Merge pull request #1607 from bryanthaboi/dev

sometimes adrian be reading these PR titles
This commit is contained in:
bryanthaboi
2026-08-20 13:05:45 -04:00
committed by GitHub
23 changed files with 1114 additions and 68 deletions
+1
View File
@@ -327,6 +327,7 @@ local function returnToLauncher()
if love.audio and love.audio.stop then
pcall(love.audio.stop)
end
pcall(function() require("src.render.SecondScreen").setEnabled(false) end)
local GameVersion = require("src.core.GameVersion")
local currentVersion = GameVersion.get()
@@ -398,11 +398,15 @@ public class GameActivity extends SDLActivity {
@Override
protected void onDestroy() {
secondaryHostResumed = false;
if (vibrator != null) {
Log.d("GameActivity", "Cancelling vibration");
vibrator.cancel();
}
unregisterSecondaryDisplayListener();
teardownSecondaryDisplay();
secondaryEnabled = false;
synchronized (secondaryFrameLock) { secondaryFrame = null; }
unregisterAudioDeviceCallback();
abandonAudioFocus();
onHostDestroy();
@@ -411,6 +415,7 @@ public class GameActivity extends SDLActivity {
@Override
protected void onPause() {
secondaryHostResumed = false;
if (vibrator != null) {
Log.d("GameActivity", "Cancelling vibration");
vibrator.cancel();
@@ -426,6 +431,7 @@ public class GameActivity extends SDLActivity {
@Override
public void onResume() {
super.onResume();
secondaryHostResumed = true;
onHostResume();
requestGameAudioFocus();
registerAudioDeviceCallback();
@@ -1933,6 +1939,7 @@ public class GameActivity extends SDLActivity {
private static volatile int secondaryActivityTarget = Display.INVALID_DISPLAY;
private static volatile long secondaryRetryAfter;
private static volatile boolean secondaryEnabled = false;
private static volatile boolean secondaryHostResumed = false;
private static volatile int secondaryTarget = SECONDARY_TARGET_AUTO;
private static volatile int dualScreenDisplayMode = -1;
private static volatile byte[] secondaryFrame;
@@ -1963,7 +1970,7 @@ public class GameActivity extends SDLActivity {
if (self == null) return;
self.runOnUiThread(new Runnable() {
@Override public void run() {
if (on) {
if (on && secondaryHostResumed) {
self.refreshDualScreenDisplayMode();
self.registerSecondaryDisplayListener();
rebindSecondaryDisplay();
@@ -2035,9 +2042,11 @@ public class GameActivity extends SDLActivity {
private static void rebindSecondaryDisplay() {
GameActivity self = (GameActivity) mSingleton;
if (self == null || !secondaryEnabled || secondaryOutputIsPreferred(self)) return;
if (self == null || !secondaryHostResumed || !secondaryEnabled
|| secondaryOutputIsPreferred(self)) return;
self.runOnUiThread(() -> {
if (!secondaryEnabled || secondaryOutputIsPreferred(self)) return;
if (!secondaryHostResumed || !secondaryEnabled
|| secondaryOutputIsPreferred(self)) return;
teardownSecondaryDisplay();
setupSecondaryDisplay();
});
@@ -2045,7 +2054,8 @@ public class GameActivity extends SDLActivity {
private static void setupSecondaryDisplay() {
GameActivity self = (GameActivity) mSingleton;
if (self == null || !secondaryEnabled || secondaryPresentation != null
if (self == null || !secondaryHostResumed || !secondaryEnabled
|| secondaryPresentation != null
|| secondaryActivity != null || secondaryActivityPending
|| android.os.SystemClock.elapsedRealtime() < secondaryRetryAfter) return;
try {
+48 -15
View File
@@ -1718,9 +1718,14 @@ function BattleState:enter()
-- _PlayerBlackedOutText2 (data/text/text_2.asm:896): the two paragraphs
-- playerMonFainted queues on the battle screen; there is no battle
-- screen to queue them on here, so they print over the map.
-- _PlayerBlackedOutText (no "2") extracts to the identical wording from
-- a different ROM address and is unused anywhere in this engine -- not
-- a fallback for this one, just pokered printing the same paragraph
-- from a second call site elsewhere.
self.game.stack:push(require("src.render.TextBox").new(self.game,
Strings("%s is out of\nuseable POKéMON!", name) .. "\f"
.. Strings("%s blacked\nout!", name), blackedOut))
self:romText("_PlayerBlackedOutText2",
"%s is out of\nuseable POKéMON!\f%s blacked\nout!", name, name),
blackedOut))
return
end
self.musicKind = self:computeMusicKind()
@@ -1857,7 +1862,8 @@ function BattleState:enter()
self:slidePic("foe")
end)
-- _TrainerSentOutText ends `done`, not `prompt` (data/text/text_2.asm:923)
self:sayAuto(Strings("%s sent\nout %s!", foeName, self.enemy.name))
self:sayAuto(self:romText("_TrainerSentOutText", "%s sent\nout %s!",
foeName, self.enemy.name))
self:act(function()
-- EnemySendOutFirstMon (core.asm:1421-1434): after the text the
-- pic grows out of the ball (AnimateSendingOutMon), then the cry
@@ -3638,12 +3644,13 @@ function BattleState:executeAction(user, target, action)
})
self.aiUses = self:aiUsesFor()
markSeen(self.game, self.enemy.mon.species)
-- _AIBattleWithdrawText: "X with-/drew Y!"
self:sayNext(Strings("%s with-\ndrew %s!", self.trainer.name, oldName))
self:sayNext(self:romText("_AIBattleWithdrawText", "%s with-\ndrew %s!",
self.trainer.name, oldName))
-- EnemySendOut falls into EnemySendOutFirstMon: TrainerSentOutText,
-- then AnimateSendingOutMon and PlayCry (core.asm:1276-1434)
self.enemySendingOut = true
self:sayNextAuto(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name))
self:sayNextAuto(self:romText("_TrainerSentOutText", "%s sent\nout %s!",
self.trainer.name, self.enemy.name))
self:actNext(function()
self.enemySendingOut = false
self:startGrowIn(self.enemy)
@@ -4142,8 +4149,12 @@ function BattleState:onFaint(battler)
-- acknowledged core.asm:797-798 bug.)
self:actNext(function() self:playVictoryMusic() end)
end
-- _EnemyMonFaintedText "Enemy X fainted!" / _PlayerMonFaintedText
self:sayNext(Strings("%s\nfainted!", displayName(battler)))
-- _EnemyMonFaintedText already carries its own "Enemy" wording, so this
-- passes the raw name -- displayName's separate Strings("Enemy %s", ...)
-- would double it up
self:sayNext(battler.isPlayer
and self:romText("_PlayerMonFaintedText", "%s\nfainted!", battler.name)
or self:romText("_EnemyMonFaintedText", "Enemy %s\nfainted!", battler.name))
if battler.isPlayer then
self:act(function() self:playerMonFainted() end)
else
@@ -4319,6 +4330,13 @@ function BattleState:enemyMonFainted()
-- "X is" off so "about to use" stays above the name, instead of the
-- page ending on a bare nick (#565). Then para "Will PLAYER" /
-- "change POKéMON?" with YES/NO.
--
-- _TrainerAboutToUseText combines both \f-paged, but unlike
-- _ItemUseBallText00's say()+say() merge above, this is say()+
-- sayChoice(): tried merging into one romText/sayChoice call and
-- confirmed via tests/engine/trainer_shift_prompt_bug565.lua that
-- the battle queue's own \f handling (not TextBox.lua's) does not
-- page a sayChoice string the same way -- left as two calls.
