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CLOSES #998, CLOSES #1472, CLOSES #1526, CLOSES #1529, CLOSES #1530, CLOSES #1532, CLOSES #1534, CLOSES #1547, CLOSES #1549, CLOSES #1550, CLOSES #1551
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-- JoypadOverworld calls RunMapScript every overworld frame before input is
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-- even read (home/overworld.asm:1816-1821), and the gate guards are
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-- per-frame "is the player standing on these coords" checks
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-- (scripts/Route16Gate1F.asm:16, Route5Gate.asm:19, Route22Gate.asm:21).
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-- The port only evaluated them on a completed step, so saving on a guard's
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-- tile and reloading walked past the guard (#1547).
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package.path = "./?.lua;./?/init.lua;" .. package.path
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if not _G.love then _G.love = require("tests.love_stub") end
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local T = require("tests.modkit")
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local Data = T.fixtures.fresh()
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Data.tilesets.FIX_OUT.tilesPerRow = 16
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Data.field.flyWarps = Data.field.flyWarps or {}
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Data.field.playerSprites = { walk = "SPRITE_FIX_PLAYER" }
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Data.field.waterTilesets = {}
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Data.field.forcedMovement = { tiles = {} }
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Data.audio = Data.audio or {}
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Data.audio.songs = Data.audio.songs or {}
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Data.audio.mapSongs = Data.audio.mapSongs or {}
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local SaveData = require("src.core.SaveData")
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local Game = require("src.core.Game")
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local StateStack = require("src.core.StateStack")
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local OverworldState = require("src.world.OverworldController")
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local MapScripts = require("src.script.MapScripts")
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Game.data = Data
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Game.save = SaveData.newGame()
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Game.save.player.name = "RED"
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Game.save.player.map = "FIX_TOWN"
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StateStack:init()
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Game.stack = StateStack
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Game.overworld = OverworldState
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Game.input = {
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isDown = function() return false end,
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wasPressed = function() return false end,
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step = function() end, state = {}, pressQueue = {},
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}
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Game.renderer = {
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beginWorldPass = function() end, endWorldPass = function() end,
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beginUIPass = function() end, endUIPass = function() end,
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worldViewSize = function() return 160, 144 end,
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setSGBZones = function() end,
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}
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local TRIGGER_X, TRIGGER_Y = 4, 4
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local fired = {}
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MapScripts.attachBase("FIX_TOWN", {
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onStep = function(_, _, x, y)
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if x == TRIGGER_X and y == TRIGGER_Y then
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fired[#fired + 1] = { x, y }
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return true
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end
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return false
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end,
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})
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local function loadedSave()
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local save = SaveData.newGame()
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save.player.map = "FIX_TOWN"
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save.player.x, save.player.y = TRIGGER_X, TRIGGER_Y
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return save
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end
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-- === the exploit: F2 / CONTINUE onto the guard's tile re-fires the guard
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fired = {}
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Game:restoreSave(loadedSave(), false, { freshBoot = true })
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T.eq(#fired, 1, "a freshBoot restore re-evaluates the standing-tile trigger")
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T.same(fired[1], { TRIGGER_X, TRIGGER_Y },
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"at the coords the save left the player on")
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-- === an ordinary warp arrival must NOT fire it
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fired = {}
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OverworldState:setMap("FIX_TOWN", TRIGGER_X, TRIGGER_Y, "up", {})
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T.eq(#fired, 0, "a plain warp arrival still leaves the trigger to onStepComplete")
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-- === dev tooling reuses opts.via == "boot" WITHOUT freshBoot
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fired = {}
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OverworldState:setMap("FIX_TOWN", TRIGGER_X, TRIGGER_Y, "up", { via = "boot" })
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T.eq(#fired, 0, "the console warp / hot reload shape does not fire it")
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-- === checkpoint resume must never re-run map scripts
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fired = {}
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Game:restoreCheckpointSave(loadedSave())
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T.eq(#fired, 0, "a checkpoint resume re-runs nothing")
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-- === restoring somewhere harmless fires nothing
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fired = {}
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local elsewhere = loadedSave()
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elsewhere.player.x, elsewhere.player.y = 3, 3
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Game:restoreSave(elsewhere, false, { freshBoot = true })
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T.eq(#fired, 0, "a restore off the trigger cell is untouched")
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T.finish("standing-tile triggers on restore (#1547)")
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