mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-15 07:41:21 +02:00
CLOSES #1091, CLOSES #1097, CLOSES #1100, CLOSES #1104, CLOSES #1135, CLOSES #1155, CLOSES #1157, CLOSES #1158, CLOSES #1159, CLOSES #1160, CLOSES #1167, CLOSES #1208
This commit is contained in:
@@ -0,0 +1,80 @@
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-- #1091: does GAME SPEED change the wild encounter rate per STEP?
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-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
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-- POKEPORT_DRIVER=tests/drivers/gold_bug1091_test.lua love .
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local Encounter = require("src.battle.gen2.Encounter")
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local Player = require("src.world.gen2.Player")
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local Mon = require("src.battle.gen2.Mon")
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return function(game)
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local rolls, hits, steps = 0, 0, 0
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local realTriggers = Encounter.triggers
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Encounter.triggers = function(rate, random)
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rolls = rolls + 1
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if realTriggers(rate, random) then hits = hits + 1 end
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return false
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end
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local World = require("src.world.gen2.World")
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local ticks = 0
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local realWorldStep = World.step
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World.step = function(self)
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ticks = ticks + 1
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return realWorldStep(self)
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end
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local realUpdate = Player.update
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Player.update = function(self)
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local landed = realUpdate(self)
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if landed then steps = steps + 1 end
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return landed
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end
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local function wait(n) for _ = 1, n do coroutine.yield() end end
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local function clearDirs()
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for _, d in ipairs({ "up", "down", "left", "right" }) do
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game.input.state[d] = false
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end
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end
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wait(30)
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local world = game.world
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game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
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local function measure(speed, yields)
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world:setMap("ROUTE_29", 44, 12, "right")
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wait(20)
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world.wildCooldown = 0
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game.speedOverride = speed
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rolls, hits, steps, ticks = 0, 0, 0, 0
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local dir = "right"
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for i = 1, yields do
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if i % 8 == 0 then dir = (dir == "right") and "left" or "right" end
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clearDirs()
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game.input.state[dir] = true
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table.insert(game.input.pressQueue, dir)
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coroutine.yield()
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end
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clearDirs()
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game.speedOverride = 1
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wait(5)
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return rolls, hits, steps, ticks
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end
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local r1, h1, s1, t1 = measure(1, 900)
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local r2, h2, s2, t2 = measure(200, 60)
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print(("[driver] 1X frames=%d cells=%d rolls=%d hits=%d rolls/cell=%.3f")
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:format(t1, s1, r1, h1, s1 > 0 and r1 / s1 or 0))
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print(("[driver] 200X frames=%d cells=%d rolls=%d hits=%d rolls/cell=%.3f")
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:format(t2, s2, r2, h2, s2 > 0 and r2 / s2 or 0))
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Encounter.triggers = realTriggers
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Player.update = realUpdate
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World.step = realWorldStep
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local rate1 = s1 > 0 and r1 / s1 or 0
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local rate2 = s2 > 0 and r2 / s2 or 0
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assert(s1 > 20 and s2 > 20, "not enough walked cells to judge")
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assert(math.abs(rate1 - rate2) < 0.05,
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("rolls per cell changed with GAME SPEED: %.3f vs %.3f"):format(rate1, rate2))
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print("[driver] PASS encounter rolls are one per walked cell at every speed")
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end
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@@ -0,0 +1,79 @@
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-- #1097 (and the absorbed #1116): walking out of Dark Cave and pressing UP
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-- puts the player inside the mountain on Route 31.
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-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
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-- POKEPORT_DRIVER=tests/drivers/gold_bug1097_test.lua love .
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local Mon = require("src.battle.gen2.Mon")
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return function(game)
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local function wait(n) for _ = 1, n do coroutine.yield() end end
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local function clearDirs()
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for _, d in ipairs({ "up", "down", "left", "right" }) do
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game.input.state[d] = false
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end
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end
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local function hold(dir, frames, trace)
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local last
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for _ = 1, frames do
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clearDirs()
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game.input.state[dir] = true
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table.insert(game.input.pressQueue, dir)
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coroutine.yield()
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local w = game.world
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local at = ("%s (%d,%d)"):format(w.map.id, w.player.cellX, w.player.cellY)
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if trace and at ~= last then print(" " .. at); last = at end
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end
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clearDirs()
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end
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wait(30)
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local world = game.world
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game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
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-- Route31CheckMomCallCallback (maps/Route31.asm:14) fires on every NEWMAP
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-- arrival until the errand is over; set its event so the walk is not spent
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-- behind a phone call. tests/drivers/gold/flag_names.lua:1132.
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if world.events then world.events:set(64, true) end
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-- maps/DarkCaveVioletEntrance.asm warp 1 is (3,15) -> ROUTE_31 warp 3.
