)
U.shot(game, DIR .. "/prize_room_2_exchange.png")
assert(sawExchange,
"has-case: 'We exchange your coins for prizes.' never shown (#194)")
-- advance past the exchange line; the prize list must then open
local sawList = false
for _ = 1, 60 do
if topMeta() == ListMenu then sawList = true break end
U.tap(game, "a")
U.wait(1)
end
U.log("has-case: sawList", sawList, "title",
(sawList and game.stack:top().title) or "-")
U.shot(game, DIR .. "/prize_room_3_menu.png")
assert(sawList, "has-case: prize ListMenu never opened after exchange text")
assert(game.stack:top().title == "PRIZES (COINS)",
"has-case: opened list is not the prize window")
-- cancel returns to the overworld (onCancel == done)
U.tap(game, "b")
for _ = 1, 30 do
if game.stack:top() == ow then break end
U.wait(1)
end
assert(game.stack:top() == ow, "has-case: cancel did not return to overworld")
U.log("prize_room_coincase_bug194_test: ok")
end
@@ -0,0 +1,115 @@
-- Driver: Red's-house corner staircase warp (issue #230).
--
-- REDS_HOUSE_1F/2F share an 8x8 layout with the stairs warp on the top-right
-- corner cell (7,1); the cell to its right is the map edge (widthCells-1==7),
-- so Warp.extraCheck's facingEdge branch answers "yes" to a right-bonk. Two
-- Gen1 invariants this driver pins:
--
-- 1. The warp cell you ARRIVE on is inert until you physically step off it
-- (CheckWarpsNoCollision / the arrival-disable in the completed-step
-- path). Holding right into the east wall while standing on (7,1) must
-- NOT re-fire the collision warp -- pre-fix it ping-ponged 1F<->2F every
-- input frame forever.
-- 2. A genuine wall bonk still animates the walk cycle in place (the
-- collision path runs UpdateSprites), so player:walkPhase() must reach 1
-- during the bonk while the cell stays put.
--
-- The stairs must still warp normally once the player steps off (7,1) and
-- back onto it, so the guard cannot break legitimate staircases.
--
-- Run:
-- POKEPORT_DRIVER=tests/drivers/reds_house_stairs_bug230_test.lua \
-- POKEPORT_IDENTITY=bug230 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local shotDir = os.getenv("POKEPORT_SHOTDIR") or "."
local function shot(name) U.shot(game, shotDir .. "/" .. name) end
local ow
local fails = 0
local function expect(cond, ...)
if not cond then fails = fails + 1 end
U.log(cond and "PASS" or "FAIL", ...)
end
local function settle(mapId)
for _ = 1, 300 do
ow = game.overworld
if ow and ow.map.id == mapId and not ow.transitioning
and #ow.scriptMoves == 0 and not ow.player.moving then
break
end
U.wait(1)
end
U.wait(4)
ow = game.overworld
end
-- 1) Arrive on the 2F stairs via a REAL warp so warpEntryCell/justWarped
-- are set. Teleporting straight onto (7,1) bypasses takeWarp and would
-- never set the arrival-inert state, so the bug could not reproduce --
-- we must walk up onto the 1F stairs and let the warp carry us.
U.teleport(game, "REDS_HOUSE_1F", 7, 3, "up")
settle("REDS_HOUSE_1F")
U.hold(game, "up", 40)
settle("REDS_HOUSE_2F")
expect(ow.map.id == "REDS_HOUSE_2F", "arrived upstairs, map:", ow.map.id)
expect(ow.player.cellX == 7 and ow.player.cellY == 1,
"standing on the stairs cell (7,1), got:",
ow.player.cellX, ow.player.cellY)
shot("reds230_arrive.png")
-- 2) Ping-pong guard (Fix 1) AND walk-in-place (Fix 2): hold right into the
-- east wall for 150 frames. Record every distinct floor id visited and
-- whether the sprite ever animates a walk frame.
local floors, order, seenPhase1 = {}, {}, false
do
local last
for _ = 1, 150 do
table.insert(game.input.pressQueue, "right")
game.input.state["right"] = true
coroutine.yield() -- Game:update runs here, processing this frame's input
local o = game.overworld
if o then
if o.map.id ~= last then table.insert(order, o.map.id); last = o.map.id end
floors[o.map.id] = true
if o.player:walkPhase() == 1 then seenPhase1 = true end
end
end
game.input.state["right"] = false
end
settle("REDS_HOUSE_2F")
shot("reds230_after_hold.png")
local distinct = 0
for _ in pairs(floors) do distinct = distinct + 1 end
expect(distinct == 1 and floors["REDS_HOUSE_2F"] == true,
"no floor ping-pong during the hold; distinct floors:", distinct,
"sequence:", table.concat(order, ">"))
expect(ow.map.id == "REDS_HOUSE_2F", "still upstairs after the hold, map:",
ow.map.id)
expect(ow.player.cellX == 7 and ow.player.cellY == 1,
"bonked in place, still at (7,1), got:",
ow.player.cellX, ow.player.cellY)
expect(not ow.player.moving and not ow.transitioning,
"settled after the hold, not mid-move/transition")
expect(seenPhase1,
"walk-in-place: player:walkPhase() reached 1 during the bonk")
-- 3) Anti-over-fix: the guard clears the instant the player steps off the
-- warp cell, so stepping south (off (7,1)) then back north still takes
-- the stairs. The exact southern cell does not matter -- only that we
-- leave (7,1) and that re-entering it still fires the warp.
U.hold(game, "down", 20)
settle("REDS_HOUSE_2F")
expect(ow.player.cellX == 7 and ow.player.cellY >= 2,
"stepped south off the stairs cell, got:",
ow.player.cellX, ow.player.cellY)
U.hold(game, "up", 40)
settle("REDS_HOUSE_1F")
expect(ow.map.id == "REDS_HOUSE_1F",
"stairs still warp after stepping off and back on, map:", ow.map.id)
if fails > 0 then error(fails .. " check(s) failed") end
U.log("all checks passed")
end
@@ -0,0 +1,109 @@
-- Driver: Rocket Hideout elevator gates (#199).
--
-- Gen1 stamps a closed barred gate over the elevator doorway on every map
-- load, opening it only once the guarding Rockets are beaten:
-- scripts/RocketHideoutB1F.asm RocketHideoutB1FDoorCallbackScript
-- closed block $54 at (12,8), open block $0e; opens once
-- EVENT_BEAT_ROCKET_HIDEOUT_1_TRAINER_4 is set (the guard by the lift;
-- EVENT_ENTERED_ROCKET_HIDEOUT is never SetEvent -- the SFX bug noted
-- in the source -- so it is not part of the effective open condition).
-- scripts/RocketHideoutB4F.asm RocketHideoutB4FDoorCallbackScript
-- closed block $2d at (12,5), open block $0e; opens once BOTH
-- EVENT_BEAT_ROCKET_HIDEOUT_4_TRAINER_0 and _1 are set.
-- B2F/B3F call no door callback (spinner-tile floors), so they get no gate.
--
-- The recomp shipped no stamping, so the .blk's open floor block ($0e/14)
-- showed through -- the reporter's "gate is open" screenshots. Pre-fix the
-- closed-gate asserts read 14 and fail; post-fix they read the barred block.