self:say(Strings("%s is\nabout to use\v%s!", self.trainer.name, nextName))
self:sayChoice(
Strings("Will %s\nchange POKéMON?", self.game.save.player.name),
@@ -4362,7 +4380,8 @@ function BattleState:enemyMonFainted()
-- (AnimateSendingOutMon) with the cry; no POOF -- that animation
-- belongs to the player-side SendOutMon (core.asm:1757-1762)
self.enemySendingOut = true
self:sayNextAuto(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name))
self:sayNextAuto(self:romText("_TrainerSentOutText", "%s sent\nout %s!",
self.trainer.name, self.enemy.name))
self:actNext(function()
self.enemySendingOut = false
self:startGrowIn(self.enemy)
@@ -4878,7 +4897,8 @@ function BattleState:storeCaughtMon()
-- text_promptbutton (item_effects.asm:624-629), so the fanfare follows
-- the box rather than firing when the dex bit is set
self:sayNextWaitSfx(
Strings("New POKéDEX data\nwill be added for\n%s!", self.enemy.name),
self:romText("_ItemUseBallText06",
"New POKéDEX data\nwill be added for\n%s!", self.enemy.name),
function() return require("src.core.Sound").play(self.data, "Dex_Page_Added") end)
self:uiNext(function()
return self:buildScreen("DexEntryMenu", species)
@@ -4899,9 +4919,12 @@ function BattleState:storeCaughtMon()
if boxNum then
askCaughtNickname()
-- _ItemUseBallText07/08 keyed on EVENT_MET_BILL
local pc = (game.save.flags and game.save.flags.EVENT_MET_BILL)
and "BILL's PC" or Strings("someone's PC")
self:sayNext(Strings("%s was\ntransferred to\n%s!", self.enemy.name, pc))
local metBill = game.save.flags and game.save.flags.EVENT_MET_BILL
self:sayNext(self:romText(
metBill and "_ItemUseBallText07" or "_ItemUseBallText08",
metBill and "%s was\ntransferred to\nBILL's PC!"
or "%s was\ntransferred to\nsomeone's PC!",
self.enemy.name))
else
self:sayNext(Strings("But every BOX\nis full!"))
end
@@ -5007,8 +5030,18 @@ function BattleState:throwBall(ball)
-- RESTLESS SOUL dodges balls even once the scope has revealed it,
-- so it is not a ghost battle any more (#444)
self:animNext(self:tossAnimFor(ball), true, nil, ball)
self:sayNext(Strings("It dodged the\nthrown BALL!"))
self:sayNext(Strings("This POKéMON\ncan't be caught!"))
-- _ItemUseBallText00 is one label for both lines, \f-paged. Unlike
-- TextBox.new() (which splits \f itself), the battle queue's own
-- startMessage() only splits on \n/\v -- confirmed live: the \f
-- landed mid-line and the second sentence overflowed off the box
-- instead of starting a fresh page. Resolve the label once, then
-- split it the same way TextBox.lua does and queue one sayNext per
-- page, so the two ROM sentences still render as two pages.
local dodgeText = self:romText("_ItemUseBallText00",
"It dodged the\nthrown BALL!\fThis POKéMON\ncan't be caught!")
for page in (dodgeText .. "\f"):gmatch("(.-)\f") do
self:sayNext(page)
end
self:act(function()
self:executeAction(self.enemy, self.player, self:enemyAction())
end)
+25 -11
View File
@@ -982,7 +982,11 @@ end
-- parked the player until every direction was re-pressed (#799).
function Game:focus(f)
Input:reset()
if f then Input:reconcile() end
if f then
Input:reconcile()
local eng = self:syncEngine()
if eng then pcall(eng.noteResumed, eng) end
end
TouchControls:reset()
self:cancelPointers()
end
@@ -1002,6 +1006,8 @@ function Game:onResume()
Input:reconcile()
TouchControls:reset()
self:cancelPointers()
local eng = self:syncEngine()
if eng then pcall(eng.noteResumed, eng) end
-- Chip music may survive NX suspend as a duplicate stream; stop it and let
-- the active screen re-cue on the next frame (hardware audio check: T19).
-- Desktop/mobile window-visible flips must not kill overworld music.
@@ -1209,18 +1215,26 @@ end
function Game:syncEngine()
if self._syncOff then return nil end
if self._syncEngineRef then return self._syncEngineRef end
local ok, SyncEngine = pcall(require, "src.sync.SyncEngine")
if not ok or type(SyncEngine) ~= "table" then
self._syncOff = true
return nil
end
local eng = SyncEngine.shared()
local eng = self._syncEngineRef
if not eng then
self._syncOff = true
return nil
local ok, SyncEngine = pcall(require, "src.sync.SyncEngine")
if not ok or type(SyncEngine) ~= "table" then
self._syncOff = true
return nil
end
eng = SyncEngine.shared()
if not eng then
self._syncOff = true
return nil
end
self._syncEngineRef = eng
end
if type(eng.protectPlaythrough) == "function" then
local meta = self.save and self.save.meta
eng:protectPlaythrough(
(self.save and self.save.version) or require("src.core.GameVersion").get(),
type(meta) == "table" and meta.playthroughId or nil)
end
self._syncEngineRef = eng
return eng
end
+86 -13
View File
@@ -124,12 +124,48 @@ function LauncherView.detach(imp)
Kit.clearCaches()
end
local function markNoDrag(imp, x, y, w, h)
if Kit.blockClicks then return end
local t = imp._noDragRects
if not t then t = {}; imp._noDragRects = t end
local n = (imp._noDragN or 0) + 1
imp._noDragN = n
local r = t[n]
if not r then r = {}; t[n] = r end
r.x, r.y, r.w, r.h = x, y, w, h
end
local function noDragAt(imp, x, y)
local rects = imp._noDragRects
for i = 1, imp._noDragN or 0 do
if inRect(rects[i], x, y) then return true end
end
return false
end
local function armMouse(imp, x, y)
if noDragAt(imp, x, y) then
imp._clickPt = { x = x, y = y }
return
end
local shielded = imp._modalUpNow
imp._mouseAt = {
x = x, y = y,
region = not shielded and tabScrollMax(imp) > 0
and inRect(imp._tabRegionRect, x, y) or false,
page = not shielded and (imp._pageScrollMax or 0) > 0 or false,
}
Kit.dragBegin(x, y)
end
-- ---------------------------------------------------------------- input
-- The kit is polled, not evented: update() samples the mouse and turns a
-- rising edge into a click point that the next draw consumes. Host-forwarded
-- mousepressed stays unused, exactly as before, so Android's synthesized
-- mouse path cannot double-fire a tap (#553) -- the dedup window below is the
-- other half of that guarantee.
-- The kit is polled, not evented: update() samples the mouse. A press arms
-- a drag that scrolls like a finger, and the click dispatches on RELEASE so
-- the drag can disqualify it, exactly like the touch path below; only the
-- cartridge (which owns its own spin-drag) keeps the press-down click.
-- Host-forwarded mousepressed stays unused, exactly as before, so Android's
-- synthesized mouse path cannot double-fire a tap (#553) -- the dedup window
-- below is the other half of that guarantee.
function LauncherView.update(imp, dt)
if not imp._flex then return end
if imp._launchFade then return end
@@ -154,7 +190,39 @@ function LauncherView.update(imp, dt)
if not touching and now >= (imp._suppressMouseUntil or 0)
and now >= (imp._suppressClickUntil or 0) then
local mx, my = love.mouse.getPosition()
imp._clickPt = { x = mx, y = my }
armMouse(imp, mx, my)
end
elseif down and imp._mouseAt then
local start = imp._mouseAt
local mx, my = love.mouse.getPosition()
local ddx, ddy = mx - start.x, my - start.y
if ddx * ddx + ddy * ddy > TAP_SLOP2 then
start.dragged = true
end
if start.dragged then
local last = start.lastY or start.y
local move = -(my - last)
if move ~= 0 and start.region then
local at, leftover = Kit.scrollHandoff(tabScrollAt(imp),
tabScrollMax(imp), move)
setTabScroll(imp, at)
move = leftover
end
if move ~= 0 and start.page and (imp._pageScrollMax or 0) > 0 then
local at, leftover = Kit.scrollHandoff(imp._pageScroll or 0,
imp._pageScrollMax, move)
imp._pageScroll = at
move = leftover
end
if move ~= 0 then Kit.dragAdd(move) end
end
start.lastY = my
elseif not down and imp._mouseAt then
local start = imp._mouseAt
imp._mouseAt = nil
Kit.dragEnd()
if not start.dragged then
imp._clickPt = { x = start.x, y = start.y }
end
end
imp._prevMouseDown = down
@@ -233,10 +301,12 @@ function LauncherView.clickAt(imp, x, y)
imp._clickPt = { x = x, y = y }
end
-- Event-driven click: a macOS trackpad tap delivers press+release inside one
-- frame, so update()'s love.mouse.isDown poll never sees it. Mint the click
-- from the press event under the poll's own suppression rules, and mark the
-- press seen so the poll cannot mint a second one when isDown does catch it.
