Fix the fly map cursor start and cycle directions

This commit is contained in:
johnjohto
2026-08-04 12:28:24 -04:00
parent 6fe106f55c
commit 3d3e42c6a3
2 changed files with 114 additions and 4 deletions
+12 -4
View File
@@ -221,8 +221,13 @@ function TownMap.new(game, opts)
local mapId = game.overworld and game.overworld.map and game.overworld.map.id
self.playerLoc = mapId and self.byMap[mapId] or nil
self.sel = 1
for i, loc in ipairs(self.locs) do
if loc == self.playerLoc then self.sel = i break end
-- LoadTownMap_Fly always opens with hl on wFlyLocationsList[0], the FIRST
-- fly destination (PALLET_TOWN), never the player's current town (#795).
-- Only the plain viewer snaps the cursor to where the player stands.
if not self.fly then
for i, loc in ipairs(self.locs) do
if loc == self.playerLoc then self.sel = i break end
end
end
self.blink = 0
return self
@@ -267,14 +272,17 @@ function TownMap:update(dt)
if self.fly then
-- LoadTownMap_Fly: Up/Down cycle the visited destinations, A flies there,
-- B cancels (handled above). moveList walks self.locs, now the fly list.
-- Up steps FORWARD through the towns (.pressedUp does inc hl: PALLET ->
-- VIRIDIAN -> PEWTER -> ...), Down steps back and wraps to the last
-- visited town from the top; the port had the two swapped (#795).
if input:wasPressed("a") then
Sound.play(self.game.data, "Press_AB")
local mapId = self.flyMapIds[self.sel]
self.game.stack:pop()
if mapId and self.onFly then self.onFly(mapId) end
return
elseif input:wasPressed("up") then self:moveList(-1)
elseif input:wasPressed("down") then self:moveList(1)
elseif input:wasPressed("up") then self:moveList(1)
elseif input:wasPressed("down") then self:moveList(-1)
end
elseif self.nestSpecies then
if input:wasPressed("a") then
+102
View File
@@ -0,0 +1,102 @@
-- Parity test: the FLY town map opens on PALLET_TOWN and Up walks the
-- towns forward, Down backward (#795).
--
-- pokered's LoadTownMap_Fly (engine/items/town_map.asm) enters its loop
-- with hl on wFlyLocationsList[0] -- the cursor ALWAYS starts on the first
-- fly destination, PALLET_TOWN, never the town the player is standing in.
-- .pressedUp does `inc hl` (next town, skipping NOT_VISITED entries,
-- wrapping at the $ff terminator back to the start) and .pressedDown does
-- `dec hl` (previous town, wrapping off the top to the last visited town).
-- The port started the cursor on the player's current town and had Up and
-- Down swapped, so the menu felt like it cycled in a random order.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity fly cursor order")
local check, eq = S.check, S.eq
local TownMap = require("src.ui.TownMap")
local function makeGame(visited, currentMap)
local pressed = {}
local game = {
data = Data,
save = { visited = visited },
overworld = currentMap and { map = { id = currentMap } } or nil,
input = { wasPressed = function(_, name)
local p = pressed[name]
pressed[name] = nil
return p
end },
stack = { pop = function() end },
}
return game, function(name) pressed[name] = true end
end
local function selection(tm)
return tm.flyMapIds[tm.sel]
end
local ALL = {
PALLET_TOWN = true, VIRIDIAN_CITY = true, PEWTER_CITY = true,
CERULEAN_CITY = true, LAVENDER_TOWN = true, VERMILION_CITY = true,
CELADON_CITY = true, FUCHSIA_CITY = true, CINNABAR_ISLAND = true,
INDIGO_PLATEAU = true, SAFFRON_CITY = true,
}
-- ------------------------------------------------------------------
-- 1) the cursor opens on PALLET_TOWN, not the player's town
-- ------------------------------------------------------------------
local game, tap = makeGame(ALL, "CELADON_CITY")
local tm = TownMap.new(game, { fly = true })
check(tm.fly == true, "the town map opens in fly mode")
eq(selection(tm), "PALLET_TOWN",
"the fly cursor opens on PALLET_TOWN while the player stands in Celadon")
-- ------------------------------------------------------------------
-- 2) Up walks the towns forward, Down backward, both wrapping
-- ------------------------------------------------------------------
tap("up") tm:update(0)
eq(selection(tm), "VIRIDIAN_CITY", "Up from PALLET_TOWN selects VIRIDIAN_CITY")
tap("up") tm:update(0)
eq(selection(tm), "PEWTER_CITY", "Up again selects PEWTER_CITY")
tap("down") tm:update(0)
eq(selection(tm), "VIRIDIAN_CITY", "Down steps back to VIRIDIAN_CITY")
tap("down") tm:update(0)
eq(selection(tm), "PALLET_TOWN", "Down again returns to PALLET_TOWN")
tap("down") tm:update(0)
eq(selection(tm), "SAFFRON_CITY",
"Down off the top wraps to the last visited town (SAFFRON_CITY)")
tap("up") tm:update(0)
eq(selection(tm), "PALLET_TOWN", "Up off the bottom wraps back to PALLET_TOWN")
-- ------------------------------------------------------------------
-- 3) unvisited towns are skipped, in list order
-- ------------------------------------------------------------------
local PARTIAL = { PALLET_TOWN = true, VIRIDIAN_CITY = true, CELADON_CITY = true }
local game2, tap2 = makeGame(PARTIAL, "VIRIDIAN_CITY")
local tm2 = TownMap.new(game2, { fly = true })
eq(selection(tm2), "PALLET_TOWN",
"the fly cursor opens on PALLET_TOWN on a partial save too")
tap2("up") tm2:update(0)
eq(selection(tm2), "VIRIDIAN_CITY", "Up selects VIRIDIAN_CITY")
tap2("up") tm2:update(0)
eq(selection(tm2), "CELADON_CITY", "Up skips every unvisited town to CELADON")
tap2("up") tm2:update(0)
eq(selection(tm2), "PALLET_TOWN", "Up off the end wraps to PALLET_TOWN")
tap2("down") tm2:update(0)
eq(selection(tm2), "CELADON_CITY",
"Down off the top wraps to CELADON, the last visited town")
-- ------------------------------------------------------------------
-- 4) the plain town map viewer still opens on the player's town
-- ------------------------------------------------------------------
local game3 = makeGame(ALL, "CERULEAN_CITY")
local viewer = TownMap.new(game3)
check(not viewer.fly, "the plain viewer is not in fly mode")
check(viewer.locs[viewer.sel] == viewer.playerLoc,
"the plain viewer still opens on the player's current location")
S.finish()