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fix testsZ
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@@ -64,6 +64,17 @@ local function freshGame(mapX, mapY)
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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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-- OverworldState is a singleton and :enter does not clear the movement
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-- latches, so a scenario that runs after a few thousand other checks can
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-- inherit a half-finished script and never walk. Reset them here: this
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-- suite asserts a frame budget, so it has to start from a known state.
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OverworldState.scriptMoves = {}
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OverworldState.pendingScripts = {}
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OverworldState.emote = nil
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OverworldState.engaging = false
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OverworldState.teleportOut = nil
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OverworldState.transitioning = nil
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OverworldState.wildEncounterGraceSteps = 0
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StateStack:push(OverworldState, "PALLET_TOWN", mapX, mapY, "up")
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Game.overworld = OverworldState
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return pressed
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@@ -114,6 +125,11 @@ end
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-- keeps running straight into the lab.
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-- =====================================================================
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scenario(function()
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-- The trigger tile is in Pallet's north grass, so the escort walk rolls for
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-- wild encounters as it goes. Pin the stream: run standalone this suite got
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-- one draw sequence and run inside tests/run_tests.lua another, and one of
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-- them dropped a battle on top of the escort and ate the frame budget.
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math.randomseed(require("tests.harness").SEED)
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GameVersion.set("red")
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local pressed = freshGame(8, 2)
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local played = {}
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