--
-- SHOT_DIR=/tmp/shots POKEPORT_DRIVER=tests/drivers/rocket_hideout_gate_bug199_test.lua \
-- POKEPORT_IDENTITY=bug199 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local OW = require("src.world.OverworldController")
local failures = {}
local function check(cond, msg)
if cond then U.log("ok:", msg) else
table.insert(failures, msg); U.log("FAIL:", msg)
end
return cond
end
-- swap map, wiping event flags to a known slate, then settle until the
-- map has loaded and the player is idle so the door callback has stamped
local function load(mapId, x, y, flags)
while game.stack:top() do game.stack:pop() end
game.save.flags = {}
for k, v in pairs(flags or {}) do game.save.flags[k] = v end
game.stack:push(OW, mapId, x, y, "down")
for _ = 1, 240 do
local ow = game.overworld
if ow and ow.map and ow.map.id == mapId and not ow.transitioning
and not (ow.player and ow.player.moving) then
break
end
U.wait(1)
end
U.wait(3)
return game.overworld
end
local OPEN = 14 -- $0e floor block (doorway when unlocked)
local CLOSED_B1F = 84 -- $54 barred gate (bars in the north cell-row)
local CLOSED_B4F = 45 -- $2d barred gate (bars in the south cell-row)
-- B1F: barred until the lift guard (trainer 4) is beaten
local ow = load("ROCKET_HIDEOUT_B1F", 24, 14)
U.shot(game, DIR .. "/b1f_gate_closed.png")
check(ow.map:blockAt(12, 8) == CLOSED_B1F,
"B1F doorway (12,8) barred, got " .. tostring(ow.map:blockAt(12, 8)))
check(ow.map:blockAt(12, 9) == 44,
"B1F warp carpet (12,9) untouched, got " .. tostring(ow.map:blockAt(12, 9)))
-- B1F: opens once the guard is beaten
ow = load("ROCKET_HIDEOUT_B1F", 24, 14,
{ EVENT_BEAT_ROCKET_HIDEOUT_1_TRAINER_4 = true })
U.shot(game, DIR .. "/b1f_gate_open.png")
check(ow.map:blockAt(12, 8) == OPEN,
"B1F doorway opens after guard, got " .. tostring(ow.map:blockAt(12, 8)))
-- B4F: barred until BOTH guards are beaten
ow = load("ROCKET_HIDEOUT_B4F", 24, 8)
U.shot(game, DIR .. "/b4f_gate_closed.png")
check(ow.map:blockAt(12, 5) == CLOSED_B4F,
"B4F doorway (12,5) barred, got " .. tostring(ow.map:blockAt(12, 5)))
-- B4F: one guard is not enough
ow = load("ROCKET_HIDEOUT_B4F", 24, 8,
{ EVENT_BEAT_ROCKET_HIDEOUT_4_TRAINER_0 = true })
check(ow.map:blockAt(12, 5) == CLOSED_B4F,
"B4F stays barred with only one guard, got " .. tostring(ow.map:blockAt(12, 5)))
-- B4F: opens once both guards are beaten
ow = load("ROCKET_HIDEOUT_B4F", 24, 8,
{ EVENT_BEAT_ROCKET_HIDEOUT_4_TRAINER_0 = true,
EVENT_BEAT_ROCKET_HIDEOUT_4_TRAINER_1 = true })
U.shot(game, DIR .. "/b4f_gate_open.png")
check(ow.map:blockAt(12, 5) == OPEN,
"B4F doorway opens after both guards, got " .. tostring(ow.map:blockAt(12, 5)))
-- B2F has no dynamic gate in pokered (spinner floor); it must still load
ow = load("ROCKET_HIDEOUT_B2F", 24, 14)
check(ow and ow.map and ow.map.id == "ROCKET_HIDEOUT_B2F",
"B2F loads with no gate callback")
-- regression: the shared Silph Co card-key path must still stamp
ow = load("SILPH_CO_2F", 4, 4)
check(ow.map:blockAt(2, 2) == 84,
"SILPH_CO_2F door1 (2,2) still barred, got " .. tostring(ow.map:blockAt(2, 2)))
ow = load("SILPH_CO_2F", 4, 4, { EVENT_SILPH_CO_2_UNLOCKED_DOOR1 = true })
check(ow.map:blockAt(2, 2) == 14,
"SILPH_CO_2F door1 opens with its event, got " .. tostring(ow.map:blockAt(2, 2)))
if #failures > 0 then
error(#failures .. " check(s) failed: " .. table.concat(failures, " | "))
end
U.log("all Rocket Hideout gate checks passed")
end
+1286 -133
View File
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+103
View File
@@ -0,0 +1,103 @@
-- #223 exhaustive DOWN-hop sweep for ROUTE_4 (evidence driver).
--
-- The reporter's build (v0.1.25) and HEAD share byte-identical ledge code
-- (checkLedgeHop) and ledge data (tools/rom_manifest.json ->
-- data/generated/field.lua, the 8 rows of data/tilesets/ledge_tiles.asm), so
-- this reproduces exactly what the reporter would see.
--
-- For EVERY ROUTE_4 cell whose tile-at-feet is a south-ledge STANDING tile
-- (44/57, i.e. pokered $2C/$39) with a south-ledge tile (54/55, $36/$37)
-- directly below, teleport the player onto it facing DOWN, hold DOWN, and
-- assert the Gen1 hop fires (p.hopFrames>0) and lands two cells south.
--
-- Finding: all 139 reachable/functional south ledges hop. The only two that
-- do not -- (12,16) and (13,16) -- sit on the SOUTH boundary of the Mt Moon
-- Poke Center plaza, where the cell two south is off the map onto the border
-- mountain (tile 17); there is no landing, so the hop is correctly refused
-- (checkLedgeHop's landing-walkable gate). These are NOT the reporter's spot
-- (an open EAST plateau, cells ~62-80) and refusing a hop into the map border
-- is correct, so they are treated as EXPECTED refusals here.
--
-- Run:
-- POKEPORT_DRIVER=tests/drivers/route4_downsweep_bug223.lua \
-- POKEPORT_IDENTITY=bug223 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
game.save.flags = game.save.flags or {}
game.save.flags.EVENT_GOT_STARTER = true
local Pokemon = require("src.pokemon.Pokemon")
if #game.save.party == 0 then
table.insert(game.save.party, Pokemon.new(game.data, "CHARMANDER", 5))
end
game.save.options = game.save.options or {}
game.save.options.zoom = -2
-- same tile read as Map:cellTile: bottom-left 8x8 of the 2x2-cell block
local def = game.data.maps.ROUTE_4
local ts = game.data.tilesets[def.tileset]
local function cellTile(cx, cy)
local tx, ty = cx * 2, cy * 2 + 1
local bx, by = math.floor(tx / 4), math.floor(ty / 4)
local id
if bx < 0 or by < 0 or bx >= def.width or by >= def.height then id = def.borderBlock
else id = def.blocks[by * def.width + bx + 1] end
local block = ts.blocks[(id or 0) + 1]
return block and block[(ty % 4) * 4 + (tx % 4) + 1] or nil
end
local W, H = def.width * 2, def.height * 2
local function holdDown(x, y, frames)
U.teleport(game, "ROUTE_4", x, y, "down")
require("src.render.Zoom").applyOptions(game.save.options)
U.wait(6)
local p = game.overworld.player
local hop = false
for _ = 1, frames do
table.insert(game.input.pressQueue, "down")
game.input.state.down = true
coroutine.yield()
if (p.hopFrames or 0) > 0 then hop = true end
end
game.input.state.down = false
U.wait(4)
return p.cellX, p.cellY, hop
end
-- (12,16)/(13,16): south ledges on the plaza's map-border edge; the cell two
-- south is off-map (border mountain), so the refusal is correct, not a bug.
local expectedRefusal = { ["12,16"] = true, ["13,16"] = true }
local standers = {}
for cy = 0, H - 2 do
for cx = 0, W - 1 do
local s = cellTile(cx, cy)
local f = cellTile(cx, cy + 1)
if (s == 44 or s == 57) and (f == 54 or f == 55) then
standers[#standers + 1] = { cx, cy }
end
end
end
U.log(("#223 sweep: %d south-ledge standing cells in ROUTE_4"):format(#standers))
local fails, refusals = 0, 0
for _, c in ipairs(standers) do
local cx, cy = c[1], c[2]
-- 2-cell hop is 32 frames (16/cell); budget past it so cellY settles
local ex, ey, hop = holdDown(cx, cy, 44)
local ok = hop and ex == cx and ey == cy + 2
if not ok then
if expectedRefusal[cx .. "," .. cy] then
refusals = refusals + 1
U.log((" refused (expected, map-border edge) (%d,%d) -> (%d,%d) hop=%s")
:format(cx, cy, ex, ey, tostring(hop)))
else
fails = fails + 1
U.log((" FAIL (%d,%d) -> (%d,%d) hop=%s"):format(cx, cy, ex, ey, tostring(hop)))
end
end
end
U.log(("#223 sweep DONE: %d hopped, %d expected border-refusals, %d unexpected FAILS")
:format(#standers - fails - refusals, refusals, fails))
if fails > 0 then error(fails .. " unexpected south-ledge DOWN-hop failure(s)") end
end
+168
View File
@@ -0,0 +1,168 @@
-- Driver: Route 4 ledges (issue #223).
--
-- #223 reports "can't jump down the lower-right cliff outside Mt. Moon". The
-- reporter (build v0.1.25, RED++/OG-RED brown palette) is standing on the open
-- EAST plateau of ROUTE_4 (the tile-57 ground with the "01/10" texture, cells
-- ~72-80, rows 3-6) near its SE corner. The owner clarified the complaint is
-- about pressing DOWN (a south-facing ledge), not the vertical side ledges the
-- first triage looked at.
--
-- Finding after an exhaustive DOWN-hop sweep of every ROUTE_4 south-ledge cell
-- (see tests/drivers/route4_downsweep_bug223.lua): every functional south
-- ledge hops. The "cliff" the reporter pressed DOWN on at the SE corner is a
-- solid mountain-wall FACE -- OVERWORLD tile 58, a 5-cell-tall vertical cliff
-- (ROUTE_4 cell 80, rows 5-9) -- which is NOT a ledge tile. Gen1 only hops the
-- three straight ledge families in data/tilesets/ledge_tiles.asm (54/55 face
-- DOWN, 39 faces LEFT, 13/29 face RIGHT); a tall cliff face and the diagonal
-- corner tiles are not hoppable in any direction (engine/overworld/ledges.asm
-- HandleLedges keys the hop on wPlayerFacingDirection + wTilePlayerStandingOn +
-- wTileInFrontOfPlayer + hJoyHeld, all four of which must match a LedgeTiles
-- row). The ledge code and data are byte-identical between v0.1.25 and HEAD,
-- so this is the same behavior the reporter saw: correct, matching Gen1.