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world:setMap("DARK_CAVE_VIOLET_ENTRANCE", 3, 14, "down")
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wait(20)
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hold("down", 40)
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-- the ROUTE_31 arrival runs Route31CheckMomCallCallback (maps/Route31.asm:14)
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for _ = 1, 900 do
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if not world:busy() then break end
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coroutine.yield()
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end
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wait(20)
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print(("[driver] out of the cave at %s (%d,%d)")
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:format(world.map.id, world.player.cellX, world.player.cellY))
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assert(world.map.id == "ROUTE_31", "did not reach ROUTE_31")
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print("[driver] holding UP:")
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hold("up", 120, true)
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wait(30)
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local m, x, y = world.map.id, world.player.cellX, world.player.cellY
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print(("[driver] ended at %s (%d,%d)"):format(m, x, y))
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-- Anything above y=5 on Route 31 in that column is the inside of the
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-- mountain; the honest outcomes are re-entering the cave or bumping.
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local inside = (m == "ROUTE_31" and y < 5)
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assert(not inside, ("walked into the mountain at (%d,%d)"):format(x, y))
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-- The other two Dark Cave mouths, same shape: maps/Route46.asm warp 3 is
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-- (14,5) and maps/Route45.asm warp 1 is (2,5), both COLL_CAVE tiles with
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-- ordinary FLOOR above them in the collision data.
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for _, c in ipairs({ { "ROUTE_46", 14, 5 }, { "ROUTE_45", 2, 5 } }) do
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local mapId, wx, wy = c[1], c[2], c[3]
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world:setMap(mapId, wx, wy, "up")
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wait(20)
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hold("up", 90)
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wait(20)
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if world.map.id == mapId then
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assert(world.player.cellY >= wy,
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("%s: walked above the cave mouth to (%d,%d)")
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:format(mapId, world.player.cellX, world.player.cellY))
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end
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print(("[driver] %s mouth ended at %s (%d,%d)"):format(
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mapId, world.map.id, world.player.cellX, world.player.cellY))
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end
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print("[driver] PASS the cave mouth cannot be walked through")
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end
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@@ -0,0 +1,78 @@
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-- #1104: the Ruins of Alph ladders warp somewhere else.
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-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
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-- POKEPORT_DRIVER=tests/drivers/gold_bug1104_test.lua love .
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local Mon = require("src.battle.gen2.Mon")
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-- maps/RuinsOfAlphInnerChamber.asm:76, maps/RuinsOfAlphOutside.asm:126,
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-- maps/RuinsOfAlphKabutoChamber.asm and its three siblings.
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local CASES = {
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{ "RUINS_OF_ALPH_INNER_CHAMBER", 10, 13, "RUINS_OF_ALPH_OUTSIDE", 10, 13 },
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{ "RUINS_OF_ALPH_OUTSIDE", 10, 13, "RUINS_OF_ALPH_INNER_CHAMBER", 10, 13 },
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{ "RUINS_OF_ALPH_OUTSIDE", 2, 17, "RUINS_OF_ALPH_HO_OH_CHAMBER", 3, 9 },
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{ "RUINS_OF_ALPH_OUTSIDE", 14, 7, "RUINS_OF_ALPH_KABUTO_CHAMBER", 3, 9 },
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{ "RUINS_OF_ALPH_OUTSIDE", 2, 29, "RUINS_OF_ALPH_OMANYTE_CHAMBER", 3, 9 },
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{ "RUINS_OF_ALPH_OUTSIDE", 16, 33, "RUINS_OF_ALPH_AERODACTYL_CHAMBER", 3, 9 },
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{ "RUINS_OF_ALPH_OUTSIDE", 17, 11, "RUINS_OF_ALPH_RESEARCH_CENTER", 2, 7 },
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{ "RUINS_OF_ALPH_KABUTO_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 14, 7, "down" },
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{ "RUINS_OF_ALPH_HO_OH_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 2, 17, "down" },
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{ "RUINS_OF_ALPH_OMANYTE_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 2, 29, "down" },
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{ "RUINS_OF_ALPH_AERODACTYL_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 16, 33, "down" },
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{ "RUINS_OF_ALPH_RESEARCH_CENTER", 2, 7, "RUINS_OF_ALPH_OUTSIDE", 17, 11, "down" },
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}
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return function(game)
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local function wait(n) for _ = 1, n do coroutine.yield() end end
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local function clearDirs()
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for _, d in ipairs({ "up", "down", "left", "right" }) do
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game.input.state[d] = false
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end
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end
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-- Hold until the map changes, then let the load settle and STOP: holding
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-- past the arrival would walk the player off the landing tile.
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local function walkUntilWarp(dir, frames, fromMap)
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for _ = 1, frames do
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clearDirs()
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game.input.state[dir] = true
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table.insert(game.input.pressQueue, dir)
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coroutine.yield()
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if game.world.map and game.world.map.id ~= fromMap then
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clearDirs()
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-- The ARRIVAL cell is the one the warp table names. Standing on a
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-- door/cave/staircase tile then forces one step DOWN off it
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-- (engine/overworld/player_movement.asm:201-213), so the settled cell
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-- is legitimately one row lower on an outdoor mouth.
