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Add unit tests
Regression coverage for the four Yellow Pallet Town fixes on this branch: - tests/parity_J.lua: the old-man-style demo bag shows x1 in Yellow (SimulatedInputBattleItemList), not just the pre-existing x50 (pokered's OldManItemList) case. - tests/engine/push_battle_transition.lua: Commands.pushBattle calls ctx.overworld:pushBattle when available and falls back with a logged warning otherwise. Logger.warn is spied (pcall-safe, always restored) rather than read off the shared Logger.history ring buffer, so the fallback checks don't leave noise behind for whatever else runs in the same process. - tests/parity_yellow_pallet_pikachu.lua: drives the real onStep closure through the real StateStack/OverworldState, with no mocked battle -- Red never plays Music_MuseumGuy for this escort (Blue shares the same code path: onStep only branches on GameVersion.isYellow(), never isBlue(), so a separate Blue run would exercise nothing new), and Yellow's hold before the Pikachu battle is armed for exactly 2 frames before handing off to BattleTransition rather than a bare stack push. Stops there rather than also driving the demo battle to completion just to assert Music_MuseumGuy fires in Yellow (that fix's own coverage): the extra coupling to unrelated battle menu/bag/throw frame budgets wasn't worth it for one more assertion. That side stays manually verified. scenario() restores Game/GameVersion and re-inits StateStack on the way out. All three pass standalone (luajit tests/<path>). The Yellow E2E test hits the same pre-existing "Music.playMap is nil" gap three other map-warping parity tests already hit inside the aggregated tests/run_tests.lua run (missing data/generated/audio.lua in this dev environment) -- confirmed by diffing the identical error text against parity_warp_after_warp_step.lua, which also passes clean standalone.
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-- Parity test for Yellow's Pallet Town intro (Oak stops the player,
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-- catches a wild Pikachu, walks them to the lab). Drives the real
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-- onStep closure in data/scripts/story2.lua through the real
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-- StateStack/OverworldState, with no mocked battle or overworld, up
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-- through the point Oak's Pikachu catch is armed: covers two of the
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-- four fixes on this branch -- Music_MuseumGuy staying off in
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-- Red/Blue, and the 2-frame hold before the Pikachu battle handing
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-- off to BattleTransition rather than a bare push.
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--
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-- Deliberately stops there rather than also driving the demo battle
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-- to completion to assert Music_MuseumGuy fires in Yellow (the third
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-- fix): that would mean re-deriving frame budgets for the battle
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-- menu/bag/throw sequence tests/parity_J.lua already exercises, on
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-- top of everything already driven here, for one more assertion --
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-- more coupling to unrelated timing than the fix is worth. That side
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-- is manually verified instead (see the PR description).
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--
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-- Sources: scripts/PalletTown.asm, engine/overworld/auto_movement.asm,
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-- home/overworld.asm, engine/battle/core.asm (see the commits on this
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-- branch for the exact citations).
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-- luajit tests/parity_yellow_pallet_pikachu.lua
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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 Yellow Pallet Town Pikachu")
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local check, eq = S.check, S.eq
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local GameVersion = require("src.core.GameVersion")
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local SaveData = require("src.core.SaveData")
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local Game = require("src.core.Game")
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local StateStack = require("src.core.StateStack")
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local OverworldState = require("src.world.OverworldController")
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local BattleTransition = require("src.render.BattleTransition")
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local TextBox = require("src.render.TextBox")
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local Music = require("src.core.Music")
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local mapScripts = require("data.scripts.init")
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local pallet = mapScripts.get("PALLET_TOWN")
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check(pallet and pallet.onStep, "PALLET_TOWN exposes onStep")
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local oldVersion = GameVersion.get()
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local prevGame = { data = Game.data, save = Game.save, stack = Game.stack,
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input = Game.input, renderer = Game.renderer,
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overworld = Game.overworld }
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local function freshGame(mapX, mapY)
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Game.data = Data
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Game.save = SaveData.newGame(Data)
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Game.save.player.name = "RED"
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StateStack:init()
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Game.stack = StateStack
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local pressed = {}
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Game.input = {
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isDown = function() return false end,
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wasPressed = function(_, b) return pressed[b] or false end,
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step = function() end, state = {}, pressQueue = {},
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}
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Game.renderer = {
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beginWorldPass = function() end, endWorldPass = function() end,
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beginUIPass = function() end, endUIPass = function() end,
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worldViewSize = function() return 160, 144 end,
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setSGBZones = function() end,
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}
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StateStack:push(OverworldState, "PALLET_TOWN", mapX, mapY, "up")
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Game.overworld = OverworldState
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return pressed
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end
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-- mash "a" whenever anything but the overworld is on top (dismisses
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-- text boxes; scriptMove/hold/BattleTransition/BattleState's own
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-- scripted-menu phases all ignore it)
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local function pump(pressed, n)
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for _ = 1, n do
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pressed.a = Game.stack:top() ~= OverworldState
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Game.stack:update(1 / 60)
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end
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end
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local function mashUntil(pressed, cond, cap)
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for _ = 1, cap do
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if cond() then return true end
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pressed.a = Game.stack:top() ~= OverworldState
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Game.stack:update(1 / 60)
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end
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return false
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end
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-- Every scenario mutates the Game/GameVersion/StateStack singletons the
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-- rest of the aggregate tests/run_tests.lua run depends on; a genuine
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-- error partway through (plausible -- this drives real scriptMove,
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-- pathfinding, TextBox paging and BattleState code, not test doubles)
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-- must not skip the restore, or it cascades into every later suite in
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-- the same process. StateStack:init() leaves it empty rather than
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-- pointed at this scenario's pushed OverworldState/TextBox/
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-- BattleTransition instances.
