Fix transition state pop, Gen 2 Bide/Sleep Talk/exp bugs, pp repair, TM pocket capacity and Bill's PC arrows

CLOSES #1663, CLOSES #1664, CLOSES #1665, CLOSES #1666, CLOSES #1667, CLOSES #1668, CLOSES #1670, CLOSES #1672
This commit is contained in:
bryanthaboi
2026-08-21 21:21:59 -04:00
parent 15fc04e067
commit c23f82efdd
20 changed files with 1164 additions and 48 deletions
@@ -0,0 +1,171 @@
-- BIDE on the real Gold battle screen: the PP counter in the move list, and
-- the lock that keeps a storing mon on the move it started (#1664, #1665).
--
-- POKEPORT_GAME=gold POKEPORT_DRIVER=tests/drivers/gold_bide_lock_bug1664_1665.lua \
-- POKEPORT_SHOT_DIR=/tmp/gold-bide love .
--
-- data/moves/effects.asm:795-800 puts `storeenergy` ahead of `doturn`, and
-- BattleCommand_DoTurn masks SUBSTATUS_BIDE out of the PP spend
-- (engine/battle/effect_commands.asm:977-979), so the whole three-turn Bide
-- costs the one PP the opening turn paid. The shots are the point: the
-- number beside BIDE in the move list must read the same on 01, 02 and 03.
--
-- The lock is ParsePlayerAction's own arm (engine/battle/core.asm:569-576),
-- which sits INSIDE the FIGHT branch and skips MoveSelectionScreen only -- so
-- the 2x2 menu still opens, a switch is still legal, and using an item runs
-- .reset_bide (:627-629) and CANCELS the store. Block 2 submits TACKLE in
-- the middle of a Bide on purpose: the engine has to answer with the Bide.
--
-- NOT covered here, and deliberately: src/ui/gen2/BattleState.lua still draws
-- the move list on a storing turn. The cart jumps past it. That half is a
-- screen change and is called out in the fix report rather than faked.
local U = require("tests.drivers.util")
local Mon = require("src.battle.gen2.Mon")
local function battleScreen(game)
for _ = 1, 900 do
local top = game.stack:top()
if top and top.battle then return top end
U.wait(1)
end
error("battle screen never came up")
end
local function drain(game, screen, frames)
for _ = 1, (frames or 400) do
if screen.phase == "menu" and #screen.queue == 0 and not screen.anim then
return true
end
U.tap(game, "a")
U.wait(3)
end
return false
end
local function giveMoves(mon, game, moves)
mon.moves = {}
for i, id in ipairs(moves) do
local def = assert(game.data.moves[id], id .. " is not in moves.lua")
mon.moves[i] = { id = id, pp = def.pp, maxPp = def.pp }
end
return mon
end
local function newWild(game, species, level, moves)
local mon = Mon.new(game.data, species, level)
if moves then giveMoves(mon, game, moves) end
return mon
end
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bide"
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
local failures = {}
local function check(ok, what)
print((ok and "[ok] " or "[FAIL] ") .. what)
if not ok then failures[#failures + 1] = what end
end
local function pp(mon, slot) return mon.moves[slot].pp end
-- ------------------------------------------------------------------ 1
-- One Bide, start to finish, with the move list open between turns. The
-- foe is a SPLASH-only RATTATA so nothing interrupts the store.
local player = Mon.new(game.data, "SNORLAX", 40)
giveMoves(player, game, { "BIDE", "TACKLE" })
game.save.party = { player }
game.save.inventory = { POTION = 5 }
local foe = newWild(game, "RATTATA", 20, { "TACKLE" })
assert(world:startBattle({ wild = foe }), "startBattle failed")
local screen = battleScreen(game)
drain(game, screen, 200)
local opening = pp(player, 1)
print(("[driver] BIDE opens at %d PP"):format(opening))
screen:submit({ kind = "move", move = "BIDE" })
drain(game, screen, 400)
U.shot(game, out .. "/01-selected.png")
local afterSelect = pp(player, 1)
print(("[driver] after the SELECTION turn: %d PP"):format(afterSelect))
check(afterSelect == opening - 1,
"the opening turn pays its one PP through doturn")
check(screen.battle:forcedMove(player) == "BIDE",
"and ParsePlayerAction's bide arm holds the FIGHT choice")
-- The middle of the store, with TACKLE deliberately submitted: the cart
-- never re-reads the move list, so wCurPlayerMove is still the BIDE.
