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Merge pull request #333 from johnjohto/fix-midstep-buttons
Gate overworld buttons on the completed step (#286)
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@@ -969,6 +969,24 @@ end
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function OverworldState:handleInput()
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local input = Game.input
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-- the wall-bonk SFX cooldown ticks with any held direction, step or not
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-- (it is a port invention, not part of JoypadOverworld, so the
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-- wWalkCounter gate below must not freeze it mid-step)
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if self:dirHeld() then
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self.bumpCooldown = math.max(0, (self.bumpCooldown or 0) - 1)
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end
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-- OverworldLoop (home/overworld.asm) gates ALL of JoypadOverworld on
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-- wWalkCounter == 0 ("if the player sprite has not yet completed the
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-- walking animation" it jumps straight to .moveAhead): A, START and
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-- direction initiation are only ever looked at while the player stands
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-- on a tile, and a button pressed mid-step is simply never seen.
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-- Without this gate a mid-step A/START pushed its TextBox/StartMenu
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-- right there and froze Red between tiles, mid-animation (#286). Held
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-- directions need no buffering -- isDown below picks them up on the
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-- landing frame.
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if self.player.moving then return end
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if input:wasPressed("a") then
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self:interact()
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return
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@@ -1005,7 +1023,6 @@ function OverworldState:handleInput()
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self.bumpCooldown = 16
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end
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end
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self.bumpCooldown = math.max(0, (self.bumpCooldown or 0) - 1)
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return result
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end
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end
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@@ -0,0 +1,115 @@
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-- Parity test: A/START are never handled mid-step (#286).
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-- Self-contained: run via `luajit tests/parity_midstep_buttons.lua`; also
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-- dofile'd by tests/run_tests.lua's aggregator.
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--
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-- Oracle: home/overworld.asm OverworldLoop reads wWalkCounter and, when it
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-- is nonzero ("the player sprite has not yet completed the walking
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-- animation"), jumps straight to .moveAhead -- JoypadOverworld, and with
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-- it the START check, the A check, and every direction initiation, only
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-- ever runs while the player stands on a tile. A button pressed mid-step
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-- is simply never seen.
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--
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-- The port ran handleInput() every frame regardless of player.moving, so a
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-- mid-step A/START press pushed its TextBox/StartMenu right there and
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-- froze Red between tiles, mid-animation (#286: running up to Nurse Joy
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-- and mashing A stops him half off the tile).
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--
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-- The invariant: while a step is in progress, A and START change nothing
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-- (no TextBox, no StartMenu, the step completes); once the player stands
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-- on the tile again, both work.
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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 Data = require("src.core.Data")
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if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
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local S = require("tests.harness").suite("parity midstep buttons")
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local check, eq = S.check, S.eq
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require("src.render.Font").load(Data)
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local Game = require("src.core.Game")
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local Input = require("src.core.Input")
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local StateStack = require("src.core.StateStack")
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local Renderer = require("src.render.Renderer")
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local SaveData = require("src.core.SaveData")
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local OW = require("src.world.OverworldController")
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Game.data = Data
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Game.input = Input; Input:init()
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Game.renderer = Renderer; Renderer:init()
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Game.stack = StateStack
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StateStack:init()
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-- PALLET_TOWN (6,9) facing down: open grass, several free tiles south
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Game.save = SaveData.newGame()
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Game.stack:push(OW, "PALLET_TOWN", 6, 9, "down")
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local ow = Game.stack:top()
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local function step(pressedBtn)
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-- the real driver: Game:step promotes pressQueue edges via Input:step()
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-- (which also expires them) before stack:update
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if pressedBtn then table.insert(Input.pressQueue, pressedBtn) end
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Input:step()
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ow:update(1 / 60)
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end
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-- start a step south (held direction, like hJoyHeld)
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Input.state.down = true
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step()
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Input.state.down = false
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check(ow.player.moving, "held direction starts a step")
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local startY = ow.player.cellY
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-- spy on interact(): a mid-step A press must not even reach it
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local interactCalls = 0
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local baseInteract = ow.interact
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ow.interact = function(self, ...)
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interactCalls = interactCalls + 1
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return baseInteract(self, ...)
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end
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-- mid-step A press: nothing may happen (the original never sees it)
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step("a")
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eq(interactCalls, 0, "mid-step A never reaches interact()")
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check(Game.stack:top() == ow, "mid-step A pushes no TextBox")
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check(ow.player.moving, "mid-step A does not interrupt the step")
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-- mid-step START press: no start menu either
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step("start")
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check(Game.stack:top() == ow, "mid-step START opens no menu")
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check(ow.player.moving, "mid-step START does not interrupt the step")
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-- run the step out: the player lands on the next tile, unfrozen
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local guard = 0
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while ow.player.moving and guard < 60 do step(); guard = guard + 1 end
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eq(ow.player.cellY, startY + 1, "the step completes onto the next tile")
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-- the issue's actual repro ("press A quickly/early" running up to Nurse
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-- Joy): start another step and press A on its FINAL mid-step frame
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Input.state.down = true
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step()
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Input.state.down = false
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check(ow.player.moving, "second step starts")
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guard = 0
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while ow.player.moving and guard < 60 do
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guard = guard + 1
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if guard == (ow.player.stepFramesCur or 16) - 1 then
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step("a") -- the last frame before landing
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else
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step()
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end
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end
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check(not ow.player.moving, "the second step completes")
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eq(interactCalls, 0, "a last-frame A press is still swallowed (no buffering)")
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check(Game.stack:top() == ow, "last-frame A pushes no TextBox")
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-- standing on the tile again, START and A work as always
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step("start")
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check(Game.stack:top() ~= ow, "START opens the start menu on a tile")
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while Game.stack:top() do Game.stack:pop() end
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Game.stack:push(OW, "PALLET_TOWN", 6, 9, "down")
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ow = Game.stack:top()
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interactCalls = 0 -- OW is a singleton: the spy survives the re-push
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step("a")
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eq(interactCalls, 1, "A on a tile runs interact() (the gate is movement-only)")
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S.finish()
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