-- Event-driven press: a macOS trackpad tap delivers press+release inside one
-- frame, so update()'s love.mouse.isDown poll never sees it. Arm the drag
-- from the press event under the poll's own suppression rules -- the poll's
-- release branch then mints the tap, still within the same frame for a
-- one-frame tap -- and mark the press seen so the poll cannot arm a second
-- one when isDown does catch it.
function LauncherView.mousepressed(imp, x, y)
if not imp._flex then return end
local now = love.timer.getTime()
@@ -245,7 +315,7 @@ function LauncherView.mousepressed(imp, x, y)
or now < (imp._suppressClickUntil or 0) then
return
end
imp._clickPt = { x = x, y = y }
if not imp._mouseAt then armMouse(imp, x, y) end
imp._prevMouseDown = true
end
@@ -495,6 +565,7 @@ end
local function cartridgeButton(imp, x, y, w, h, key, version, gameName, action)
local state = cartridgeState(imp, version)
markNoDrag(imp, x, y, w, h)
local focused = Kit.focusable(key, x, y, w, h)
local hot = Kit.hover(x, y, w, h)
local active = state.active
@@ -4483,7 +4554,7 @@ local function buildSyncHome(imp, m, eng)
local linked = eng:linked()
local codes = eng.codes
local body = linked
and Strings("This device is linked. Saves and the mod list sync when the launcher opens and a few seconds after each save.")
and Strings("This device is linked. Saves sync when the launcher opens, a few seconds after each save, and every few minutes while the app is running.")
or Strings(SYNC_HINT)
local innerW = w - 2 * pad
local hintH = Kit.wrapHeight("small", body, innerW, 5)
@@ -4868,13 +4939,15 @@ function LauncherView.draw(imp)
Kit.beginFrame(mx, my, click ~= nil, imp._wheelY or 0)
imp._clickPt = nil
imp._wheelY = 0
imp._noDragN = 0
Theme.field()
-- Everything from here to buildModals sits UNDER any open modal, so the
-- whole stage draws shielded (no clicks, no hover, no focus ring) while
-- one is up; buildModals lowers the shield for the modal's own controls.
Kit.blockClicks = modalUp(imp)
imp._modalUpNow = modalUp(imp)
Kit.blockClicks = imp._modalUpNow
local step = Kit.scrollStep(m.s)
do
+3
View File
@@ -1537,6 +1537,9 @@ function RomImporter:focus(f)
self._modPress = nil
return
end
if type(self._sync) == "table" then
pcall(self._sync.noteResumed, self._sync)
end
if not (f and self.android and self.workState ~= "working") then return end
-- SAF create-document finished: GameActivity wrote export_done.flag.
if love.filesystem.getInfo("export_done.flag", "file") then
+2 -1
View File
@@ -262,7 +262,8 @@ function LinkBattle.new(game, net, opts)
self.opponentName = theirName
-- _TrainerWantsToFightText (data/text/text_2.asm:1257): wIsInBattle == 2
-- takes PrintBeginningBattleText's .trainerBattle arm, link included
self.introText = Strings("%s wants\nto fight!", theirName)
self.introText = self:romText("_TrainerWantsToFightText",
"%s wants\nto fight!", theirName)
self.remoteHashes = {}
self.localHashes = {}
self.remoteParts = {}
+25 -2
View File
@@ -7,6 +7,7 @@ SyncEngine.__index = SyncEngine
SyncEngine.UPLOAD_DEBOUNCE = 5
SyncEngine.AUTO_INTERVAL = 300
SyncEngine.RESUME_MIN_GAP = 60
SyncEngine.MAX_STEPS_PER_UPDATE = 8
local IDLE_STATUS = "Ready"
@@ -133,6 +134,7 @@ function SyncEngine.new(opts)
eng.modPlan = nil
eng.shareCode = nil
eng.clock = 0
eng.autoAt = SyncEngine.AUTO_INTERVAL
eng.queue = {}
eng.pending = nil
eng.uploadAt = nil
@@ -258,6 +260,11 @@ function SyncEngine:update(dt)
self.uploadAt = nil
if self.state.enabled and self:linked() then self:syncNow() end
end
if self.clock >= self.autoAt and not self:busy()
and (self.phase == "idle" or self.phase == "error")
and self.state.enabled and self:linked() then
self:syncNow()
end
local steps = 0
while not self.pending and #self.queue > 0
and steps < SyncEngine.MAX_STEPS_PER_UPDATE do
@@ -296,6 +303,7 @@ function SyncEngine:createAccount(label)
eng.phase = "idle"
eng.status = "Sync account created"
eng:_persist()
eng:syncNow()
end)
end
@@ -385,9 +393,24 @@ function SyncEngine:setEnabled(enabled)
return self.state.enabled
end
function SyncEngine:protectPlaythrough(version, playthroughId)
self.protectedKey = SyncState.key(version, playthroughId)
end
function SyncEngine:noteResumed()
if not (self.state.enabled and self:linked()) then return end
if self:busy() or self.phase == "conflict" then return end
if self.now() - (tonumber(self.state.lastSyncAt) or 0)
< SyncEngine.RESUME_MIN_GAP then
return
end
self:syncNow()
end
function SyncEngine:syncNow()
if not self:linked() then return false, "this device is not linked" end
if self.pending then return false, "sync is busy" end
self.autoAt = self.clock + SyncEngine.AUTO_INTERVAL
self.queue = {}
self.conflicts = {}
self.state.pendingConflicts = {}
@@ -437,13 +460,13 @@ function SyncEngine:_planFrom(remoteState)
self:_addConflict(entry, key, row)
elseif localChanged then
self:_queueUpload(entry, key, false)
elseif remoteChanged then
elseif remoteChanged and key ~= self.protectedKey then
self:_queueDownload(key, entry.version, entry.playthroughId, "replace")
end
end
end
for key, row in pairs(remote) do
if not seen[key] then
if not seen[key] and key ~= self.protectedKey then
local version, id = SyncState.splitKey(key)
if version and id then
self:_queueDownload(key, version, id, "replace", tonumber(row.rev))
+4 -2
View File
@@ -185,14 +185,16 @@ local function release(game)
return
end
game.stack:push(TextBox.new(game,
Strings("Once released,\n%s is\ngone forever. OK?", name), nil, {
(t._OnceReleasedText or Strings("Once released,\n%s is\ngone forever. OK?", name))
:gsub("{RAM:wStringBuffer}", name), nil, {
defaultNo = true, noSound = true,
choice = function(yes)
if not yes then return end
table.remove(box, list.index)
require("src.core.Sound").playCry(game.data, mon.species)
game.stack:push(TextBox.new(game,
Strings("%s was\nreleased outside.\fBye %s!", name, name)))
((t._MonWasReleasedText or Strings("%s was\nreleased outside.\fBye %s!", name, name))
:gsub("{RAM:wStringBuffer}", name))))
list:removeCurrent()
end,
}))
+5 -2
View File
@@ -13,6 +13,7 @@ local ListMenu = require("src.ui.ListMenu")
local Menu = require("src.ui.Menu")
local QuantityBox = require("src.ui.QuantityBox")
local Strings = require("src.core.Strings")
local romText = require("src.core.RomText")
local ShopMenu = {}
@@ -57,7 +58,8 @@ local function buy(game, stock)
end
local cost = qty * def.price
-- _PokemartTellBuyPriceText + yes/no confirm
list.footer = Strings("%s?\nThat will be\n¥%d. OK?", def.name, cost)
list.footer = romText(game.data, "_PokemartTellBuyPriceText",
"%s?\nThat will be\n¥%d. OK?", def.name, cost)
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
list.footer = greet
@@ -147,7 +149,8 @@ local function sell(game)
return
end
-- _PokemartTellSellPriceText + yes/no confirm
list.footer = Strings("I can pay you\n¥%d for that.", unit * qty)
list.footer = romText(game.data, "_PokemartTellSellPriceText",
"I can pay you\n¥%d for that.", unit * qty)
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
list.footer = greet
+3 -1
View File
@@ -46,6 +46,7 @@
local Font = require("src.render.Font")
local Sound = require("src.core.Sound")
local Strings = require("src.core.Strings")
local romText = require("src.core.RomText")
local SlotMachine = {}
SlotMachine.__index = SlotMachine
@@ -357,7 +358,8 @@ function SlotMachine:resolveWin(win)
-- SlotReward300Func prints "Yeah!" (text_pause) before the flash; the port
-- shows it in the box while the screen flashes. LinedUpText follows.
self.yeah = (sym == "7")
self.message = Strings("%s lined up!\nScored %d coins!", sym, pay)
self.message = sym .. romText(self.game.data, "_LinedUpText",
" lined up!\nScored %d coins!", pay)
-- .flashScreenLoop: flip rBGP, wait 5 frames, b times. The coins are not
-- credited until the player dismisses the "lined up" text (see startPayout).