--
-- Cases (all assert the CORRECT Gen1 behavior, so this passes on a good build
-- and would fail on any future ledge regression):
-- A a plain south ledge hops with DOWN (system works)
-- B the cx45 right-facing side ledge hops with RIGHT (correct input)
-- C the cx50 left-facing side ledge hops with LEFT
-- D DOWN along the plaza terraces descends by hopping south ledges
-- E DOWN into a solid cliff face (tile 58) correctly bonks
-- F the reporter's EAST plateau south ledges hop with DOWN (rows 4 and 6)
-- G the reporter's SE-corner cliff FACE (tile 58, cell 80) does NOT hop --
-- this is the "cliff outside Mt Moon" the report was about, working as
-- Gen1 does (a mountain wall is not a ledge)
--
-- Run:
-- POKEPORT_DRIVER=tests/drivers/route4_ledge_bug223_test.lua \
-- POKEPORT_IDENTITY=bug223 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local shotDir = os.getenv("POKEPORT_SHOTDIR") or "."
local function shot(name) U.shot(game, shotDir .. "/" .. name) end
-- a party + starter flag so the overworld is fully usable
game.save.flags = game.save.flags or {}
game.save.flags.EVENT_GOT_STARTER = true
local Pokemon = require("src.pokemon.Pokemon")
if #game.save.party == 0 then
table.insert(game.save.party, Pokemon.new(game.data, "CHARMANDER", 5))
end
-- survey zoom-out + the reporter's RED++ palette so the shots frame the whole
-- cliff like the report
game.save.options = game.save.options or {}
game.save.options.zoom = -2
game.save.options.colors = "redpp"
require("src.render.PaletteFX").setMode("redpp")
local fails = 0
local function expect(cond, ...)
if not cond then fails = fails + 1 end
U.log(cond and "PASS" or "FAIL", ...)
end
-- hold a direction for n frames, returning end cell + whether a hop arc was
-- ever active (p.hopFrames>0 is set only by checkLedgeHop's jump arc)
local function holdDir(x, y, facing, dir, frames)
U.teleport(game, "ROUTE_4", x, y, facing)
require("src.render.Zoom").applyOptions(game.save.options)
U.wait(6)
local p = game.overworld.player
local hopSeen = false
for _ = 1, frames do
table.insert(game.input.pressQueue, dir)
game.input.state[dir] = true
coroutine.yield()
if (p.hopFrames or 0) > 0 then hopSeen = true end
end
game.input.state[dir] = false
U.wait(4)
return p.cellX, p.cellY, hopSeen
end
-- A) control: a south-facing ledge must hop with DOWN. Standing at (40,8),
-- the cell in front (40,9) is a tile-55 south ledge; hop lands on (40,10).
do
U.teleport(game, "ROUTE_4", 40, 8, "down")
require("src.render.Zoom").applyOptions(game.save.options)
U.wait(6); shot("route4_south_ledge_before.png")
local x, y, hop = holdDir(40, 8, "down", "down", 60)
shot("route4_south_ledge_after.png")
expect(hop, "A: DOWN hops the south ledge (hop arc seen)")
expect(x == 40 and y >= 10, "A: landed south of the ledge, got:", x, y)
end
-- B) a RIGHT-facing side ledge (tile 29) at cx45. DOWN never crosses it;
-- RIGHT does. From (44,6) a RIGHT hop clears cx45 and lands on (46,6).
do
U.teleport(game, "ROUTE_4", 44, 6, "right")
require("src.render.Zoom").applyOptions(game.save.options)
U.wait(6); shot("route4_side_ledge_right_before.png")
local x, y, hop = holdDir(44, 6, "right", "right", 40)
shot("route4_side_ledge_right_after.png")
expect(hop, "B: RIGHT hops the cx45 side ledge (hop arc seen)")
expect(x == 46 and y == 6, "B: landed east of the side ledge, got:", x, y)
end
-- C) the mirror side ledge: cx50 (tile 39) faces LEFT; from (51,5) a LEFT hop
-- clears cx50 and lands on (49,5).
do
local x, y, hop = holdDir(51, 5, "left", "left", 40)
expect(hop, "C: LEFT hops the cx50 side ledge (hop arc seen)")
expect(x == 49 and y == 5, "C: landed west of the side ledge, got:", x, y)
end
-- D) DOWN down the plaza terraces DOES descend by hopping south ledges: from
-- the plaza top (44,5), holding DOWN walks to a south edge and hops the
-- terraces; held long enough the player ends well south of the start.
do
U.teleport(game, "ROUTE_4", 44, 5, "down")
require("src.render.Zoom").applyOptions(game.save.options)
U.wait(6); shot("route4_terrace_down_before.png")
local x, y, hop = holdDir(44, 5, "down", "down", 150)
shot("route4_terrace_down_after.png")
expect(hop, "D: DOWN down the plaza terraces hops a south ledge")
expect(y >= 12, "D: descended the terraces, got:", x, y)
end
-- E) a solid cliff face is NOT a ledge: from (80,4) the cell below (80,5) is a
-- tile-58 cliff wall. DOWN bonks in place with no hop -- matching Gen1, DOWN
-- only hops south-facing ledge tiles (54/55), not cliff faces.
do
local x, y, hop = holdDir(80, 4, "down", "down", 30)
expect(not hop, "E: DOWN into a solid cliff face does not hop")
expect(x == 80 and y == 4, "E: bonked in place at the cliff face, got:", x, y)
end
-- F) the reporter's EAST plateau (the "cliff outside Mt Moon"): the tile-57
-- ground at (70,4) and (75,4) sits above the row-5 south ledge (tiles 54/55).
-- DOWN hops each two cells south -- this is exactly the "jump down to the
-- bottom half of the cliff" the report expected, and it works.
do
U.teleport(game, "ROUTE_4", 70, 4, "down")
require("src.render.Zoom").applyOptions(game.save.options)
U.wait(8); shot("route4_east_plateau_before.png")
local x1, y1, h1 = holdDir(70, 4, "down", "down", 44)
shot("route4_east_plateau_after.png")
expect(h1 and x1 == 70 and y1 == 6, "F: (70,4) DOWN hops to (70,6), got:", x1, y1)
local x2, y2, h2 = holdDir(75, 4, "down", "down", 44)
expect(h2 and x2 == 75 and y2 == 6, "F: (75,4) DOWN hops to (75,6), got:", x2, y2)
end
-- G) the reporter's SE-corner "cliff": (80,4) is tile-57 ground whose south
-- neighbour is the tile-58 mountain-wall face (cell 80, rows 5-9). DOWN must
-- NOT hop -- a tall cliff face is not a ledge, matching Gen1. This is the
-- cliff the report was about; refusing the hop here is correct.
do
U.teleport(game, "ROUTE_4", 78, 3, "down")
require("src.render.Zoom").applyOptions(game.save.options)
U.wait(8); shot("route4_se_corner_cliff.png")
local x, y, hop = holdDir(80, 4, "down", "down", 30)
expect(not hop and x == 80 and y == 4,
"G: SE-corner cliff face does not hop (Gen1-correct), got:", x, y, hop)
end
if fails > 0 then error(fails .. " check(s) failed") end
U.log("all checks passed -- #223: every functional ROUTE_4 south ledge hops "
.. "with DOWN; the reporter's SE 'cliff' is a solid mountain-wall face "
.. "(tile 58), correctly not hoppable, matching Gen1")
end
+206
View File
@@ -0,0 +1,206 @@
-- Driver: #221 Saffron gate guards use the WRONG dialogue.
--
-- The reporter (build 0.1.25) saw the guard ACCEPT a drink he never had --
-- "...Huh? I can have this drink? Gee, thanks!" (_SaffronGateGuardImParchedText,
-- data/generated/text.lua:2050) -- while walking up to the gate carrying NO
-- drink. Gen1 (scripts/Route5Gate.asm Route5GateDefaultScript) instead turns
-- a drink-less player back with the thirsty line
-- (_SaffronGateGuardGeeImThirstyText, text.lua:2049: "I'm on guard duty. / Gee,
-- I'm thirsty, though! ... the road's closed."), and only ACCEPTS a drink (via
-- `farcall RemoveGuardDrink`, engine/items/inventory.asm) when one is in the bag.
--
-- The guard object sits at cell (1,3), walled into an isolated 1x3 booth
-- (pokered Route5Gate object_event 1,3 SPRITE_GUARD STAY RIGHT), so he is
-- unreachable on foot: the block/dialogue is driven entirely by the onStep
-- coordinate trigger on the corridor cells (3,3)/(4,3), not the TALK handler.
-- This driver walks the player north through that trigger and asserts:
--
-- CASE A (no drink): the box is the THIRSTY line, NOT the accept line, and
-- the player is shoved back one tile and stays inside ROUTE_5_GATE.
-- CASE B (FRESH_WATER in bag): the box is the ACCEPT line, the drink is
-- consumed, EVENT_GAVE_GUARDS_DRINK is set, and the player walks on
-- through (map leaves ROUTE_5_GATE).
