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Add mod.world:startWildBattle
Starting a wild encounter had no supported entry point, so mods built a BattleState and pushed it themselves -- silently losing onFinish (and with it evolutions and blackout-on-loss) and pushBattle (entry wipe, battle theme). Neither failure raises. Also covers awardExp -> leveledUp -> afterBattle -> checkParty, which parity_trainer_evolution_order stubs BattleState out of.
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-- mod.world:startWildBattle. What regresses is the handoff, not the battle:
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-- a mod that pushes its own BattleState still fights and still levels, it just
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-- loses onFinish -> afterBattle (evolutions, blackout-on-loss) and pushBattle
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-- (entry wipe, battle theme), silently. Shipped mods have hit exactly this.
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--
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-- T3, not the ROM-free tier: the handoff only exists once a real map is up
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-- (OverworldState:enter binds the module-local Game and MapLoader needs real
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-- tilesets), and the fixture dataset carries neither.
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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 then Data:load() end
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local S = require("tests.harness").suite("parity world startWildBattle")
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local check = S.check
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local Game = require("src.core.Game")
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local SaveData = require("src.core.SaveData")
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local StateStack = require("src.core.StateStack")
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local Pokemon = require("src.pokemon.Pokemon")
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local WorldAPI = require("src.world.WorldAPI")
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local OverworldState = require("src.world.OverworldController")
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require("src.render.Font").load(Data)
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-- data/generated/audio.lua only exists after an in-app ROM import; the Python
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-- developer builder has no audio stage, so Music's entry points can be absent.
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-- setMap plays map music on the way in, which is incidental to the handoff
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-- under test -- no-op whatever is missing rather than depend on the dataset.
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-- run_tests.lua dofiles every suite into one process, so this is restored at
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-- the end: leaving it patched makes later suites pass that otherwise fail.
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local Music = require("src.core.Music")
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local musicSaved = {}
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for _, fn in ipairs({ "playMap", "setSurfing", "playBattle" }) do
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-- `or false` so a genuinely-absent entry point is still recorded and gets
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-- restored to nil; storing the nil directly would drop the key entirely
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musicSaved[fn] = Music[fn] or false
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Music[fn] = Music[fn] or function() end
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end
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local function restoreMusic()
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for fn, orig in pairs(musicSaved) do Music[fn] = orig or nil end
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end
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local function freshWorld()
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Game.data = Data
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Game.save = SaveData.newGame()
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Game.stack = StateStack; StateStack:init()
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Game.renderer = { worldViewSize = function() return 160, 144 end }
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Game.overworld = OverworldState
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OverworldState:enter("ROUTE_1", 5, 5, "down")
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return WorldAPI.new(Game, "testmod")
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end
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-- ------- argument handling: every failure is a nil + reason, never a throw
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local world = WorldAPI.new({ data = Data }, "testmod")
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local ok, err = world:startWildBattle("PIDGEY", 5)
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check(ok == nil, "no overworld up refuses")
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check(err == "no overworld", "and says so")
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world = freshWorld()
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Game.save.party = { Pokemon.new(Data, "CATERPIE", 6) }
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ok, err = world:startWildBattle("NOT_A_MON", 5)
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check(ok == nil, "an unknown species refuses")
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check(err and err:find("unknown species", 1, true), "and names the species")
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for _, lv in ipairs({ 0, 101, "nope" }) do
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check(world:startWildBattle("PIDGEY", lv) == nil,
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"level " .. tostring(lv) .. " refuses")
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end
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-- ------- the handoff: a level-up evolution is offered after the win
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world = freshWorld()
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local caterpie = Pokemon.new(Data, "CATERPIE", 6)
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Game.save.party = { caterpie }
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check(world:startWildBattle("PIDGEY", 25) == true, "a wild battle starts")
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-- pushBattle pushes the transition, which pushes the battle from its callback
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local top = Game.stack:top()
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check(top ~= nil, "something was pushed")
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check(top.screenId ~= "BattleState", "the entry transition goes on first")
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local battle
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for _ = 1, 400 do
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local t = Game.stack:top()
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if t and t.awardExp then battle = t break end
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if t and t.update then t:update(1 / 60) else break end
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end
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check(battle ~= nil, "the transition hands off to the battle")
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battle.participants = { [caterpie] = true }
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battle:awardExp()
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check(caterpie.level >= 7, "the mon levels past its evolution threshold")
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check(battle.leveledUp and battle.leveledUp[caterpie],
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"awardExp records the level-up for EvolveAfterBattle")
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Game.stack:pop()
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battle.onFinish("win")
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for _ = 1, 12 do
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local t = Game.stack:top()
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if not t or t.screenId == "EvolutionState" then break end
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Game.stack:pop()
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if t.onDone then t.onDone() end
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end
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check(Game.stack:top() and Game.stack:top().screenId == "EvolutionState",
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"the win reaches the evolution screen")
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restoreMusic()
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S.finish()
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