Fix Gen 1/2 battle, menu, PC and audio parity gaps; wire luacheck into CI

CLOSES #1484, CLOSES #1486, CLOSES #1513, CLOSES #1517, CLOSES #1556, CLOSES #1564, CLOSES #1567
This commit is contained in:
bryanthaboi
2026-08-21 19:22:34 -04:00
parent 087a275189
commit c0f4315cd8
45 changed files with 2487 additions and 168 deletions
+112
View File
@@ -0,0 +1,112 @@
-- Assertion driver: a KEY ITEM and an HM through the player's item PC.
--
-- POKEPORT_IDENTITY=gold-dev POKEPORT_GAME=gold \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1486_test.lua \
-- perl -e 'alarm 300; exec @ARGV' \
-- python3 -c "import pty; pty.spawn(['love','.'])"
--
-- Issue #1486. What the unit tier cannot show: the two screens a player
-- actually looks at. .DepositItem (engine/events/pokecenter_pc.asm:504) reads
-- CANT_TOSS only to force x1 and skip .AskQuantity, and PlaceMenuItemQuantity
-- (engine/menus/menu_2.asm:18) draws no ×NN under such a row.
--
-- Shots land in /tmp/gold-bug1486:
--
-- 01-key-items-pocket.png the DEPOSIT chooser on the KEY ITEMS pocket
-- 02-deposited.png "Deposited 1 BICYCLE(S)." -- before the fix this
-- is the unchanged pocket with no message at all
-- 03-pc-list.png the PC list: POTION with its ×03, BICYCLE and
-- HM01 with no ×NN at all
local U = require("tests.drivers.util")
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1486"
local fails = 0
local function ok(cond, msg)
if cond then print("[1486] ok " .. msg)
else fails = fails + 1 print("[1486] FAIL " .. msg) end
return cond
end
local function tap(button, frames)
game.input.pressQueue[#game.input.pressQueue + 1] = button
game.input.state[button] = true
U.wait(2)
game.input.state[button] = false
U.wait(frames or 4)
end
U.wait(45)
local w = game.world
assert(w and w.map, "gold world did not boot")
local save = game.save
local Bag = require("src.inventory.Bag")
local Mon = require("src.battle.gen2.Mon")
save.party = { Mon.new(game.data, "CYNDAQUIL", 10) }
save.inventory = {}
save.pcItems = { POTION = 3 }
assert(Bag.add(save, "BICYCLE", 1, game.data), "BICYCLE into the bag")
assert(Bag.add(save, "HM_CUT", 1, game.data), "HM01 into the bag")
local function topId()
local top = game.stack:top()
return top and top.screenId or nil
end
assert(w:setMap("CHERRYGROVE_POKECENTER_1F", 4, 4, "up"),
"setMap CHERRYGROVE_POKECENTER_1F failed")
U.wait(5)
local pcX, pcY
for cy = 0, w.map.heightCells - 1 do
for cx = 0, w.map.widthCells - 1 do
if w.map:cellCollision(cx, cy) == 0x93 then pcX, pcY = cx, cy end
end
end
assert(pcX, "no COLL_PC tile in the Pokecenter")
assert(w:setMap("CHERRYGROVE_POKECENTER_1F", pcX, pcY + 1, "up"),
"setMap onto the PC tile failed")
U.wait(5)
tap("a", 8) -- PCScript
tap("a", 4) -- the turn-on line
tap("down", 4)
tap("a", 4) -- <PLAYER>'s PC
tap("a", 4)
tap("a", 6) -- both PokecenterPlayersPCText pages
ok(topId() == "Gen2ItemPcMenu",
"<PLAYER>'s PC opens the item PC (top: " .. tostring(topId()) .. ")")
-- DEPOSIT ITEM -> the PACK chooser -> the KEY ITEMS pocket.
tap("down", 4)
tap("a", 6)
tap("right", 4) -- ITEM -> BALL
tap("right", 4) -- BALL -> KEY ITEMS
U.shot(game, out .. "/01-key-items-pocket.png")
tap("a", 6) -- the BICYCLE row: x1, no prompt
ok(save.pcItems.BICYCLE == 1,
"the BICYCLE landed in the PC (" .. tostring(save.pcItems.BICYCLE) .. ")")
ok(save.inventory.BICYCLE == nil,
"and left the bag (" .. tostring(save.inventory.BICYCLE) .. ")")
U.shot(game, out .. "/02-deposited.png")
tap("a", 4) -- the Deposited line
-- The same, one pocket over: an HM.
tap("right", 4) -- KEY ITEMS -> TM/HM
tap("a", 6)
ok(save.pcItems.HM_CUT == 1,
"HM01 landed in the PC (" .. tostring(save.pcItems.HM_CUT) .. ")")
ok(save.inventory.HM_CUT == nil,
"and left the bag (" .. tostring(save.inventory.HM_CUT) .. ")")
tap("a", 4)
tap("b", 6) -- close the PACK
-- WITHDRAW ITEM: the list is where PlaceMenuItemQuantity shows.
tap("up", 4)
tap("a", 6)
U.shot(game, out .. "/03-pc-list.png")
tap("a", 6) -- the first row, x1 or the selector
print(("[1486] %d failures"):format(fails))
love.event.quit(fails == 0 and 0 or 1)
end