--
-- On the 0.1.25 bug CASE A would type the accept line and fail; current HEAD
-- (fixed by #201) passes. Run with:
--
-- SHOT_DIR=/tmp/saffron221 POKEPORT_IDENTITY=bug221 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/saffron_gate_bug221_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
os.execute("mkdir -p " .. DIR)
local Pokemon = require("src.pokemon.Pokemon")
local TextBox = require("src.render.TextBox")
game.save.player = game.save.player or {}
game.save.player.name = game.save.player.name or "RED"
game.save.party = { Pokemon.new(game.data, "BULBASAUR", 10) }
game.save.flags = game.save.flags or {}
local function topText()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return "" end
local parts = {}
for _, page in ipairs(top.pages or {}) do
if type(page) == "table" then
for _, line in ipairs(page) do parts[#parts + 1] = tostring(line) end
end
end
return table.concat(parts, " ")
end
local function isBox()
return getmetatable(game.stack:top()) == TextBox
end
-- let the typewriter finish typing up to its first pause (a <CONT> scroll
-- or page break sets self.waiting), so a screenshot shows the guard's
-- words instead of an empty just-opened box.
local function waitTyped(maxFrames)
for _ = 1, (maxFrames or 240) do
local top = game.stack:top()
if getmetatable(top) == TextBox and (top.waiting or top.done) then return end
U.wait(1)
end
end
-- walk the player north (holding "up") until a dialogue box pops or we
-- give up; returns true if a box appeared. Only presses while the
-- overworld is on top and the player is not already mid-step, so a step
-- that lands on the trigger cleanly hands control to the pushed TextBox.
local function walkNorthUntilBox(ow, maxFrames)
for _ = 1, maxFrames do
if isBox() then return true end
if game.stack:top() == ow and not ow.player.moving
and not ow.runner:isRunning() and #ow.scriptMoves == 0
and not ow.transitioning then
table.insert(game.input.pressQueue, "up")
game.input.state.up = true
end
U.wait(1)
game.input.state.up = false
end
return isBox()
end
local function settle(ow, maxFrames)
for _ = 1, (maxFrames or 200) do
if game.stack:top() == ow and not ow.player.moving
and not ow.runner:isRunning() and #ow.scriptMoves == 0
and not ow.transitioning then
return
end
if game.stack:top() ~= ow then U.tap(game, "a") end
U.wait(2)
end
end
-- ---------------------------------------------------------------
-- CASE A: no drink -> thirsty line + shove back, gate stays shut
-- ---------------------------------------------------------------
game.save.inventory = {}
game.save.flags.EVENT_GAVE_GUARDS_DRINK = nil
U.teleport(game, "ROUTE_5_GATE", 3, 5, "up")
local ow = game.overworld
assert(ow and ow.map.id == "ROUTE_5_GATE",
"CASE A: teleport did not land inside ROUTE_5_GATE (got "
.. tostring(ow and ow.map.id) .. ")")
assert(ow.player.cellX == 3 and ow.player.cellY == 5,
"CASE A: player not at spawn (3,5); got "
.. ow.player.cellX .. "," .. ow.player.cellY)
U.log("CASE A start:", ow.map.id, ow.player.cellX, ow.player.cellY)
local gotBoxA = walkNorthUntilBox(ow, 400)
waitTyped(240)
U.shot(game, DIR .. "/saffron_bug221_nodrink.png")
local textA = topText()
U.log("CASE A box:", gotBoxA, "text:", textA)
assert(gotBoxA, "CASE A: no dialogue box appeared at the gate trigger")
-- CORRECT Gen1: the drink-less thirsty line, NOT the accept/parched line.
assert(textA:find("thirsty", 1, true),
"CASE A: box is not the thirsty line (got: " .. textA .. ")")
assert(not textA:find("this drink", 1, true)
and not textA:find("Gee, thanks", 1, true),
"CASE A(#221): drink-less guard spoke the ACCEPT line (got: " .. textA .. ")")
-- mash A through the (multi-page) thirsty box; the onDone shoves the
-- player back one tile. He must NOT pass -- still inside ROUTE_5_GATE.
settle(ow, 300)
U.log("CASE A after:", ow.map.id, ow.player.cellX, ow.player.cellY)
assert(ow.map.id == "ROUTE_5_GATE",
"CASE A: drink-less player passed the gate (map=" .. ow.map.id .. ")")
assert(ow.player.cellY >= 4,
"CASE A: player was not turned back (cellY=" .. ow.player.cellY .. ")")
assert(not game.save.flags.EVENT_GAVE_GUARDS_DRINK,
"CASE A: gave-drink flag set without a drink")
-- ---------------------------------------------------------------
-- CASE B: FRESH_WATER in bag -> accept line, drink taken, pass through
-- ---------------------------------------------------------------
game.save.inventory = { FRESH_WATER = 1 }
game.save.flags.EVENT_GAVE_GUARDS_DRINK = nil
U.teleport(game, "ROUTE_5_GATE", 3, 5, "up")
ow = game.overworld
assert(ow.map.id == "ROUTE_5_GATE", "CASE B: re-teleport failed")
U.log("CASE B start:", ow.map.id, ow.player.cellX, ow.player.cellY)
local gotBoxB = walkNorthUntilBox(ow, 400)
waitTyped(240)
U.shot(game, DIR .. "/saffron_bug221_drink.png")
local textB = topText()
U.log("CASE B box:", gotBoxB, "text:", textB)
assert(gotBoxB, "CASE B: no dialogue box appeared at the gate trigger")
-- CORRECT Gen1: carrying a drink triggers the parched/accept line.
assert(textB:find("this drink", 1, true) or textB:find("Gee, thanks", 1, true),
"CASE B: guard did not speak the accept line (got: " .. textB .. ")")
-- clear the accept + "you can go on through" boxes, then keep walking
-- north out the top of the gate.
for _ = 1, 400 do
if game.stack:top() ~= ow then
U.tap(game, "a")
else
break
end
U.wait(2)
end
U.log("CASE B post-accept:", "FRESH_WATER=",
tostring(game.save.inventory.FRESH_WATER),
"flag=", tostring(game.save.flags.EVENT_GAVE_GUARDS_DRINK))
assert(game.save.inventory.FRESH_WATER == nil,
"CASE B: the drink was not consumed")
assert(game.save.flags.EVENT_GAVE_GUARDS_DRINK == true,
"CASE B: EVENT_GAVE_GUARDS_DRINK not set after accepting the drink")
-- with the flag now set the corridor is free; walk on out the north side
-- and STOP the instant the gate map is left (don't wander into the town's
-- scripts -- the north warp resolves to the heal point when we teleported
-- in with no remembered outdoor side, OverworldController:takeWarp).
for _ = 1, 300 do
ow = game.overworld
if ow.map.id ~= "ROUTE_5_GATE" then break end
if game.stack:top() == ow and not ow.player.moving
and not ow.runner:isRunning() and #ow.scriptMoves == 0
and not ow.transitioning then
table.insert(game.input.pressQueue, "up")
game.input.state.up = true
end
U.wait(1)
game.input.state.up = false
end
ow = game.overworld
U.shot(game, DIR .. "/saffron_bug221_passed.png")
U.log("CASE B end:", ow.map.id, ow.player.cellX, ow.player.cellY)
assert(ow.map.id ~= "ROUTE_5_GATE",
"CASE B: player with a drink never passed the gate")
U.log("saffron_gate_bug221_test: ok")
love.event.quit()
end
@@ -0,0 +1,124 @@
-- Driver: Seafoam Islands B3F strong-current plug rocks (issue #212).
--
-- The two boulders the player pushes down through the B2F holes land on B3F
-- at cells (18,6) and (19,6) and plug the strong current (the reporter's
-- expected.png shows two round rocks sitting in the channel). The B2F
-- pluggedByHolesOn holes were wired to showObject TOGGLE_..._B3F_BOULDER_3/_4,
-- which OverworldState:toggleToObjectName resolves to SEAFOAMISLANDSB3F_
-- BOULDER3/4 -- the ALREADY-VISIBLE pushable boulders at (8,14)/(9,14), not the
-- hidden landing rocks. The real landing objects at (18,6)/(19,6) are the
-- hidden BOULDER5/6, so the plug rocks never appeared (data/generated/field.lua
-- + tools/rom_manifest*.json now point showObject at BOULDER_5/_6).
--
-- Case A asserts the CORRECT Gen1 outcome (rocks appear after plugging), so it
-- FAILS on the bug and PASSES once the toggles are repointed.
--
-- Case B is a regression guard: with only ONE rock the current stays active
-- and gates the sole water chokepoint (the 2-wide gap at (18,7)/(19,7) is the
-- only water passage between the south and north pools -- verified from the
-- B3F water map), so a surfing player stepping up into it is swept south
-- (SeafoamIslandsB3F.asm) and cannot cross north. This confirms the reported
-- "swim in the strong current" is not reproducible around the trigger cells.
--
-- Run:
-- POKEPORT_DRIVER=tests/drivers/seafoam_current_bug212_test.lua \
-- POKEPORT_IDENTITY=bug212 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local shotDir = os.getenv("POKEPORT_SHOTDIR") or "."
local function shot(name) U.shot(game, shotDir .. "/" .. name) end
local Pokemon = require("src.pokemon.Pokemon")
game.save.flags = game.save.flags or {}
game.save.flags.EVENT_GOT_STARTER = true
game.save.party = { Pokemon.new(game.data, "LAPRAS", 40) }
-- SURF (+ STRENGTH for the real puzzle) so the surfing/current paths run
game.save.party[1].moves = { { id = "SURF" }, { id = "STRENGTH" } }
local fails = 0
local function expect(cond, ...)
if not cond then fails = fails + 1 end
U.log(cond and "PASS" or "FAIL", ...)
end
-- a visible SPRITE_BOULDER standing on cell (x,y)? self.npcs only holds
-- objects objectVisible() accepted, so a hidden-but-untoggled rock is absent
local function boulderAt(x, y)
for _, n in ipairs(game.overworld.npcs) do
local def = n.def
if def and def.sprite == "SPRITE_BOULDER"
and n.cellX == x and n.cellY == y then
return true
end
end
return false
end
-- ------------------------------------------------------------------
-- Case A: plugging both B2F holes reveals the B3F landing rocks.
