This commit is contained in:
bryanthaboi
2026-08-18 11:43:23 -04:00
parent bd1046f398
commit abf95ce1c4
2 changed files with 94 additions and 0 deletions
+7
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@@ -329,6 +329,10 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
MapLoader.invalidateAll()
end
self.map = MapLoader.load(Game.data, mapId)
-- EnterMap -> ClearVariablesOnEnterMap zeroes wStepCounter
-- (engine/overworld/clear_variables.asm:7), but a connection crossing
-- never reaches EnterMap (home/overworld.asm:675 .loadNewMap)
if not (opts and opts.seamless) then Game.save.poisonSteps = 0 end
-- STRENGTH deactivates on every real map load (home/overworld.asm
-- EnterMap -> ResetUsingStrengthOutOfBattleBit clears BIT_STRENGTH_ACTIVE
-- of wStatusFlags1). setMap is the single choke point for every map-id
@@ -4296,6 +4300,9 @@ end
-- battle is optional; when given, Oak's Lab OPP_RIVAL1 losses skip the
-- blackout (pret HandlePlayerBlackOut) so the map script can HealParty.
function OverworldState:afterBattle(result, battle)
-- .battleOccurred tail-jumps to EnterMap (home/overworld.asm:353), so
-- ClearVariablesOnEnterMap zeroes wStepCounter on every battle return
Game.save.poisonSteps = 0
if battle and battle.kind == "wild" then
self.wildEncounterGraceSteps = WILD_ENCOUNTER_GRACE_STEPS
end
+87
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@@ -0,0 +1,87 @@
-- Parity test (#1519): wStepCounter is zeroed by ClearVariablesOnEnterMap
-- (engine/overworld/clear_variables.asm:7), reached from EnterMap on a warp
-- and from the post-battle tail jump (home/overworld.asm:353), but never from
-- CheckMapConnections (home/overworld.asm:675), so a seam crossing keeps phase.
-- Self-contained; run via `luajit tests/parity_field_poison_phase.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity field poison phase")
local check, eq = S.check, S.eq
require("src.render.Font").load(Data)
local Game = require("src.core.Game")
local Input = require("src.core.Input")
local StateStack = require("src.core.StateStack")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local Pokemon = require("src.pokemon.Pokemon")
local OW = require("src.world.OverworldController")
Game.data = Data
Game.input = Input; Input:init()
Game.renderer = Renderer; Renderer:init()
Game.stack = StateStack; StateStack:init()
Game.save = SaveData.newGame()
Game.save.party = { Pokemon.new(Data, "SQUIRTLE", 12) }
Game.stack:push(OW, "PALLET_TOWN", 5, 6, "down")
local ow = Game.stack:top()
Game.overworld = ow
local mon = Game.save.party[1]
mon.status = "PSN"
-- Walk until the poison bites, and report which step it was.
local function stepsToTick(limit)
for i = 1, limit or 12 do
local before = mon.hp
ow:applyFieldPoison()
if mon.hp < before then return i end
end
return nil
end
local function reheal()
mon.hp = mon.stats.hp
mon.status = "PSN"
end
-- ---- the free-running four-step cycle ------------------------------------
Game.save.poisonSteps = 0
eq(stepsToTick(), 4, "a cleared counter bites on the fourth step")
reheal()
eq(stepsToTick(), 4, "and every fourth step after that")
reheal()
Game.save.poisonSteps = 2
eq(stepsToTick(), 2, "a counter two steps into the cycle bites two steps later")
-- ---- a real map load re-phases it ----------------------------------------
reheal()
Game.save.poisonSteps = 2
ow:setMap("PALLET_TOWN", 5, 6, "down", { via = "warp" })
eq(Game.save.poisonSteps, 0, "setMap clears the counter")
eq(stepsToTick(), 4, "so the first tick after a warp is four steps out")
-- ---- a connection crossing does not --------------------------------------
reheal()
Game.save.poisonSteps = 2
ow:setMap("ROUTE_1", 9, 33, "up", { seamless = true, keepMusic = true })
eq(Game.save.poisonSteps, 2, "a seamless crossing leaves the counter alone")
eq(stepsToTick(), 2, "so the seam does not delay the tick")
-- ---- a battle return re-phases it ----------------------------------------
reheal()
Game.save.poisonSteps = 2
ow:afterBattle("win", { kind = "wild" })
eq(Game.save.poisonSteps, 0, "afterBattle clears the counter")
eq(stepsToTick(), 4, "so poison always bites four steps after a battle")
reheal()
Game.save.poisonSteps = 3
ow:afterBattle("win", { kind = "trainer", oppClass = "OPP_YOUNGSTER" })
eq(stepsToTick(), 4, "trainer battles re-phase it the same way")
S.finish()