self.stage = "flash"
+47 -5
View File
@@ -918,16 +918,58 @@ function Kit.rowsThatFit(h, rowH, gap, minRows, maxRows)
return math.max(minRows or 1, math.min(maxRows or 99, per))
end
Kit.dragX = nil
Kit.dragY = nil
Kit.dragAccum = 0
function Kit.dragBegin(x, y)
Kit.dragX, Kit.dragY, Kit.dragAccum = x, y, 0
end
function Kit.dragAdd(dy)
if Kit.dragX then Kit.dragAccum = Kit.dragAccum + (dy or 0) end
end
function Kit.dragEnd()
Kit.dragX, Kit.dragY, Kit.dragAccum = nil, nil, 0
end
local function dragOriginIn(x, y, w, h)
if not Kit.dragX then return false end
local x1, y1, x2, y2 = x, y, x + w, y + h
local c = Kit._clipRect
if c then
x1, y1 = math.max(x1, c.x), math.max(y1, c.y)
x2, y2 = math.min(x2, c.x + c.w), math.min(y2, c.y + c.h)
end
return Kit.dragX >= x1 and Kit.dragX <= x2
and Kit.dragY >= y1 and Kit.dragY <= y2
end
-- Mouse wheel over a paginated list turns PAGES. The wheel still has to do
-- something (users expect it), but it moves a bounded page index rather than
-- driving a pixel offset, so there is no scroll state and no interpolation.
function Kit.wheelPage(x, y, w, h, page, total, perPage)
if Kit.blockClicks or (Kit.wheelY or 0) == 0 then return page end
if not Kit.hit(x, y, w, h) then return page end
if Kit.blockClicks then return page end
local pages = math.max(1, math.ceil(total / math.max(1, perPage)))
local moved = Theme.clamp((page or 1) + (Kit.wheelY > 0 and -1 or 1), 1, pages)
Kit.wheelY = 0
return math.floor(moved)
local out = page
if (Kit.wheelY or 0) ~= 0 and Kit.hit(x, y, w, h) then
out = math.floor(Theme.clamp((out or 1) + (Kit.wheelY > 0 and -1 or 1),
1, pages))
Kit.wheelY = 0
end
local acc = Kit.dragAccum or 0
if acc ~= 0 and dragOriginIn(x, y, w, h) then
local stepPx = math.max(1, math.floor((h or 0) / 2))
local flips = acc >= 0 and math.floor(acc / stepPx)
or -math.floor(-acc / stepPx)
if flips ~= 0 then
local want = (out or 1) + flips
out = math.floor(Theme.clamp(want, 1, pages))
Kit.dragAccum = out ~= want and 0 or acc - flips * stepPx
end
end
return out
end
function Kit.scrollExtent(contentH, viewH)
+16 -8
View File
@@ -846,15 +846,20 @@ function OverworldState:useSoftboiledFieldMove(user, target)
if not user or not user.stats or not target or not target.stats
or target == user or target.hp <= 0
or target.hp >= target.stats.hp or user.hp <= heal then
Game.stack:push(TextBox.new(Game, Strings("It won't have\nany effect.")))
Game.stack:push(TextBox.new(Game,
romText(Game.data, "_ItemUseNoEffectText", "It won't have\nany effect.")))
return false
end
local before = target.hp
user.hp = user.hp - heal
target.hp = math.min(target.stats.hp, target.hp + heal)
require("src.core.Sound").play(Game.data, "Heal_HP")
local def = Game.data.pokemon[target.species]
-- _PotionText's second slot is the recovered amount, same as
-- ItemEffects.lua's potion message -- the engine fallback never shows it
Game.stack:push(TextBox.new(Game,
Strings("%s's HP\nwas restored!", target.nickname or def.name)))
romText(Game.data, "_PotionText", "%s's HP\nwas restored!",
target.nickname or def.name, target.hp - before)))
return true
end
@@ -2126,7 +2131,8 @@ function OverworldState:tryHiddenObject(fx, fy)
-- leaves the spot unfound; _CantCarryMoreText is the Toss line (#872)
local name = Game.data.items[h.item] and Game.data.items[h.item].name or h.item
Game.stack:push(TextBox.new(Game,
Strings("%s found\n%s!", save.player.name, name) .. "\f"
romText(Game.data, "_FoundHiddenItemText", "%s found\n%s!",
save.player.name, name) .. "\f"
.. romText(Game.data, "_HiddenItemBagFullText",
"But, {PLAYER} has\nno more room for\vother items!")))
return true
@@ -2137,7 +2143,8 @@ function OverworldState:tryHiddenObject(fx, fy)
-- text_asm tail runs it as PlaySoundWaitForCurrent +
-- WaitForSoundToFinish once the box has printed (hidden_items.asm)
Game.stack:push(TextBox.new(Game,
Strings("%s found\n%s!", save.player.name, name),
romText(Game.data, "_FoundHiddenItemText", "%s found\n%s!",
save.player.name, name),
nil, TextBox.soundOpts(Game, "Get_Item2")))
return true
end
@@ -2795,8 +2802,8 @@ function OverworldState:talkTo(npc)
"No more room for\nitems!")
if GameVersion.isYellow() then
local name = Game.data.items[d.item] and Game.data.items[d.item].name or d.item
noRoom = Strings("%s found\n%s!", Game.save.player.name, name)
.. "\f" .. noRoom
noRoom = romText(Game.data, "_FoundItemText", "%s found\n%s!",
Game.save.player.name, name) .. "\f" .. noRoom
end
Game.stack:push(TextBox.new(Game, noRoom))
return
@@ -2813,7 +2820,8 @@ function OverworldState:talkTo(npc)
local ddef = Game.data.items[d.item]
-- FoundItemText: text_far, sound_get_item_1, text_end (pick_up_item.asm)
Game.stack:push(TextBox.new(Game,
Strings("%s found\n%s!", Game.save.player.name, name), nil,
romText(Game.data, "_FoundItemText", "%s found\n%s!",
Game.save.player.name, name), nil,
TextBox.soundOpts(Game,
(ddef and ddef.keyItem) and "Get_Key_Item" or "Get_Item1")))
return
@@ -3745,7 +3753,7 @@ function OverworldState:applyFieldPoison()
local queue = {}
for _, mon in ipairs(fainted) do
local name = mon.nickname or Game.data.pokemon[mon.species].name
table.insert(queue, Strings("%s\nfainted!", name))
table.insert(queue, romText(Game.data, "_PokemonFaintedText", "%s\nfainted!", name))
end
local alive = false
for _, mon in ipairs(save.party) do
@@ -58,6 +58,38 @@ check(position("if (secondaryEnabled) registerSecondaryDisplayListener();") <
"secondary display monitoring starts before initial discovery")
check(source:find("!monitor.hasDisplay(display.getDisplayId())", 1, true),
"a disconnected active display is rebound without replacing a live one")
check(source:find("private static volatile boolean secondaryHostResumed = false;",
1, true), "secondary output tracks the primary activity lifecycle")
check(source:find("if (on && secondaryHostResumed)", 1, true)
and source:find("self == null || !secondaryHostResumed || !secondaryEnabled",
1, true),
"paused hosts cannot reopen secondary output from a late mod frame")
local pause = position("protected void onPause()")
local paused = assert(source:find("secondaryHostResumed = false;", pause, true))
local teardown = assert(source:find("teardownSecondaryDisplay();", pause, true))
local pauseSuper = assert(source:find("super.onPause();", pause, true))
check(pause < paused and paused < teardown and teardown < pauseSuper,
"pause blocks secondary setup before dismissing its output")
local resume = position("public void onResume()")
local resumeSuper = assert(source:find("super.onResume();", resume, true))
local resumed = assert(source:find("secondaryHostResumed = true;", resume, true))
local resumeSetup = assert(source:find("setupSecondaryDisplay();", resume, true))
check(resume < resumeSuper and resumeSuper < resumed and resumed < resumeSetup,
"resume permits secondary setup only after the primary activity resumes")
local destroy = position("protected void onDestroy()")
local destroyTeardown = assert(source:find("teardownSecondaryDisplay();", destroy, true))
local destroySuper = assert(source:find("super.onDestroy();", destroy, true))
check(destroy < destroyTeardown and destroyTeardown < destroySuper,
"destroy always dismisses secondary output before SDL destruction")
local mainFile = assert(io.open("main.lua", "rb"))
local main = mainFile:read("*a")
mainFile:close()
check(main:find('require("src.render.SecondScreen").setEnabled(false)', 1, true),
"returning from a game disables mod-owned secondary output")
check(not source:lower():find("openxr", 1, true),
"generic Android activity must not require OpenXR")
@@ -0,0 +1,87 @@
-- BattleState:throwBall()'s can't-be-caught path used to queue two
-- separate Strings() literals ("It dodged the\nthrown BALL!" then "This
-- POKéMON\ncan't be caught!"). The real ROM label _ItemUseBallText00
-- combines both as one \f-paged string. TextBox.new() would split \f
-- itself, but throwBall() queues through self:sayNext(), which goes
-- through the battle queue's own BattleState:startMessage() -- and that
-- one only splits on \n/\v, not \f (confirmed live: the \f landed