-- ------------------------------------------------------------------
do
game.save.objectToggles = {}
game.save.flags.EVENT_SEAFOAM3_BOULDER1_DOWN_HOLE = nil
game.save.flags.EVENT_SEAFOAM3_BOULDER2_DOWN_HOLE = nil
-- baseline: the empty channel, no plug rocks yet
U.teleport(game, "SEAFOAM_ISLANDS_B3F", 18, 8, "up")
game.overworld.player.surfing = true
U.wait(8)
shot("b3f_channel_empty.png")
expect(not boulderAt(18, 6) and not boulderAt(19, 6),
"A0: before plugging, no rock in the channel at (18,6)/(19,6)")
-- push both plug boulders through their B2F holes via the real engine
-- path (OverworldState:boulderIntoHole sets the event flag AND the
-- destMap showObject toggle by name)
U.teleport(game, "SEAFOAM_ISLANDS_B2F", 19, 7, "up")
U.wait(6)
game.overworld:boulderIntoHole({ cellX = 19, cellY = 6 }) -- lands B3F (18,6)
game.overworld:boulderIntoHole({ cellX = 22, cellY = 6 }) -- lands B3F (19,6)
U.wait(4)
U.teleport(game, "SEAFOAM_ISLANDS_B3F", 18, 8, "up")
game.overworld.player.surfing = true
U.wait(8)
shot("b3f_channel_plugged.png")
expect(boulderAt(18, 6), "A1: plug rock visible at (18,6) after plugging both holes")
expect(boulderAt(19, 6), "A2: plug rock visible at (19,6) after plugging both holes")
end
-- ------------------------------------------------------------------
-- Case B: one rock -> current still gates the channel, no swim-through.
-- ------------------------------------------------------------------
do
game.save.objectToggles = {}
game.save.flags.EVENT_SEAFOAM3_BOULDER1_DOWN_HOLE = true
game.save.flags.EVENT_SEAFOAM3_BOULDER2_DOWN_HOLE = nil
U.teleport(game, "SEAFOAM_ISLANDS_B3F", 18, 8, "up")
local p = game.overworld.player
p.surfing = true
U.wait(6)
local startY = p.cellY
local minY = p.cellY
-- try to paddle north through the current toward the (18,4..6) pool
for _ = 1, 90 do
table.insert(game.input.pressQueue, "up")
game.input.state["up"] = true
coroutine.yield()
if p.cellY < minY then minY = p.cellY end
end
game.input.state["up"] = false
U.wait(20)
if p.cellY < minY then minY = p.cellY end
-- the north pool begins at y<=6; reaching it means the current failed to
-- gate the passage. Being swept keeps minY at 7 (the current cell) or south.
expect(minY >= 7,
"B: current gates the channel; player never crossed north (min cellY):", minY)
U.log("B: start cellY", startY, "min cellY", minY, "end cellY", p.cellY,
"surfing", tostring(p.surfing))
end
if fails > 0 then error(fails .. " check(s) failed") end
U.log("all checks passed -- #212 seafoam B3F plug rocks appear "
.. "and the strong current gates the channel")
end
@@ -0,0 +1,78 @@
-- Driver (#214): status screen page 1 must print the type's DISPLAY name.
-- pokered engine/pokemon/status_screen.asm PrintMonType prints the type's
-- entry from the TypeNames table (data/types/names.asm), which for the
-- PSYCHIC_TYPE constant is "PSYCHIC". The engine stores each species'
-- types as pokered CONSTANT names (RomExtractor:typesById), and PSYCHIC's
-- constant is "PSYCHIC_TYPE" so it does not collide with the PSYCHIC move.
-- Drawing the raw constant overflowed the TYPE field: "PSYCHIC" fills
-- x=88..144, then "_TYPE" runs into the right DrawLineBox bracket (the
-- stray "+" tick the reporter circled). SummaryMenu must route the label
-- through TypeChart.displayName like HallOfFame / BattleState already do.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local SummaryMenu = require("src.ui.SummaryMenu")
local TypeChart = require("src.battle.TypeChart")
local Font = require("src.render.Font")
game.save.player.name = "YOSHIRB"
-- Capture what SummaryMenu actually draws at the TYPE1 value slot
-- (x=88, y=80 in SummaryMenu:draw). Monkeypatch the Font table field so
-- the local Font reference inside SummaryMenu resolves to our wrapper at
-- call time; this reads the real rendered string, not TypeChart in
-- isolation, so it fails while the raw constant is drawn.
local realDraw = Font.draw
local captured
local function recordShot(game, mon, path)
local summary = SummaryMenu.new(game, mon)
game.stack:push(summary)
U.wait(4)
captured = nil
Font.draw = function(text, x, y)
if x == 88 and y == 80 then captured = text end
return realDraw(text, x, y)
end
U.shot(game, path)
Font.draw = realDraw
game.stack:pop()
U.wait(2)
return captured
end
-- Psychic mon: the bug case. MEW is pure PSYCHIC.
local mew = Pokemon.new(game.data, "MEW", 10)
local mewDrawn = recordShot(game, mew, DIR .. "/summary_type_214_mew_p1.png")
U.log("MEW raw types[1]=", tostring(game.data.pokemon.MEW.types[1]),
"drawn TYPE1=", tostring(mewDrawn))
-- Control: RATTATA is pure NORMAL, whose constant == display name, so it
-- was never affected; it should still read "NORMAL".
local ratt = Pokemon.new(game.data, "RATTATA", 5)
local rattDrawn = recordShot(game, ratt, DIR .. "/summary_type_214_rattata_p1.png")
U.log("RATTATA raw types[1]=", tostring(game.data.pokemon.RATTATA.types[1]),
"drawn TYPE1=", tostring(rattDrawn))
U.log("shots under", DIR)
-- Raw data must still carry the pokered constant: it is the shared key for
-- TypeChart matchups and move.type, so the fix lives at the display layer.
assert(game.data.pokemon.MEW.types[1] == "PSYCHIC_TYPE",
"expected MEW raw type constant PSYCHIC_TYPE, got "
.. tostring(game.data.pokemon.MEW.types[1]))
assert(TypeChart.displayName("PSYCHIC_TYPE") == "PSYCHIC",
"TypeChart.displayName(PSYCHIC_TYPE) must be PSYCHIC")
-- The bug: SummaryMenu drew the raw constant "PSYCHIC_TYPE" (overflowing).
-- The fix: it must draw the display name "PSYCHIC" (7 chars, fits 88..144).
assert(mewDrawn == "PSYCHIC",
"#214: status screen TYPE1 for MEW must render PSYCHIC, drew "
.. tostring(mewDrawn))
assert(not tostring(mewDrawn):find("_"),
"#214: TYPE1 label must not contain '_' (no glyph, overflows bracket)")
assert(rattDrawn == "NORMAL",
"control: RATTATA TYPE1 must render NORMAL, drew " .. tostring(rattDrawn))
U.log("#214 PASS: status-screen TYPE1 renders display names")
end
+86
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-- Driver: teaching a TM must open the party menu in Gen 1's TM/HM mode,
-- showing ABLE / NOT ABLE per mon from its learnset (no HP bars) with the
-- "Use TM on which POKeMON?" prompt (engine/items/item_effects.asm
-- ItemUseTMHM -> engine/menus/party_menu.asm PrintPartyMenu TM/HM type). #210
--
-- Party CHARIZARD 50 / MAGIKARP 15 / SNORLAX 40 with TM_TOXIC: CHARIZARD
-- and SNORLAX learn TOXIC (ABLE); MAGIKARP has an empty tmhm (NOT ABLE).
--
-- SHOT_DIR=/tmp/bug210 POKEPORT_DRIVER=tests/drivers/tmhm_able_bug210_test.lua \
-- POKEPORT_IDENTITY=bug210 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local Bag = require("src.inventory.Bag")
local TextBox = require("src.render.TextBox")
local PartyMenu = require("src.ui.PartyMenu")
-- fresh party with mixed learnability
game.save.party = {
Pokemon.new(game.data, "CHARIZARD", 50),
Pokemon.new(game.data, "MAGIKARP", 15),
Pokemon.new(game.data, "SNORLAX", 40),
}
Bag.add(game.save, "TM_TOXIC", 1)
U.teleport(game, "PALLET_TOWN", 5, 5, "down")
-- expected ABLE/NOT ABLE from the same learnset the teach reads
-- (ItemEffects.use scans data.pokemon[species].tmhm for machine.move)
local move = game.data.items.TM_TOXIC.machine.move
for _, mon in ipairs(game.save.party) do
local can = false
for _, m in ipairs(game.data.pokemon[mon.species].tmhm or {}) do
if m == move then can = true break end
end
U.log("expect", mon.species, can and "ABLE" or "NOT ABLE")
end
-- open the bag; BagMenu.new returns the ITEMS ListMenu
local bag = require("src.ui.Screens").push(game, "BagMenu")
U.wait(3)
for i, it in ipairs(bag.items) do
if it.value == "TM_TOXIC" then bag.index = i break end
end
U.log("bag index on TM_TOXIC:", bag.index, bag.items[bag.index].value)
-- A -> USE / TOSS menu, then A on USE (index 1)
U.tap(game, "a"); U.wait(6)
U.tap(game, "a"); U.wait(6)
local function pageText(box)
if not box or getmetatable(box) ~= TextBox then return "" end
return table.concat(box.pages[box.pageIndex] or {}, "\n")
end
-- mash through "Booted up a TM!" / "It contained TOXIC!" until the
-- TM/HM party menu is on top; stop before tapping A on it (that would
-- pick a mon)
local function reachPartyMenu(max)
for _ = 1, max or 120 do
if getmetatable(game.stack:top()) == PartyMenu then return true end
U.tap(game, "a")
U.wait(4)
end
return false
end
local reached = reachPartyMenu()
U.log("reached PartyMenu:", tostring(reached))
U.wait(3)
U.shot(game, DIR .. "/tmhm_bug210_partymenu.png")
local top = game.stack:top()
U.log("top is PartyMenu:", getmetatable(top) == PartyMenu)
U.log("top.tmhm:", top.tmhm and ("move=" .. tostring(top.tmhm.move)
.. " kind=" .. tostring(top.tmhm.kind)) or "nil")
-- assertions: fail while the bug exists (no TM mode), pass once fixed
assert(getmetatable(top) == PartyMenu, "did not reach the party menu")
assert(top.tmhm, "party menu is not in TM/HM mode (opts.tmhm missing)")
assert(top.tmhm.move == move,
"TM/HM move mismatch: " .. tostring(top.tmhm.move))
U.log("DONE")
love.event.quit()
end
+218
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@@ -0,0 +1,218 @@
-- Driver: #200 Pokemon Tower 7F Rocket grunts must walk off + despawn.
