Merge pull request #498 from johnjohto/fix-cerulean-badge-house-exit

This commit is contained in:
bryanthaboi
2026-07-30 18:24:26 -04:00
committed by GitHub
3 changed files with 65 additions and 0 deletions
@@ -42,6 +42,7 @@ local function middleAgedMan(game, ow, npc, done)
end
local menu = ListMenu.new(game, "", items, {
onChoose = function(item)
game.stack:pop()
push(game, t[BADGE_TEXT[item.value]], loop)
end,
onCancel = function()
+63
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@@ -0,0 +1,63 @@
-- Parity: leaving the Cerulean Badge House badge-description menu must
-- return control to the overworld after viewing a badge (#454).
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity Cerulean Badge House")
local eq = S.eq
local script = require("data.scripts.flavor.cerulean_badge_house")
.CERULEAN_BADGE_HOUSE.talk.TEXT_CERULEANBADGEHOUSE_MIDDLE_AGED_MAN
local states = {}
local game = {
data = {
items = {
BOULDERBADGE = { name = "BOULDERBADGE" },
CASCADEBADGE = { name = "CASCADEBADGE" },
THUNDERBADGE = { name = "THUNDERBADGE" },
RAINBOWBADGE = { name = "RAINBOWBADGE" },
SOULBADGE = { name = "SOULBADGE" },
MARSHBADGE = { name = "MARSHBADGE" },
VOLCANOBADGE = { name = "VOLCANOBADGE" },
EARTHBADGE = { name = "EARTHBADGE" },
},
text = {
_CeruleanBadgeHouseMiddleAgedManText = "",
_CeruleanBadgeHouseMiddleAgedManWhichBadgeText = "",
_CeruleanBadgeHouseBoulderBadgeText = "",
_CeruleanBadgeHouseMiddleAgedManVisitAnyTimeText = "",
},
},
save = { player = { name = "RED" } },
input = { wasPressed = function(_, key) return key == "b" end },
stack = {
push = function(_, state) states[#states + 1] = state end,
pop = function() return table.remove(states) end,
top = function() return states[#states] end,
},
}
local done = false
script(game, nil, nil, function() done = true end)
local function dismissText()
local text = game.stack:pop()
text.onDone()
end
-- Greeting -> prompt -> first menu -> badge description -> prompt -> second menu.
dismissText()
dismissText()
local firstMenu = game.stack:top()
firstMenu.onChoose(firstMenu.items[1])
dismissText()
dismissText()
-- B follows ListMenu's real cancellation path: pop menu, then show goodbye.
game.stack:top():update(0)
dismissText()
eq(#states, 0, "backing out after viewing a badge leaves no menu behind")
eq(done, true, "backing out after viewing a badge completes the NPC script")
S.finish()
+1
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@@ -3274,6 +3274,7 @@ runSuites(orderedGlob("tests/parity_*.lua", {
"tests/parity_C.lua", "tests/parity_K.lua", "tests/parity_L.lua",
"tests/parity_H.lua", "tests/parity_G.lua", "tests/parity_I_M.lua",
"tests/parity_B.lua", "tests/parity_J.lua", "tests/parity_A.lua",
"tests/parity_cerulean_badge_house.lua",
"tests/parity_flavor.lua", "tests/parity_trainer_sight.lua",
"tests/parity_static.lua", "tests/parity_trashcans.lua",
"tests/parity_hof.lua", "tests/parity_trade_gift.lua",