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local function scenario(fn)
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local ok, err = pcall(fn)
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GameVersion.set(oldVersion)
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for k, v in pairs(prevGame) do Game[k] = v end
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StateStack:init()
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if not ok then error(err, 0) end
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end
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-- =====================================================================
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-- (A) Red/Blue: MUSIC_MUSEUM_GUY must never play. Only "red" is driven
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-- here -- story2.lua's onStep branches on GameVersion.isYellow() alone
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-- and never calls isBlue(), so Red and Blue share this exact code path
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-- and a separate Blue run would exercise nothing new. pokered's copy of
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-- PalletMovementScript_OakMoveLeft only sets BIT_NO_MAP_MUSIC and never
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-- calls PlayMusic -- MUSIC_MEET_PROF_OAK (started when Oak appears)
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-- keeps running straight into the lab.
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-- =====================================================================
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scenario(function()
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GameVersion.set("red")
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local pressed = freshGame(8, 2)
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local played = {}
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local origPlay = Music.play
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Music.play = function(data, song, ...)
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table.insert(played, song)
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return origPlay(data, song, ...)
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end
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local ok, err = pcall(function()
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local ow = OverworldState
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check(pallet.onStep(Game, ow, 8, 1) == true,
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"Red: onStep claims the trigger tile")
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-- HeyWaitDontGoOutText (auto) -> "!" bubble hold(50) -> Oak
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-- approaches -> "It's unsafe!" text -> escortToLab -> the walk to
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-- the lab door. 3000 frames (50s of game time) covers it; the
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-- negative Music_MuseumGuy checks below only mean something once
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-- the escort has actually finished, not merely started.
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pump(pressed, 3000)
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check(Game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB == true,
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"Red: the escort actually reaches the lab within the frame budget")
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end)
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Music.play = origPlay
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if not ok then error(err, 0) end
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local sawMuseumGuy = false
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for _, s in ipairs(played) do
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if s == "Music_MuseumGuy" then sawMuseumGuy = true end
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end
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check(not sawMuseumGuy, "Red/Blue: Music_MuseumGuy never plays for this escort")
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check(played[1] == "Music_MeetProfOak",
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"Red/Blue: Music_MeetProfOak is still the only cutscene cue played")
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end)
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-- =====================================================================
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-- (B) Yellow: the turn-then-battle timing and the transition wipe.
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-- =====================================================================
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scenario(function()
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GameVersion.set("yellow")
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local pressed = freshGame(10, 1)
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local ok, err = pcall(function()
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local ow = OverworldState
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check(pallet.onStep(Game, ow, 10, 0) == true,
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"Yellow: onStep claims the north-exit tile")
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local heyWaitBox = Game.stack:top()
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check(getmetatable(heyWaitBox) == TextBox,
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"Yellow: onStep opens with a text box (HeyWaitDontGoOutText)")
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-- HeyWaitDontGoOutText (auto, ~20 frames) -> "!" bubble hold(50) ->
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-- Oak approaches (findPath(10,4,10,1): 3 steps) -> hold(6) -> the
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-- next real text box is ThatWasClose (button-dismissed, unlike the
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-- first).
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local sawThatWasClose = mashUntil(pressed, function()
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local top = Game.stack:top()
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return top ~= heyWaitBox and getmetatable(top) == TextBox
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end, 3000)
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check(sawThatWasClose, "Yellow: reaches the ThatWasClose text")
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local oak
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for _, n in ipairs(ow.npcs) do
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if n.def and n.def.name == "PALLETTOWN_OAK" then oak = n end
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end
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check(oak ~= nil, "Yellow: PALLETTOWN_OAK is spawned")
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-- dismiss ThatWasClose (a multi-page text: mash through the
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-- typewriter cadence and the page turn); oak.facing flips
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-- synchronously in the close callback (x == 10 -> "right"), then
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-- hold(2) starts
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local sawHold = mashUntil(pressed, function() return ow.emote ~= nil end, 2000)
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check(sawHold, "Yellow: ThatWasClose closes and the hold before battle arms")
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eq(oak and oak.facing, "right", "Oak turns to face the grass (x==10 -> right)")
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check(ow.emote ~= nil and ow.emote.frames == 2,
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"the hold before the battle is armed for exactly 2 frames")
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-- tick 1: 2 -> 1, battle not pushed yet
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Game.stack:update(1 / 60)
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check(getmetatable(Game.stack:top()) ~= BattleTransition,
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"1 frame in: the battle has not started yet")
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-- tick 2: 1 -> 0, the demo battle is pushed through the transition
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Game.stack:update(1 / 60)
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check(getmetatable(Game.stack:top()) == BattleTransition,
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"2 frames in: Oak's catch enters through BattleTransition, not a bare push")
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end)
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if not ok then error(err, 0) end
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end)
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S.finish()
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