-- The three grunts (POKEMONTOWER7F_ROCKET1/2/3, obj indices 1/2/3, at
-- (9,11)/(12,9)/(9,7)) are sight/talk trainers. In Gen1
-- (scripts/PokemonTower7F.asm: PokemonTower7FEndBattleScript ->
-- PokemonTower7FRocketLeaveMovementScript -> PokemonTower7FHideNPCScript)
-- each grunt, after losing, shows its EndBattle text ("I give up!"), then its
-- AfterBattle text ("I'm not going to forget this!"), then walks off toward
-- the (9,16) stairs (MoveSprite) and HideObject despawns it. The bug left
-- every beaten grunt standing in place forever -- att1 in the report shows
-- all three still lined up in the corridor after being defeated.
--
-- This driver beats each grunt in turn and, per grunt, samples ow.npcs every
-- frame: the grunt must MOVE off its start tile before it leaves ow.npcs, and
-- must end despawned (gone from ow.npcs, objectToggle == false, beat flag set).
-- Before the fix each grunt stays at its start tile and never despawns, so the
-- movement + despawn assertions fail. After the fix they pass.
--
-- SHOT_DIR=/tmp/t7f POKEPORT_IDENTITY=bug200 POKEPORT_TOUCH=0 \
-- POKEPORT_SPEED=4 \
-- POKEPORT_DRIVER=tests/drivers/tower7f_bug200_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
os.execute("mkdir -p " .. DIR)
local Pokemon = require("src.pokemon.Pokemon")
local TextBox = require("src.render.TextBox")
-- clean slate: no grunt may read as already defeated / hidden
game.save.defeatedTrainers = {}
game.save.objectToggles = game.save.objectToggles or {}
game.save.objectToggles.POKEMON_TOWER_7F = nil
game.save.flags = game.save.flags or {}
game.save.flags.EVENT_BEAT_POKEMONTOWER_7_TRAINER_0 = nil
game.save.flags.EVENT_BEAT_POKEMONTOWER_7_TRAINER_1 = nil
game.save.flags.EVENT_BEAT_POKEMONTOWER_7_TRAINER_2 = nil
game.save.player = game.save.player or {}
game.save.player.name = game.save.player.name or "RED"
-- a tank that one-shots any of the L19-25 Rocket parties regardless of
-- type, so the mash win is quick and deterministic (same valve as
-- gamecorner_rocket_bug198_test)
local function freshParty()
local tank = Pokemon.new(game.data, "MEWTWO", 100)
tank.moves = {
{ id = "PSYCHIC_M", pp = 99 },
{ id = "THUNDERBOLT", pp = 99 },
{ id = "ICE_BEAM", pp = 99 },
{ id = "EARTHQUAKE", pp = 99 },
}
game.save.party = { tank }
end
-- Each grunt: object index/name/id, home tile, and the tile the player
-- stands on (facing up, directly below the grunt) to talk it into a battle.
-- The talk tiles are the ones the vanilla movement table keys on, so the
-- exit walk is the exact PokemonTower7F path (not the safety fallback).
local ROCKETS = {
{ index = 1, name = "POKEMONTOWER7F_ROCKET1",
id = "POKEMON_TOWER_7F_obj_1",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_0",
afterFrag = "forget this",
rx = 9, ry = 11, standX = 9, standY = 12 },
{ index = 2, name = "POKEMONTOWER7F_ROCKET2",
id = "POKEMON_TOWER_7F_obj_2",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_1",
afterFrag = "making",
rx = 12, ry = 9, standX = 12, standY = 10 },
{ index = 3, name = "POKEMONTOWER7F_ROCKET3",
id = "POKEMON_TOWER_7F_obj_3",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_2",
afterFrag = "getting", rx = 9, ry = 7, standX = 9, standY = 8 },
}
local function pageText()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return "" end
local parts = {}
for _, page in ipairs(top.pages or {}) do
if type(page) == "table" then
for _, line in ipairs(page) do parts[#parts + 1] = tostring(line) end
end
end
return table.concat(parts, " ")
end
local shotN = 0
local function shot(tag)
shotN = shotN + 1
U.shot(game, DIR .. ("/tower7f_%02d_%s.png"):format(shotN, tag))
end
-- Beat one grunt via a talk engagement, then verify it walks off + despawns.
-- shots ~= nil requests the before/walk/after screenshot trio for the report.
local function beatGrunt(r, shots)
U.teleport(game, "POKEMON_TOWER_7F", r.standX, r.standY, "up")
local ow = game.overworld
local function findGrunt()
for _, n in ipairs(ow.npcs or {}) do
if n.def and n.def.name == r.name then return n end
end
return nil
end
local function idle()
return game.stack:top() == ow and not ow.runner:isRunning()
and #ow.scriptMoves == 0 and not ow.transitioning
end
local g = findGrunt()
assert(g, r.name .. " not present at start")
assert(g.cellX == r.rx and g.cellY == r.ry,
r.name .. " not at expected start tile")
U.log(r.name, "start:", g.cellX, g.cellY, g.facing)
if shots then shot("standing") end
-- Phase A: talk, then mash through pre-battle text + the battle, stopping
-- the instant the win is registered (the beat flag is set inside the
-- battle's onFinish, before the EndBattle box is pushed) so Phase B can
-- watch the exit walk that follows.
U.tap(game, "a")
local sawAfter = false
for f = 1, 4000 do
if game.save.flags[r.beat] then break end
if pageText():find(r.afterFrag, 1, true) then sawAfter = true end
local top = game.stack:top()
if top and top.phase then
if top.phase == "menu" then top.menuIndex = 1
elseif top.phase == "moveSelect" then top.moveIndex = 1 end
U.tap(game, "a")
if f > 2400 and top.onFinish then
U.log("force-finishing stalled battle")
top.onFinish("win")
if game.stack:top() == top then game.stack:pop() end
end
else
U.tap(game, "a") -- talk / advance pre-battle text
end
U.wait(2)
end
assert(game.save.flags[r.beat], r.name .. " never registered a win")
-- Phase B: sample every logic frame while advancing the EndBattle +
-- AfterBattle boxes. The grunt must move off its start tile (mid-walk it
-- carries targetX/targetY toward the stairs, then its cell updates) before
-- HideObject removes it from ow.npcs.
local moved, walkShot = false, false
for _ = 1, 2000 do
local gg = findGrunt()
if gg then
if gg.cellX ~= r.rx or gg.cellY ~= r.ry
or (gg.targetX and gg.targetX ~= r.rx)
or (gg.targetY and gg.targetY ~= r.ry) then
moved = true
if shots and not walkShot then
walkShot = true
shot("walkoff")
end
end
elseif idle() then
break
end
if pageText():find(r.afterFrag, 1, true) then sawAfter = true end
if game.stack:top() ~= ow then U.tap(game, "a") end
U.wait(1)
end
for _ = 1, 400 do
if idle() then break end
if game.stack:top() ~= ow then U.tap(game, "a") end
U.wait(2)
end
U.wait(5)
if shots then shot("gone") end
local toggles = game.save.objectToggles.POKEMON_TOWER_7F
U.log(r.name, "sawAfter:", sawAfter, "moved:", moved,
"gone:", findGrunt() == nil,
"toggle:", tostring(toggles and toggles[r.name]))
-- CORRECT Gen1 behavior: EndBattle/AfterBattle speech, then the grunt
-- walks off before despawning -- it must not vanish in place.
assert(sawAfter, r.name .. " never showed its after-battle text (#200)")
assert(moved,
r.name .. " never walked off its tile before despawning (#200)")
assert(findGrunt() == nil, r.name .. " still present after the exit walk")
assert(toggles and toggles[r.name] == false,
r.name .. " objectToggle not persisted hidden")
assert(game.save.defeatedTrainers[r.id], r.name .. " not recorded defeated")
for _, n in ipairs(ow.npcs or {}) do
assert(not (n.cellX == r.rx and n.cellY == r.ry),
"an NPC still occupies " .. r.name .. "'s old tile")
end
end
freshParty()
beatGrunt(ROCKETS[1], true) -- ROCKET1 gets the report screenshot trio
freshParty()
beatGrunt(ROCKETS[2], false)
freshParty()
beatGrunt(ROCKETS[3], false)
-- all three gone: confirm the corridor up to Mr. Fuji is clear of grunts
U.teleport(game, "POKEMON_TOWER_7F", 9, 13, "up")
local ow = game.overworld
for _, n in ipairs(ow.npcs or {}) do
assert(n.def.name == "POKEMONTOWER7F_MR_FUJI",
"a Rocket grunt is still on the floor after all three were beaten")
end
local fuji
for _, n in ipairs(ow.npcs or {}) do
if n.def.name == "POKEMONTOWER7F_MR_FUJI" then fuji = n end
end
assert(fuji, "MR_FUJI missing from the top floor")
shot("fuji_clear")
U.log("tower7f_bug200_test: ok")
end
@@ -0,0 +1,156 @@
-- Driver: regression coverage for #152 "'Selector' on the world map is off and
-- character location is not shown".
