test: prove public battle checkpoint roundtrip

This commit is contained in:
MaxTomahawk
2026-08-07 16:56:38 +02:00
parent 5bffc89a2f
commit 5b1d0261ff
+86
View File
@@ -14,6 +14,10 @@ local T = require("tests.harness").suite("mod checkpoints")
local Loader = require("src.mods.Loader")
local Runtime = require("src.mods.Runtime")
local GameMethods = require("src.core.Game")
local BattleState = require("src.battle.BattleState")
local Fixtures = require("tests.modkit").fixtures
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local Version = require("src.core.Version")
@@ -320,6 +324,88 @@ T.check(not restored and restoreCode == "restore_failed",
T.same(checkpoints:capture(game), beforeFailure,
"failed reconstruction rolls back the complete pre-operation checkpoint")
-- The same public facade must carry a real battle checkpoint end to end. The
-- engine-side fixture is deliberately constructed outside the probe mod; the
-- mod sees and calls only mod.checkpoints.
local function makeBattleGame()
local data = Fixtures.fresh()
local save = SaveData.newGame()
save.meta.playthroughId = "public-battle-playthrough"
save.party = { Pokemon.new(data, "FIXMON_A", 20) }
-- The tiny fixture registry intentionally omits several full-game defaults.
-- Normalize those once, then place the save on its fixture map.
SaveData.validate(save, data)
save.player.map, save.player.x, save.player.y = "FIX_TOWN", 2, 3
save.player.facing, save.player.surfing = "left", false
local stack = setmetatable({ states = {} }, { __index = StateStack })
local battleGame
local battleOw = {
map = { id = "FIX_TOWN" },
player = { cellX = 2, cellY = 3, facing = "left", surfing = false },
runner = { isRunning = function() return false end },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}
function battleOw:captureSave(target)
target.player.map = self.map.id
target.player.x, target.player.y = self.player.cellX, self.player.cellY
target.player.facing = self.player.facing
target.player.surfing = self.player.surfing and true or false
end
function battleOw:enter(mapId, x, y, facing)
self.map = { id = mapId }
self.player = { cellX = x, cellY = y, facing = facing, surfing = false }
end
function battleOw:restoreBattleContinuation(restoredBattle, origin)
if origin.kind ~= "wild_encounter" or origin.map ~= self.map.id then
return false
end
restoredBattle.onFinish = function() end
return true
end
battleGame = setmetatable({
data = data, save = save, stack = stack, overworld = battleOw,
}, { __index = GameMethods })
stack.states[1] = battleOw
local battle = BattleState.newWild(battleGame, "FIXMON_B", 12)
battle.phase, battle.queue = "menu", {}
battle.checkpointOrigin = { kind = "wild_encounter", map = "FIX_TOWN" }
battle.musicKind = battle:computeMusicKind()
battle.onFinish = function() end
stack.states[2] = battle
return battleGame, battle
end
checkpointRngState = "public-battle-rng-A"
local battleGame, liveBattle = makeBattleGame()
T.same(checkpoints:inspect(battleGame), {
canCapture = true, canRestore = true, kind = "battle",
}, "public mod.checkpoints reports a settled battle boundary")
liveBattle.turnCount = 4
liveBattle.player.stages.attack = 2
local battleSnapshot, battleCaptureCode = checkpoints:capture(battleGame)
T.check(battleSnapshot and battleSnapshot.kind == "battle",
"public mod.checkpoints captures a data-only battle: "
.. tostring(battleCaptureCode))
if battleSnapshot then
battleGame.save.money = 1
liveBattle.turnCount = 99
checkpointRngState = "public-battle-rng-B"
local battleRestored, battleRestoreCode, battleRestoreMessage = checkpoints:restore(
battleGame, battleSnapshot)
T.check(battleRestored == true,
"public mod.checkpoints reconstructs a battle: "
.. tostring(battleRestoreCode) .. " / " .. tostring(battleRestoreMessage))
local restoredBattle = battleGame.stack:top()
T.eq(restoredBattle.turnCount, 4,
"public battle reconstruction restores the exact turn")
T.eq(restoredBattle.player.stages.attack, 2,
"public battle reconstruction restores battler stages")
T.eq(checkpointRngState, "public-battle-rng-A",
"public battle reconstruction restores gameplay RNG")
T.same(checkpoints:capture(battleGame), battleSnapshot,
"public battle capture/restore/capture is a normalized differential roundtrip")
end
Runtime.events, Runtime.hooks = savedEvents, savedHooks
Runtime.currentMod = nil
_G.MOD_CHECKPOINTS = nil