-- mid-line and the second sentence overflowed off the box instead of
-- starting a fresh page). The fix resolves the label once, then splits
-- it the same way TextBox.lua does and queues one sayNext per page. This
-- test fakes the label and checks the two pages reach the queue as two
-- separate messages, in order, not merged into one with a raw \f still
-- inside it.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = T.fixtures.fresh()
require("src.render.Font").load(Data)
local BattleState = require("src.battle.BattleState")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local function mkbattle()
local save = SaveData.newGame()
save.party = { Pokemon.new(Data, "FIXMON_A", 10) }
local game = { data = Data, save = save,
stack = { top = function() return nil end, push = function() end } }
local battle = BattleState.newWild(game, "FIXMON_C", 8)
battle.ghost = true -- forces the can't-be-caught path
return battle
end
-- throwBall defers its message-queuing work into self.queue via one
-- top-level self:act(fn); run only that one function to reach the
-- say() calls the fix touches. It's the last entry throwBall itself
-- appends (after the immediate sayAuto), and it further queues its own
-- self:act(function() self:executeAction(...) end) for the actual enemy
-- turn -- deliberately NOT run here (out of scope, and running the queue
-- generically after mutation risks looping into a real turn simulation)
local function runThrowBallAct(battle)
for i = #battle.queue, 1, -1 do
if battle.queue[i].fn then
battle.queue[i].fn()
return
end
end
end
local function textEntries(battle)
local out = {}
for _, entry in ipairs(battle.queue) do
if entry.text then out[#out + 1] = entry.text end
end
return out
end
-- translated: the faked label's two \f-separated pages reach the queue
-- as two separate messages, in order, and neither one still contains a
-- raw \f (which would mean the battle queue's own renderer has to deal
-- with it, and it can't)
do
local battle = mkbattle()
Data.text._ItemUseBallText00 = "FAKE-DODGE!\fFAKE-CANTCATCH!"
battle:throwBall("FIX_BALL")
runThrowBallAct(battle)
local texts = textEntries(battle)
T.eq(texts[1], "FAKE-DODGE!", "page 1 reaches the queue on its own")
T.eq(texts[2], "FAKE-CANTCATCH!", "page 2 follows right after, still in order")
for _, t in ipairs(texts) do
T.check(not t:find("\f", 1, true), "no queued message still carries a raw \\f")
end
Data.text._ItemUseBallText00 = nil
end
-- vanilla: no catalog entry still falls back to the two English pages,
-- split the same way
do
local battle = mkbattle()
battle:throwBall("FIX_BALL")
runThrowBallAct(battle)
local texts = textEntries(battle)
T.eq(texts[1], "It dodged the\nthrown BALL!", "vanilla page 1")
T.eq(texts[2], "This POKéMON\ncan't be caught!", "vanilla page 2")
end
T.finish("battle_ball_dodge_romtext")
@@ -0,0 +1,77 @@
-- BattleState:storeCaughtMon() queues up to two plain-Lua-literal
-- messages: the new-Pokedex-data line (_ItemUseBallText06) and, when the
-- party is full, the box-transfer line (_ItemUseBallText07/08, keyed on
-- EVENT_MET_BILL -- two full, independently-translated ROM strings, not
-- one template with a substituted PC name). This test fakes all three
-- labels and checks the queued messages use them, not the English
-- literals.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = T.fixtures.fresh()
require("src.render.Font").load(Data)
local BattleState = require("src.battle.BattleState")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local function findText(battle, needle)
for _, entry in ipairs(battle.queue) do
if entry.text and entry.text:find(needle, 1, true) then return entry.text end
end
return nil
end
local function mkbattle(partySize, metBill)
local save = SaveData.newGame()
save.party = {}
for i = 1, partySize do
save.party[i] = Pokemon.new(Data, "FIXMON_A", 5)
end
save.flags = save.flags or {}
save.flags.EVENT_MET_BILL = metBill
local game = { data = Data, save = save,
stack = { top = function() return nil end, push = function() end } }
return BattleState.newWild(game, "FIXMON_C", 8)
end
-- empty party: Party.add succeeds, only the new-Pokedex-data message fires
do
local battle = mkbattle(0, false)
Data.text._ItemUseBallText06 = "FAKE-DEX {RAM:wEnemyMonNick} FAKE!"
battle:storeCaughtMon()
T.eq(findText(battle, "FAKE-DEX"), "FAKE-DEX " .. battle.enemy.name .. " FAKE!",
"a translated _ItemUseBallText06 reaches the new-Pokedex-data message")
Data.text._ItemUseBallText06 = nil
end
-- full party, EVENT_MET_BILL true: box transfer via _ItemUseBallText07
do
local battle = mkbattle(6, true)
Data.text._ItemUseBallText07 = "FAKE-BILL {RAM:wBoxMonNicks} FAKE!"
battle:storeCaughtMon()
T.eq(findText(battle, "FAKE-BILL"), "FAKE-BILL " .. battle.enemy.name .. " FAKE!",
"EVENT_MET_BILL true routes through the translated _ItemUseBallText07")
Data.text._ItemUseBallText07 = nil
end
-- full party, EVENT_MET_BILL false: box transfer via _ItemUseBallText08
do
local battle = mkbattle(6, false)
Data.text._ItemUseBallText08 = "FAKE-SOMEONE {RAM:wBoxMonNicks} FAKE!"
battle:storeCaughtMon()
T.eq(findText(battle, "FAKE-SOMEONE"), "FAKE-SOMEONE " .. battle.enemy.name .. " FAKE!",
"EVENT_MET_BILL false routes through the translated _ItemUseBallText08")
Data.text._ItemUseBallText08 = nil
end
-- vanilla, full party, EVENT_MET_BILL true: English literal, BILL's PC
do
local battle = mkbattle(6, true)
battle:storeCaughtMon()
T.eq(findText(battle, "transferred"),
battle.enemy.name .. " was\ntransferred to\nBILL's PC!",
"no catalog entry falls back to the English BILL's-PC literal")
end
T.finish("battle_catch_messages_romtext")
@@ -0,0 +1,64 @@
-- BattleState:onFaint's "%s\nfainted!" collapsed two distinct ROM
-- strings (_EnemyMonFaintedText already carries its own "Enemy" wording;
-- _PlayerMonFaintedText does not) into one literal, substituted with
-- displayName(battler) -- which itself runs the enemy name through a
-- SEPARATE Strings("Enemy %s", ...) call. The fix passes the raw
-- battler.name and lets each label supply its own wording. This test
-- fakes both labels and checks the raw name reaches the right one, with
-- no "Enemy" ever duplicated.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = T.fixtures.fresh()
require("src.render.Font").load(Data)
local BattleState = require("src.battle.BattleState")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local function mkbattle()
local save = SaveData.newGame()
save.party = { Pokemon.new(Data, "FIXMON_A", 10) }
local game = { data = Data, save = save,
stack = { top = function() return nil end, push = function() end } }
return BattleState.newWild(game, "FIXMON_C", 8)
end
-- finds the queued say-message text (onFaint queues several entries: a
-- wait, then the say)
local function findText(battle)
for _, entry in ipairs(battle.queue) do
if entry.text then return entry.text end
end
return nil
end
-- enemy: translated _EnemyMonFaintedText reaches onFaint, raw name only
do
local battle = mkbattle()
Data.text._EnemyMonFaintedText = "FAKE-ENEMY {RAM:wEnemyMonNick} FAKE!"
battle:onFaint(battle.enemy)
T.eq(findText(battle), "FAKE-ENEMY " .. battle.enemy.name .. " FAKE!",
"a translated _EnemyMonFaintedText reaches the enemy faint message")
Data.text._EnemyMonFaintedText = nil
end
-- enemy vanilla: the English literal already carries "Enemy " itself
do
local battle = mkbattle()
battle:onFaint(battle.enemy)
T.eq(findText(battle), "Enemy " .. battle.enemy.name .. "\nfainted!",
"no catalog entry falls back to the English literal, Enemy included")
end
-- player: translated _PlayerMonFaintedText reaches onFaint
do
local battle = mkbattle()
Data.text._PlayerMonFaintedText = "FAKE-PLAYER {RAM:wBattleMonNick} FAKE!"
battle:onFaint(battle.player)
T.eq(findText(battle), "FAKE-PLAYER " .. battle.player.name .. " FAKE!",
"a translated _PlayerMonFaintedText reaches the player faint message")
Data.text._PlayerMonFaintedText = nil
end
T.finish("battle_fainted_message_romtext")
@@ -0,0 +1,129 @@
-- BoxMenu's RELEASE confirmation ("Once released,\n%s is\ngone forever.