--
-- pret/pokered engine/menus/town_map.asm DisplayTownMap draws the Kanto map
-- with a blinking box cursor CENTERED on the currently selected location plus a
-- separate blinking "you are here" marker at the player's current map location.
-- Two independent defects lived in src/ui/TownMap.lua's grid+background path
-- (the primary path when the extracted Kanto art is present):
--
-- DEFECT A (selector off): the 16x16 hollow cursor frame was drawn with its
-- top-left AT the 8x8 cell's top-left (markerXY), so the frame's center
-- landed +4,+4 off the cell -- the town square sat in the frame's top-left
-- quadrant instead of being enclosed. Fix centers the frame (-4,-4).
--
-- DEFECT B (character location not shown): the player marker was painted with
-- setColor(0.75,0.1,0.1) red. The TOWN MAP composites through the SGB
-- shade-remap shader (PaletteFX.shader), which keys ONLY on the red channel;
-- red 0.75 falls in the c1 bucket = TOWNMAP {165,214,255}, the exact
-- light-blue used for water and the town-square fill, so the marker was
-- painted but recolored invisible. Fix paints it red=0 -> c3 (dark dot).
--
-- This driver opens the grid TOWN MAP outdoors at PALLET TOWN, moves the cursor
-- off the player's town to VIRIDIAN CITY (so the you-are-here marker and the
-- selection cursor must BOTH be visible), and asserts -- at native resolution,
-- after replicating the Renderer's TOWNMAP shade-remap pass -- that the player
-- marker is a visible dark dot (DEFECT B) and the cursor frame is centered on
-- the selected cell (DEFECT A). Fails on the current build, passes once fixed.
--
-- Run:
-- SHOT_DIR=/tmp/bug152 POKEPORT_IDENTITY=bug152 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/townmap_selector_bug152_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Screens = require("src.ui.Screens")
local PaletteFX = require("src.render.PaletteFX")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- The defect lives in the SGB ('gbc') mode shade-remap; pin it deterministic.
game.save.options = game.save.options or {}
game.save.options.colors = "gbc"
PaletteFX.setMode("gbc")
game.save.player = game.save.player or {}
game.save.player.name = "bryan"
-- Outdoor map so the player's map resolves to a town-map location (byMap).
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
U.wait(5)
Screens.push(game, "TownMap")
U.wait(6)
local top = game.stack:top()
-- Functional preconditions: the grid path with extracted art, and the
-- character's location known (playerLoc non-nil) -- otherwise the two draw
-- defects would not even be on the code path we mean to test.
assert(top and top.mode == "grid",
"town map must be in grid mode (extracted art), got " .. tostring(top and top.mode))
assert(top.bg ~= nil and top.bg.cursor ~= nil,
"extracted Kanto background + cursor asset must be present for this test")
assert(top.playerLoc ~= nil and top.playerLoc.name == "PALLET TOWN",
"character location must resolve to PALLET TOWN, got "
.. tostring(top.playerLoc and top.playerLoc.name))
-- Human-viewable before/after frame: cursor still on the player's own town.
top.blink = 0
U.shot(game, DIR .. "/townmap_bug152_pallet.png")
U.wait(4)
-- Move the cursor OFF the player's town up to VIRIDIAN CITY, so the
-- you-are-here marker (PALLET) and the selection cursor (VIRIDIAN) occupy
-- different cells and BOTH must render (matches the reporter's should2).
local guard = 0
while top.locs[top.sel].name ~= "VIRIDIAN CITY" and guard < 8 do
U.tap(game, "up"); U.wait(3); guard = guard + 1
end
assert(top.locs[top.sel].name == "VIRIDIAN CITY",
"up must snap the cursor to VIRIDIAN CITY, landed on "
.. tostring(top.locs[top.sel].name))
assert(top.locs[top.sel] ~= top.playerLoc,
"cursor must be on a DIFFERENT cell than the you-are-here marker")
top.blink = 0
U.shot(game, DIR .. "/townmap_bug152_viridian.png")
U.wait(4)
-- ---- deterministic native-resolution pixel gate ----
-- TownMap:draw() emits raw DMG shades; the Renderer composites the whole
-- screen through PaletteFX.shader() with the TOWNMAP SGB palette (keyed on
-- the RED channel only). Replicate that here at native 160x144 so the pixel
-- checks are scale-independent -- the same offscreen-colorize technique as
-- battle_hpbar_gbc_bug229_test.lua.
if not (love and love.graphics and love.graphics.newCanvas and PaletteFX.shader()) then
error("#152 driver: no shader/canvas support available to verify colorized output")
end
top.blink = 0 -- marker shows while blink<20, cursor while blink%16<10
local raw = love.graphics.newCanvas(160, 144)
love.graphics.setCanvas(raw)
love.graphics.clear(0, 0, 0, 1)
love.graphics.setColor(1, 1, 1, 1)
top:draw()
love.graphics.setCanvas()
local shader = PaletteFX.shader()
local colors = PaletteFX.pal(game.data, "TOWNMAP")
assert(colors, "TOWNMAP palette must resolve")
local shaded = love.graphics.newCanvas(160, 144)
love.graphics.setCanvas(shaded)
love.graphics.clear(0, 0, 0, 1)
love.graphics.setShader(shader)
PaletteFX.sendColors(shader, colors)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(raw)
love.graphics.setShader()
love.graphics.setCanvas()
local id = shaded:newImageData()
do -- save the colorized native frame for human viewing
local d = id:encode("png")
local f = io.open(DIR .. "/townmap_bug152_viridian_native.png", "wb")
if f then f:write(d:getString()); f:close() end
end
local function sumAt(x, y)
local r, g, b = id:getPixel(x, y)
return r + g + b, r, g, b
end
-- markerXY(loc) = (loc.x*8+16, loc.y*8+8) = the 8x8 cell top-left.
-- PALLET (x2,y11) -> (32,96); the you-are-here dot fills +2,+2 4x4, center ~ (35,99).
local ms, mr, mg, mb = sumAt(35, 99)
-- VIRIDIAN (x2,y8) -> (32,72). Post-fix the centered 16x16 frame's top border
-- sits ~4px ABOVE the cell top (row ~68) and its left border ~4px LEFT (col ~28).
local ts = select(1, sumAt(32, 68))
local ls = select(1, sumAt(28, 78))
U.log(string.format("marker(35,99) rgb=%.2f/%.2f/%.2f sum=%.2f", mr, mg, mb, ms))
U.log(string.format("cursor top(32,68) sum=%.2f left(28,78) sum=%.2f", ts, ls))
-- DEFECT B: the "you are here" marker must be a VISIBLE dark dot, not the
-- map-fill light-blue (sum 2.49) the red-channel shade-remap folded it into.
assert(ms < 0.6, string.format(
"#152 DEFECT B: player-location marker invisible -- PALLET cell reads sum=%.2f "
.. "(map-fill blue); expected a dark you-are-here dot (sum<0.6)", ms))
-- DEFECT A: the 16x16 cursor frame must be CENTERED on the selected cell, so a
-- dark border pixel exists ~4px above and ~4px left of the VIRIDIAN cell top-left.
assert(ts < 0.6, string.format(
"#152 DEFECT A: cursor frame not centered -- no dark top border above VIRIDIAN "
.. "cell (sum=%.2f, expected <0.6)", ts))
assert(ls < 0.6, string.format(
"#152 DEFECT A: cursor frame not centered -- no dark left border of VIRIDIAN "
.. "cell (sum=%.2f, expected <0.6)", ls))
U.log("RESULT bug152 PASS")
U.wait(2)
end
@@ -0,0 +1,150 @@
-- Driver (#222): a completed LAN link trade must autosave immediately, so a
-- player who quits before touching the START menu keeps the received mon and
-- cannot clone the sent one by resetting.
--
-- pokered engine/link/cable_club.asm: the Cable Club calls SaveSAVtoSRAM
-- (engine/menus/save.asm) right after every trade commits, so the swap is on
-- the cartridge the instant it happens. Our LinkState:updateTrade "done"
-- branch swaps game.save.party in memory (TradeSession:apply) but, before the
-- fix, never persisted it -- SaveData.load then returned the pre-trade party
-- from disk, losing the received mon and re-materializing the sent one (the
-- classic reset-to-clone vector).
--
-- This drives the real receiver side: lay a baseline disk save with a PIDGEY
-- party (the "player saved earlier" state), negotiate a TradeSession to
-- "done" against a peer's RATTATA (RATTATA has no trade evolution, so the run
-- is deterministic), hand it to a live LinkState so the completion branch
-- runs, then RELOAD FROM DISK and assert the on-disk party holds the received
-- RATTATA and no stale PIDGEY -- fails while the autosave is missing, passes
-- once updateTrade calls game:writeSave().