local tackleBefore = pp(player, 2)
screen:submit({ kind = "move", move = "TACKLE" })
drain(game, screen, 400)
U.shot(game, out .. "/02-storing.png")
print(("[driver] after a STORING turn: BIDE %d PP, TACKLE %d PP")
:format(pp(player, 1), pp(player, 2)))
check(pp(player, 1) == afterSelect, "a storing turn spends no PP at all")
check(pp(player, 2) == tackleBefore,
"and the move the menu offered was never run")
-- The release. Whatever the roll, the store is two or three turns
-- (UnleashEnergy's `BattleRandom / and 1 / inc a / inc a`,
-- move_effects/bide.asm:88-92), so keep pressing FIGHT until it lets go.
local foeBefore = foe.hp
for _ = 1, 3 do
if not screen.battle:forcedMove(player) then break end
screen:submit({ kind = "move", move = "BIDE" })
drain(game, screen, 400)
end
U.shot(game, out .. "/03-unleashed.png")
print(("[driver] after the RELEASE: %d PP, foe %d -> %d HP")
:format(pp(player, 1), foeBefore, foe.hp))
check(pp(player, 1) == afterSelect,
"the whole Bide cost exactly one PP, the way the cart charges it")
check(screen.battle:forcedMove(player) == nil, "and the lock is released")
for _ = 1, 400 do
if not game.stack:top() or not game.stack:top().battle then break end
U.tap(game, "a")
U.wait(3)
end
U.wait(60)
-- ------------------------------------------------------------------ 2
-- .reset_bide: a nonzero wBattlePlayerAction that is not
-- BATTLEPLAYERACTION_SWITCH clears SUBSTATUS_BIDE (core.asm:572-573,
-- :627-629), so opening the PACK mid-store throws the stored damage away.
local bider = Mon.new(game.data, "SNORLAX", 40)
giveMoves(bider, game, { "BIDE", "TACKLE" })
bider.hp = math.max(1, bider.hp - 30)
game.save.party = { bider }
game.save.inventory = { POTION = 5 }
local foe2 = newWild(game, "RATTATA", 20, { "TACKLE" })
assert(world:startBattle({ wild = foe2 }), "startBattle failed")
screen = battleScreen(game)
drain(game, screen, 200)
screen:submit({ kind = "move", move = "BIDE" })
drain(game, screen, 400)
check(screen.battle:forcedMove(bider) == "BIDE", "the second Bide is up")
screen:useItem("POTION")
drain(game, screen, 400)
U.shot(game, out .. "/04-item-cancelled.png")
print("[driver] after the PACK: forcedMove="
.. tostring(screen.battle:forcedMove(bider)))
check(screen.battle:forcedMove(bider) == nil,
"using an item cancels the Bide, as .reset_bide does")
check(screen.battle:volatile(bider).bideStored == nil,
"and the damage it had banked goes with it")
for _ = 1, 400 do
if not game.stack:top() or not game.stack:top().battle then break end
U.tap(game, "a")
U.wait(3)
end
print("[driver] NOTE: the move list is still drawn on a storing turn; the "
.. "cart's bide arm skips MoveSelectionScreen and that half lives in "
.. "src/ui/gen2/BattleState.lua")
if #failures > 0 then
for _, what in ipairs(failures) do print("[FAIL] " .. what) end
error(#failures .. " bide checks failed")
end
print("[driver] all bide checks passed")
print("[driver] shots in " .. out)
end