-- OK?") used to be a bare Lua literal. tests/engine/pc_release.lua only
-- ever runs with an empty Data.text, so it can't tell a properly-wired
-- t._OnceReleasedText or "..." fallback apart from a literal that never
-- looked at t at all -- every assertion there passes either way. This
-- test drives the same interactive release flow with a faked
-- Data.text._OnceReleasedText and checks the pushed TextBox's raw text
-- (captured via a TextBox.new spy, so real pagination/choice behavior is
-- untouched) uses the translated value, not the English literal.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = T.fixtures.fresh()
local ids = T.fixtures.ids
require("src.render.Font").load(Data)
local Pokemon = require("src.pokemon.Pokemon")
local Boxes = require("src.pokemon.Boxes")
local TextBox = require("src.render.TextBox")
local BoxMenu = require("src.ui.BoxMenu")
local ListMenu = require("src.ui.ListMenu")
local ChoiceBox = require("src.ui.ChoiceBox")
local SaveData = require("src.core.SaveData")
local Sound = require("src.core.Sound")
local realCry, realPlay = Sound.playCry, Sound.play
Sound.playCry = function() end
Sound.play = function() end
-- spy: records every raw text TextBox.new receives, without disturbing
-- pagination/choice re-push, so the interactive flow behaves exactly like
-- pc_release.lua's
local captured
local realNew = TextBox.new
TextBox.new = function(game, text, onDone, opts)
captured[#captured + 1] = text
return realNew(game, text, onDone, opts)
end
local stack = { states = {} }
function stack:push(s) self.states[#self.states + 1] = s end
function stack:pop()
local t = self.states[#self.states]
self.states[#self.states] = nil
return t
end
function stack:top() return self.states[#self.states] end
function stack:update(dt)
local t = self:top()
if t and t.update then t:update(dt) end
end
local pressed = {}
local function press(btn)
pressed = { [btn] = true }
stack:update(1 / 60)
pressed = {}
end
local function topMt() return getmetatable(stack:top()) end
local function mash(btn, cond, n)
for _ = 1, (n or 400) do
if cond() then return true end
press(btn)
end
return false
end
local function mkGame()
stack.states = {}
captured = {}
local game = {
data = Data,
save = SaveData.newGame(),
stack = stack,
input = {
wasPressed = function(_, key) return pressed[key] or false end,
isDown = function() return false end,
},
}
game.save.options = game.save.options or {}
game.save.options.textSpeed = 1
local box = Boxes.active(game.save)
box[1] = Pokemon.new(Data, ids.species[1], 5)
return game, box
end
local function releaseFirstMon(game)
stack:push(BoxMenu.new(game))
press("down"); press("down"); press("a") -- open RELEASE list
T.check(topMt() == ListMenu, "RELEASE opens the box list")
press("a") -- choose the first (only) mon
T.check(mash("a", function() return topMt() == ChoiceBox end),
"confirm choice opens")
-- the confirmation TextBox is captured[1] the moment it was pushed,
-- before this mash even ran
return captured[1]
end
-- monName (BoxMenu.lua): mon.nickname or def.name
local function monName(box)
local mon = box[1]
local def = Data.pokemon[mon.species]
return mon.nickname or def.name
end
-- translated: the fake value must reach the pushed TextBox
do
local game, box = mkGame()
local name = monName(box)
Data.text._OnceReleasedText = "FAKE {RAM:wStringBuffer} released!"
local text = releaseFirstMon(game)
T.eq(text, "FAKE " .. name .. " released!",
"a translated _OnceReleasedText reaches the release confirmation")
Data.text._OnceReleasedText = nil
end
-- vanilla: with no catalog entry, the English literal still substitutes
do
local game, box = mkGame()
local name = monName(box)
local text = releaseFirstMon(game)
T.eq(text, "Once released,\n" .. name .. " is\ngone forever. OK?",
"no catalog entry still falls back to the English literal")
end
TextBox.new = realNew
Sound.playCry, Sound.play = realCry, realPlay
T.finish("box_release_confirmation_romtext")
+82
View File
@@ -300,6 +300,88 @@ LauncherView.draw(edgeImp)
check((edgeImp._tabScroll.skins or 0) > 0,
"which reaches the tab region even though the cursor is below it")
Kit.blockClicks = false
Kit._clipRect = nil
Kit.wheelY = 0
Kit.mouseX, Kit.mouseY = 400, 400
Kit.dragBegin(50, 50)
Kit.dragAdd(120)
local pg = Kit.wheelPage(0, 0, 100, 100, 1, 100, 10)
eq(pg, 3, "a drag that crossed two half-heights turns two pages")
eq(Kit.dragAccum, 20, "and keeps the remainder for the next flip")
Kit.dragAdd(-140)
pg = Kit.wheelPage(0, 0, 100, 100, pg, 100, 10)
eq(pg, 1, "dragging back down returns those pages")
eq(Kit.dragAccum, -20, "with the remainder's sign preserved")
Kit.dragAdd(-80)
pg = Kit.wheelPage(0, 0, 100, 100, pg, 100, 10)
eq(pg, 1, "a drag past the first page clamps to it")
eq(Kit.dragAccum, 0, "and drops the pile-up so reversing is instant")
Kit.dragAdd(200)
pg = Kit.wheelPage(200, 200, 100, 100, pg, 100, 10)
eq(pg, 1, "a drag that began outside the list is not the list's")
eq(Kit.dragAccum, 200, "and its travel stays queued")
Kit.dragEnd()
eq(Kit.dragAccum, 0, "releasing the button retires the gesture")
window(360, 780)
local mouseImp = skinLauncher(12)
LauncherView.draw(mouseImp)
LauncherView.draw(mouseImp)
local mreg = mouseImp._tabRegionRect
local mmax = mouseImp._tabScrollMax.skins
check(mmax > 0, "the mouse-dragged panel has travel")
local mdown = false
love.mouse.isDown = function() return mdown end
pointer(mreg.x + 20, mreg.y + 40)
mdown = true
LauncherView.update(mouseImp, 0.016)
check(mouseImp._clickPt == nil,
"a press over a scrollable region mints no click")
check(mouseImp._mouseAt ~= nil, "it arms a drag instead")
pointer(mreg.x + 20, mreg.y + 40 - 200)
LauncherView.update(mouseImp, 0.016)
eq(mouseImp._tabScroll.skins, math.min(200, mmax),
"dragging the held mouse scrolls the panel by its travel")
eq(mouseImp._pageScroll or 0, 0,
"while the panel still has travel, the page waits")
pointer(mreg.x + 20, mreg.y + 40 - 200 - mmax * 2)
LauncherView.update(mouseImp, 0.016)
eq(mouseImp._tabScroll.skins, mmax,
"a longer mouse drag reaches the panel's bottom")
check((mouseImp._pageScroll or 0) > 0, "and spills into the page from there")
mdown = false
LauncherView.update(mouseImp, 0.016)
check(mouseImp._clickPt == nil, "a released drag is not a click")
check(mouseImp._mouseAt == nil, "and the gesture is retired")
pointer(mreg.x + 20, mreg.y + 40)
mdown = true
LauncherView.update(mouseImp, 0.016)
check(mouseImp._clickPt == nil, "a fresh press still holds its click back")
mdown = false
LauncherView.update(mouseImp, 0.016)
check(mouseImp._clickPt ~= nil,
"press and release without travel is still a tap, on release")
mouseImp._clickPt = nil
LauncherView.draw(gameImp)
LauncherView.draw(gameImp)
check((gameImp._noDragN or 0) > 0, "the game tab publishes its cartridge rect")
local cart = gameImp._noDragRects[1]
pointer(cart.x + cart.w / 2, cart.y + cart.h / 2)
mdown = true
LauncherView.update(gameImp, 0.016)
check(gameImp._clickPt ~= nil,
"a press on the cartridge clicks at once so its own spin-drag still owns "
.. "the gesture")
check(gameImp._mouseAt == nil, "and never arms the scroll drag")
gameImp._clickPt = nil
mdown = false
LauncherView.update(gameImp, 0.016)
love.mouse.isDown = nil
local function read(path)
local f = assert(io.open(path, "r"))
local src = f:read("*a")
@@ -0,0 +1,139 @@
-- Two OverworldController.lua messages used to be bare Lua literals:
-- applyFieldPoison()'s "%s\nfainted!" (the third of three collapsed
-- fainted-message ROM strings, _PokemonFaintedText) and
-- useSoftboiledFieldMove()'s "It won't have\nany effect."/"%s's HP\nwas
-- restored!" (the same _ItemUseNoEffectText/_PotionText labels
-- ItemEffects.lua's real potion message already uses -- _PotionText's
-- second slot is the actual amount healed, which the old literal never
-- showed at all).