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local Protocol = require("src.link.Protocol")
local LinkState = require("src.link.LinkState")
local Net = require("src.link.Net")
local SaveData = require("src.core.SaveData")
local TextBox = require("src.render.TextBox")
local TradeAnim = require("src.ui.TradeAnim")
local function topIs(cls)
return getmetatable(game.stack:top()) == cls
end
-- (1) a real overworld so writeSave's captureSave has a world to stamp
U.teleport(game, "PALLET_TOWN", 5, 6, "down")
U.wait(5)
-- (2) baseline party + baseline disk save: this is the state the player
-- would fall back to if the trade never persisted (must NOT contain RATTATA)
game.save.party = { Pokemon.new(game.data, "PIDGEY", 10) }
local version = game.save.version
game:writeSave()
U.shot(game, DIR .. "/bug222_00_before.png")
local baseline = SaveData.load(version)
U.log("baseline on disk:", baseline and baseline.party and baseline.party[1]
and baseline.party[1].species, "count:",
baseline and baseline.party and #baseline.party)
assert(baseline and baseline.party and baseline.party[1]
and baseline.party[1].species == "PIDGEY",
"#222 setup: baseline disk save must hold the PIDGEY party")
-- (3) drive two TradeSessions to "done" exactly like run_link_tests.lua:
-- ours is built on the LIVE game.save.party so apply() mutates it in place.
local peerParty = { Pokemon.new(game.data, "RATTATA", 8) }
peerParty[1].ot = "CULLEN"; peerParty[1].otId = 16012 -- distinct sender
local ourTrade = Protocol.TradeSession.new(game.data, game.save.party)
local peerTrade = Protocol.TradeSession.new(game.data, peerParty)
ourTrade:handle({ type = "party", mons = Protocol.packParty(peerParty) })
peerTrade:handle({ type = "party", mons = Protocol.packParty(game.save.party) })
assert(ourTrade.stage == "picking", "trade should reach picking")
local pickOurs = ourTrade:pick(1) -- gives PIDGEY
local pickPeer = peerTrade:pick(1) -- gives RATTATA
ourTrade:handle(pickPeer)
peerTrade:handle(pickOurs)
assert(ourTrade.stage == "confirming", "both picks -> confirming")
local cOurs = ourTrade:confirm(true)
local cPeer = peerTrade:confirm(true)
ourTrade:handle(cPeer)
peerTrade:handle(cOurs)
assert(ourTrade.stage == "done", "both confirms -> done")
-- (4) attach the completed session to a live LinkState in the trade stage,
-- fresh Net (no peer) so poll() is empty and the "done" branch runs at once
local ls = LinkState.new(game)
ls.net = Net.new()
ls.peerName = "CULLEN"
ls.verdict = "full"
ls.confirmed = true
ls.stage = "trade"
ls.trade = ourTrade
game.stack:push(ls)
-- (5) let the stack update ls once: the "done" branch applies the swap into
-- game.save.party, autosaves (after the fix), pops ls, pushes TradeAnim
for _ = 1, 120 do
if game.stack:top() ~= ls then break end
U.wait(1)
end
assert(game.stack:top() ~= ls, "#222: LinkState must leave the trade 'done' branch")
U.log("in-memory party after trade:", game.save.party[1]
and game.save.party[1].species)
-- advance the TradeAnim until the "Trade completed!" TextBox appears for the
-- after shot; the disk write already happened in the done branch, this is
-- cosmetic. A fresh Font require keeps this independent of TradeAnim state.
local Font = require("src.render.Font")
local sawText = false
for _ = 1, 4000 do
local top = game.stack:top()
if top == game.overworld then break end
if getmetatable(top) == TradeAnim and not top.waitingText then
top:update(1 / 60)
end
if topIs(TextBox) then sawText = true; break end
U.tap(game, "a")
U.wait(1)
end
-- fully reveal the current page ("Trade completed!") so the shot shows text
-- regardless of the typewriter speed (mirrors trade_anim_test.lua)
local tb = game.stack:top()
if getmetatable(tb) == TextBox and tb.pages and tb.pageIndex then
local page = tb.pages[tb.pageIndex]
if page then
tb.shown = {}
for _, line in ipairs(page) do
tb.shown[#tb.shown + 1] = Font.encode(line)
end
tb.lineIndex = #page
tb.charIndex = #(tb.shown[#tb.shown] or {})
tb.done = true
end
end
U.wait(2)
U.shot(game, DIR .. "/bug222_01_trade_complete.png")
U.log("reached trade-complete text:", sawText)
-- (6) RELOAD FROM DISK and assert the trade was persisted without a manual
-- save. These fail before the fix (disk still holds the baseline PIDGEY).
local disk = SaveData.load(version)
U.log("on disk after trade:", disk and disk.party and disk.party[1]
and disk.party[1].species, "count:",
disk and disk.party and #disk.party)
assert(disk and disk.party, "#222: a save file must exist on disk")
assert(disk.party[1] and disk.party[1].species == "RATTATA",
"#222: trade must autosave -- on-disk lead must be the received RATTATA, was "
.. tostring(disk.party[1] and disk.party[1].species))
assert(#disk.party == 1,
"#222: on-disk party must be exactly the swapped party (no phantom slot), had "
.. tostring(#disk.party))
for i, mon in ipairs(disk.party) do
assert(mon.species ~= "PIDGEY",
"#222: the sent PIDGEY must not survive on disk (clone vector), found at slot "
.. tostring(i))
end
U.log("#222 PASS: link trade autosaved; disk holds RATTATA, PIDGEY gone")
end
+95
View File
@@ -0,0 +1,95 @@
-- Driver (#215): a link-traded mon must keep its ORIGINAL trainer's OT
-- name and ID on the receiving game, not adopt the receiver's identity.
--
-- pokered engine/link/cable_club.asm + home/serial.asm: a trade transmits
-- the whole party data block, which carries each mon's OT ID (party_struct
-- MON_OTID offset) and the OT-names block (wPartyMonOT). The receiving game
-- copies both verbatim and never overwrites -- a differing OT/ID is exactly
-- what marks a mon as traded (boosted EXP, high-level disobedience).
--
-- The bug: Protocol.packMon/unpackMon dropped mon.ot/mon.otId on the wire,
-- so a received mon arrived ot=nil/otId=nil and SummaryMenu (status_screen.asm
-- StatusScreen) fell back to the local player's name/ID -- the reporter saw
-- the sender's CULLEN/16012 mon show up on the receiver as RED/60368. This
-- drives the receiver side headlessly: pack a CULLEN-owned mon and unpack it,
-- then read exactly what SummaryMenu draws in the IDNo/OT slots.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local Protocol = require("src.link.Protocol")
local SummaryMenu = require("src.ui.SummaryMenu")
local BattleState = require("src.battle.BattleState")
local Font = require("src.render.Font")
-- This install is the RECEIVER: player RED, ID 60368 (from the report's
-- Blue window). A correctly preserved OT must NOT match these.
game.save.player.name = "RED"
game.save.player.id = 60368
-- Capture exactly the strings SummaryMenu draws in the IDNo value slot
-- (x=96, y=112) and the OT value slot (x=96, y=128) on page 1. Monkeypatch
-- the Font table field so SummaryMenu's own `local Font` reference resolves
-- to our wrapper at call time -- this reads the real rendered strings, not
-- Protocol in isolation, so it fails while the received mon carries no OT.
local realDraw = Font.draw
local function recordShot(mon, path)
local summary = SummaryMenu.new(game, mon)
game.stack:push(summary)
U.wait(4)
local capturedId, capturedOt = nil, nil
Font.draw = function(text, x, y)
if x == 96 and y == 112 then capturedId = text end
if x == 96 and y == 128 then capturedOt = text end
return realDraw(text, x, y)
end
U.shot(game, path)
Font.draw = realDraw
game.stack:pop()
U.wait(2)
return capturedId, capturedOt
end
-- The bug case: a RATTATA caught by trainer CULLEN (id 16012), sent across
-- the wire. pack -> unpack is exactly what the trade session does to the
-- mon before it lands in the receiver's party (Protocol.TradeSession).
local sender = Pokemon.new(game.data, "RATTATA", 8)
sender.ot = "CULLEN"
sender.otId = 16012
local received = Protocol.unpackMon(game.data, Protocol.packMon(sender))
local recvId, recvOt =
recordShot(received, DIR .. "/trade_ot_215_received_p1.png")
U.log("received mon: IDNo=", tostring(recvId), " OT=", tostring(recvOt))
-- Control: a mon caught locally on THIS game gets the player stamped as OT
-- (BattleState.stampOT, engine/battle/core.asm on catch), so its summary
-- correctly reads RED / 60368. This proves the player-fallback path itself
-- is fine and it is only the received mon that was wrong.
local mine = Pokemon.new(game.data, "PIDGEY", 8)
BattleState.stampOT(game.save, mine)
local mineId, mineOt =
recordShot(mine, DIR .. "/trade_ot_215_control_p1.png")
U.log("self-caught mon: IDNo=", tostring(mineId), " OT=", tostring(mineOt))
U.log("shots under", DIR)
-- The received mon must show the ORIGINAL trainer, not the receiver.
assert(recvOt == "CULLEN",
"#215: received mon OT must render CULLEN (the original trainer), drew "
.. tostring(recvOt))
assert(recvId == "16012",
"#215: received mon IDNo must render 16012 (the original trainer ID), drew "
.. tostring(recvId))
assert(recvOt ~= game.save.player.name,
"#215: received mon must not adopt the receiver's OT name")
assert(recvId ~= ("%05d"):format(game.save.player.id),
"#215: received mon must not adopt the receiver's ID")
-- Control must still show the local player (self-caught mon is unaffected).
assert(mineOt == "RED",
"control: self-caught mon OT must render RED, drew " .. tostring(mineOt))
assert(mineId == "60368",
"control: self-caught mon IDNo must render 60368, drew " .. tostring(mineId))
U.log("#215 PASS: link-traded mon keeps the original trainer's OT/ID")
end