--
-- Uses the debug.setupvalue technique already established in
-- oaks_pc_flow.lua to fake the module-level Game/TextBox upvalues
-- ROM-free, without going through the heavy OverworldState:enter().
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = T.fixtures.fresh()
local SaveData = require("src.core.SaveData")
local Pokemon = require("src.pokemon.Pokemon")
local OW = require("src.world.OverworldController")
local function setUpvalue(fn, name, val)
local i = 1
while true do
local n = debug.getupvalue(fn, i)
if not n then return false end
if n == name then debug.setupvalue(fn, i, val); return true end
i = i + 1
end
end
local pushed = {}
local textBoxStub = {
new = function(_, text, onDone, opts)
return { text = text, onDone = onDone, opts = opts }
end,
}
local realSound = package.loaded["src.core.Sound"]
package.loaded["src.core.Sound"] = { play = function() end, playCry = function() end }
local function mkGame()
local save = SaveData.newGame()
save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
pushed = {}
return {
data = Data, save = save,
stack = { push = function(_, item) pushed[#pushed + 1] = item end },
}
end
for _, name in ipairs({ "applyFieldPoison", "useSoftboiledFieldMove" }) do
T.check(setUpvalue(OW[name], "Game", mkGame()), ("Game upvalue on %s"):format(name))
T.check(setUpvalue(OW[name], "TextBox", textBoxStub), ("TextBox upvalue on %s"):format(name))
end
local fakeSelf = setmetatable({}, { __index = OW })
-- ---- applyFieldPoison: _PokemonFaintedText ----
do
local game = mkGame()
setUpvalue(OW.applyFieldPoison, "Game", game)
local mon = game.save.party[1]
mon.status = "PSN"
mon.hp = 1 -- one poison tick (1 dmg by default) faints it
game.save.poisonSteps = 3 -- (3+1) % 4 == 0: this step ticks poison
Data.text._PokemonFaintedText = "FAKE {RAM:wNameBuffer} FAKE!"
fakeSelf:applyFieldPoison()
T.eq(pushed[1] and pushed[1].text, "FAKE " .. (mon.nickname or "FIXMON A") .. " FAKE!",
"a translated _PokemonFaintedText reaches the field-poison faint message")
Data.text._PokemonFaintedText = nil
end
-- vanilla: no catalog entry, English literal
do
local game = mkGame()
setUpvalue(OW.applyFieldPoison, "Game", game)
local mon = game.save.party[1]
mon.status = "PSN"
mon.hp = 1
game.save.poisonSteps = 3
fakeSelf:applyFieldPoison()
T.eq(pushed[1] and pushed[1].text,
(mon.nickname or "FIXMON A") .. "\nfainted!",
"no catalog entry falls back to the English fainted literal")
end
-- ---- useSoftboiledFieldMove: _ItemUseNoEffectText / _PotionText ----
do
local game = mkGame()
setUpvalue(OW.useSoftboiledFieldMove, "Game", game)
local user = Pokemon.new(Data, "FIXMON_A", 20)
local target = Pokemon.new(Data, "FIXMON_B", 20)
target.hp = target.stats.hp -- already full: no effect
Data.text._ItemUseNoEffectText = "FAKE-NOEFFECT!"
local ok = fakeSelf:useSoftboiledFieldMove(user, target)
T.check(ok == false, "a full-HP target reports no effect")
T.eq(pushed[1] and pushed[1].text, "FAKE-NOEFFECT!",
"a translated _ItemUseNoEffectText reaches the no-effect message")
Data.text._ItemUseNoEffectText = nil
end
do
local game = mkGame()
setUpvalue(OW.useSoftboiledFieldMove, "Game", game)
local user = Pokemon.new(Data, "FIXMON_A", 20)
local target = Pokemon.new(Data, "FIXMON_B", 20)
target.hp = target.stats.hp - 10 -- missing exactly 10 HP
Data.text._PotionText = "FAKE {RAM:wNameBuffer} healed {NUM:wHPBarHPDifference, 2, 3}!"
local ok = fakeSelf:useSoftboiledFieldMove(user, target)
T.check(ok == true, "a damaged target heals successfully")
T.eq(pushed[1] and pushed[1].text,
"FAKE " .. (target.nickname or "FIXMON B") .. " healed 10!",
"a translated _PotionText reaches the heal message, amount included")
Data.text._PotionText = nil
end
-- vanilla: no catalog entry, the fallback's single %s slot still fills
-- correctly (the amount is silently dropped by design, same as
-- ItemEffects.lua's own _PotionText fallback -- not a regression, this
-- matches the pre-fix literal's behavior exactly)
do
local game = mkGame()
setUpvalue(OW.useSoftboiledFieldMove, "Game", game)
local user = Pokemon.new(Data, "FIXMON_A", 20)
local target = Pokemon.new(Data, "FIXMON_B", 20)
target.hp = target.stats.hp - 10
local ok = fakeSelf:useSoftboiledFieldMove(user, target)
T.check(ok == true, "a damaged target heals successfully (vanilla)")
T.eq(pushed[1] and pushed[1].text,
(target.nickname or "FIXMON B") .. "'s HP\nwas restored!",
"no catalog entry falls back to the English literal (no amount shown)")
end
package.loaded["src.core.Sound"] = realSound
T.finish("overworld_field_faint_heal_romtext")
@@ -0,0 +1,85 @@
-- OverworldState:tryHiddenObject()'s "%s found\n%s!" message used to
-- substitute both the player name and the item name into one bare Lua
-- literal. The real _FoundHiddenItemText label leads with a {PLAYER}
-- named token, which romText auto-fills from a 2-arg call in the same
-- order the literal already used -- this test checks both slots land
-- correctly (an accidental argument swap is the easy mistake this shape
-- invites).
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = T.fixtures.fresh()
local SaveData = require("src.core.SaveData")
local OW = require("src.world.OverworldController")
local function setUpvalue(fn, name, val)
local i = 1
while true do
local n = debug.getupvalue(fn, i)
if not n then return false end
if n == name then debug.setupvalue(fn, i, val); return true end
i = i + 1
end
end
local pushed = {}
local textBoxStub = {
new = function(_, text, onDone, opts)
return { text = text, onDone = onDone, opts = opts }
end,
soundOpts = function() return {} end,
}
local MAP_ID = "FIX_TOWN"
Data.field.hiddenItems[MAP_ID] = { { x = 3, y = 3, item = "FIX_BALL" } }
local function mkGame()
local save = SaveData.newGame()
save.player.name = "FAKEPLAYER"
pushed = {}
return {
data = Data, save = save,
stack = { push = function(_, item) pushed[#pushed + 1] = item end },
}
end
T.check(setUpvalue(OW.tryHiddenObject, "Game", mkGame()), "Game upvalue on tryHiddenObject")
T.check(setUpvalue(OW.tryHiddenObject, "TextBox", textBoxStub), "TextBox upvalue on tryHiddenObject")
local fakeSelf = setmetatable({ map = { id = MAP_ID } }, { __index = OW })
-- translated: player name and item name both land in the right slots
do
local game = mkGame()
setUpvalue(OW.tryHiddenObject, "Game", game)
Data.text._FoundHiddenItemText = "FAKE {PLAYER} found FAKE {RAM:wNameBuffer} FAKE!"
local found = fakeSelf:tryHiddenObject(3, 3)
T.check(found == true, "the hidden item at (3,3) is found")
T.eq(pushed[1] and pushed[1].text,
"FAKE FAKEPLAYER found FAKE FIX BALL FAKE!",
"a translated _FoundHiddenItemText fills both {PLAYER} and the item name")
Data.text._FoundHiddenItemText = nil
end
-- vanilla: no catalog entry, so romText falls back to plain
-- Strings(fallback, ...) -- the fallback literal is "%s found\n%s!" (both
-- slots plain %s, matching the pre-fix literal's own shape), not the
-- {PLAYER} token the real label uses, since Strings() never does
-- {TOKEN} substitution on its own. (A {PLAYER}-token fallback would
-- still render correctly too, since the real TextBox.new always runs
-- TextBox.substitute over whatever text it's given -- but this test
-- stubs TextBox without that call, and the fallback shouldn't lean on a
-- substitution pass happening downstream regardless.)
do
local game = mkGame()
setUpvalue(OW.tryHiddenObject, "Game", game)
game.save.hiddenTaken = {} -- fresh spot
local found = fakeSelf:tryHiddenObject(3, 3)
T.check(found == true, "the hidden item is found again in a fresh game")
T.eq(pushed[1] and pushed[1].text, "FAKEPLAYER found\nFIX BALL!",
"with no catalog entry, the fallback still fills both the player "
.. "and item name via plain %s substitution")
end
T.finish("overworld_hidden_item_romtext")
@@ -0,0 +1,39 @@
-- SlotMachine:resolveWin's "%s lined up!\nScored %d coins!" message used
-- to interpolate the symbol id AND the payout into one bare Lua literal.
-- The real _LinedUpText label has no slot for the symbol at all (the
-- original ROM drew it separately) -- only for the coin count. This test
-- fakes _LinedUpText and checks the symbol is concatenated in front of the
-- translated suffix, with the payout correctly substituted into it.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = T.fixtures.fresh()
local SlotMachine = require("src.ui.SlotMachine")
local function mkSelf()
local game = { data = Data, save = { coins = 0 } }
return setmetatable({ game = game, allowMatchesCounter = 0 }, SlotMachine)
end
-- translated: the fake suffix reaches self.message, with the symbol
-- concatenated in front and the payout substituted into the fake text
do
local self = mkSelf()
Data.text._LinedUpText = " FAKE-SUFFIX {RAM:wStringBuffer}!"
self:resolveWin({ symbol = "CHERRY", payout = 8 })
T.eq(self.message, "CHERRY FAKE-SUFFIX 8!",
"a translated _LinedUpText reaches the lined-up message")
Data.text._LinedUpText = nil
end
-- vanilla: with no catalog entry, the English literal still substitutes,
-- with its own leading space (the original had no slot for the symbol)
do
local self = mkSelf()
self:resolveWin({ symbol = "CHERRY", payout = 8 })
T.eq(self.message, "CHERRY lined up!\nScored 8 coins!",
"no catalog entry still falls back to the English literal")
end
T.finish("slot_machine_lined_up_romtext")
+101 -4
View File
@@ -94,20 +94,26 @@ do
local eng, transport = engine({
["POST /sync/create"] = { code = 200, body =
'{"account":"aa11","code1":"11112222","code2":"33334444","deviceToken":"tok"}' },
}, {}, SyncState.defaults())
["GET /sync/state"] = { code = 200, body = '{"saves":{}}' },
["PUT /sync/save"] = { code = 200, body = '{"ok":true,"rev":1}' },
}, { saveEntry("red", "abc", 500, 400) }, SyncState.defaults())
T.eq(eng:linked(), false, "a fresh engine is not linked")
T.eq(eng.status, "Not set up", "and says so")
eng:createAccount("laptop")
pump(eng, 3)
pump(eng)
T.eq(eng:linked(), true, "creating an account links this device")
T.eq(eng.state.account, "aa11", "and stores the account id")
T.eq(eng.codes.code1, "1111-2222", "the first code is shown grouped")
T.eq(eng.codes.code2, "3333-4444", "and so is the second")
T.eq(eng.state.code1, nil, "codes never enter the persisted state")
T.eq(transport.sent[2].url, "http://sync.test/sync/state",
"creating the account starts a sync straight away")
T.eq(transport.sent[3].method, "PUT",
"so the saves that existed before setup are uploaded")
T.eq(SyncState.rev(eng.state, "red/abc"), 1, "and the served rev is remembered")
T.eq(eng.phase, "idle", "and the engine settles")
T.eq(#transport.sent, 1, "one request was made")
end
do
@@ -293,14 +299,105 @@ do
T.eq(#transport.sent, 0, "with sync off an in-game save uploads nothing")
end
do
local eng, transport = engine({
["GET /sync/state"] = { code = 200, body = '{"saves":{}}' },
}, {})
eng:update(SyncEngine.AUTO_INTERVAL - 1)
T.eq(#transport.sent, 0, "an idle linked engine does not poll early")
eng:update(1)
T.eq(#transport.sent, 1, "after the auto interval it checks the server")
pump(eng)
T.eq(eng.phase, "idle", "and settles")
eng:update(SyncEngine.AUTO_INTERVAL - 10)
T.eq(#transport.sent, 1, "the next poll waits a whole interval again")
eng:update(10)
T.eq(#transport.sent, 2, "then fires")
end
do
local eng, transport = engine({
["GET /sync/state"] = { code = 200, body = '{"saves":{}}' },
}, {}, SyncState.defaults())
eng:update(SyncEngine.AUTO_INTERVAL * 2)
T.eq(#transport.sent, 0, "an unlinked engine never polls on its own")
end
do
local calls = 0
local eng = engine({
["GET /sync/state"] = function()
calls = calls + 1
if calls == 1 then return { code = 500, body = '{"error":"down"}' } end
return { code = 200, body = '{"saves":{}}' }
end,
}, {})
eng:syncNow()
pump(eng, 3)
T.eq(eng.phase, "error", "the first sync fails")
eng:update(SyncEngine.AUTO_INTERVAL)
pump(eng, 3)
T.eq(eng.phase, "idle", "the auto interval retries and recovers")
end
do
local eng, transport = conflictEngine()
eng:syncNow()
pump(eng)
local sent = #transport.sent
eng:update(SyncEngine.AUTO_INTERVAL * 2)
T.eq(#transport.sent, sent, "a waiting conflict is never auto-synced over")
T.eq(eng.phase, "conflict", "the player still decides")
end
do
local eng, transport = engine({
["GET /sync/state"] = { code = 200, body = '{"saves":{}}' },
}, {})
eng:noteResumed()
T.eq(#transport.sent, 1, "regaining the app checks the server")
pump(eng)
eng:noteResumed()
T.eq(#transport.sent, 1, "but not twice in quick succession")
end
do
local eng, transport = engine({}, {}, SyncState.defaults())
eng:noteResumed()
T.eq(#transport.sent, 0, "an unlinked engine ignores a resume")
end
do
local state = linkedState()
SyncState.setRev(state, "red/abc", 2, 500)
local eng, transport, saves = engine({
["GET /sync/state"] = { code = 200,
body = '{"saves":{"red/abc":{"rev":4,"meta":{"savedAt":900}},' ..
'"gold/xyz":{"rev":1,"meta":{"savedAt":900}}}}' },
["GET /sync/save"] = { code = 200,
body = '{"rev":1,"meta":{"savedAt":900},"blob":"return { player = {} }"}' },
}, { saveEntry("red", "abc", 500, 400) }, state)
eng:protectPlaythrough("red", "abc")
eng:syncNow()
pump(eng)
T.eq(#saves.writes, 1, "only the save that is not being played downloads")
T.eq(saves.writes[1].version, "gold", "the other playthrough still arrives")
T.eq(SyncState.rev(eng.state, "red/abc"), 2,
"the live playthrough keeps its rev so the launcher can fetch it later")
T.eq(eng.phase, "idle", "and the sync settles")
eng:protectPlaythrough("red", nil)
T.eq(eng.protectedKey, nil, "no live playthrough means no protection")
end
do
local eng = engine({
["POST /sync/create"] = { code = 200, body =
'{"account":"aa11","code1":"11112222","code2":"33334444",' ..
'"deviceToken":"tok","device":"0a1b2c3d"}' },
["GET /sync/state"] = { code = 200, body = '{"saves":{}}' },
}, {}, SyncState.defaults())
eng:createAccount("laptop")
pump(eng, 3)
pump(eng)
T.eq(eng.state.deviceId, "0a1b2c3d",
"creating an account records the id the server gave this device")
T.eq(SyncState.sanitize(eng.state).deviceId, "0a1b2c3d",