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local ax, ay = game.world.player.cellX, game.world.player.cellY
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for _ = 1, 45 do coroutine.yield() end
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return game.world.map.id, ax, ay,
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game.world.player.cellX, game.world.player.cellY
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end
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end
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clearDirs()
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return game.world.map and game.world.map.id, nil, nil
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end
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wait(30)
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local world = game.world
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game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
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local bad = 0
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for _, c in ipairs(CASES) do
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local src, wx, wy, wantMap, wantX, wantY = c[1], c[2], c[3], c[4], c[5], c[6]
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-- default approach is from below, the way the report describes facing the
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-- ladder from below; a chamber's exit sits on the bottom row instead
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local dir = c[7] or "up"
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local sy = (dir == "up") and wy + 1 or wy - 1
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world:setMap(src, wx, sy, dir)
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wait(12)
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local from = ("%s (%d,%d)"):format(src, world.player.cellX, world.player.cellY)
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local m, ax, ay, sx, sy = walkUntilWarp(dir, 90, src)
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local ok = (m == wantMap and ax == wantX and ay == wantY)
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if not ok then bad = bad + 1 end
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print(("[driver] %-12s %s -> %s (%s,%s) settled (%s,%s) want %s (%d,%d)")
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:format(ok and "OK" or "MISMATCH", from, tostring(m),
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tostring(ax), tostring(ay), tostring(sx), tostring(sy),
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wantMap, wantX, wantY))
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end
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print(("[driver] %s ruins warps: %d mismatches")
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:format(bad == 0 and "PASS" or "FAIL", bad))
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end
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@@ -0,0 +1,100 @@
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-- #1155: "MAGNITUDE always rolls a 4".
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--
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-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
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-- POKEPORT_DRIVER=tests/drivers/gold_bug1155_test.lua love .
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local U = require("tests.drivers.util")
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local Mon = require("src.battle.gen2.Mon")
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local ROLLS = 15
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local function battleScreen(game)
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for _ = 1, 900 do
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local top = game.stack:top()
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if top and top.battle then return top end
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U.wait(1)
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end
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error("battle screen never came up")
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end
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local function drain(game, screen, frames)
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for _ = 1, (frames or 400) do
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if screen.phase == "menu" and #screen.queue == 0 and not screen.anim then
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return true
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end
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U.tap(game, "a")
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U.wait(3)
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end
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return false
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end
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return function(game)
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local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1155"
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U.wait(45)
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local world = game.world
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assert(world and world.map, "gold world did not boot")
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local caster = Mon.new(game.data, "DUNSPARCE", 50)
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local def = assert(game.data.moves.MAGNITUDE, "MAGNITUDE is not in moves.lua")
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caster.moves = { { id = "MAGNITUDE", pp = def.pp, maxPp = def.pp } }
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print("[driver] MAGNITUDE stored effect = " .. tostring(def.effect)
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.. ", stored power = " .. tostring(def.power))
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game.save.party = { caster }
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local seen, damages, shown = {}, {}, 0
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local screen
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for i = 1, ROLLS do
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if not (screen and game.stack:top() == screen and not screen.battle.over) then
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local dummy = Mon.new(game.data, "SNORLAX", 60)
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dummy.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
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assert(world:startBattle({ wild = dummy }), "startBattle failed")
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screen = battleScreen(game)
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drain(game, screen, 300)
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end
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local foe = screen.battle.enemy
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local before = foe.hp
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caster.moves[1].pp = def.pp
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screen:submit({ kind = "move", move = "MAGNITUDE" })
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for _, event in ipairs(screen.queue) do
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local number = event.text and event.text:match("^Magnitude (%d+)")
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if number then
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seen[number] = (seen[number] or 0) + 1
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if shown < 1 then
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U.wait(1)
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U.shot(game, out .. "/01-magnitude-text.png")
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shown = 1
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end
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end
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end
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drain(game, screen, 400)
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local dealt = before - foe.hp
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if dealt > 0 then damages[dealt] = true end
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if i % 10 == 0 then U.wait(5) end
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end
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local numbers = {}
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for number, count in pairs(seen) do
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numbers[#numbers + 1] = number .. "x" .. count
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end
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table.sort(numbers)
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print("[driver] magnitudes over " .. ROLLS .. " uses: "
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.. table.concat(numbers, " "))
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local distinctPowers = 0
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for _ in pairs(damages) do distinctPowers = distinctPowers + 1 end
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local failures = {}
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local function check(ok, what)
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print((ok and "[ok] " or "[FAIL] ") .. what)
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if not ok then failures[#failures + 1] = what end
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end
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check(#numbers > 1, "MAGNITUDE rolls more than one number")
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check(seen["4"] == nil or seen["4"] < ROLLS,
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"and is not stuck on MAGNITUDE 4")
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check(distinctPowers > 1, "the rolled power reaches the damage (" ..
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distinctPowers .. " distinct damage figures)")
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if #failures > 0 then
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error(#failures .. " magnitude checks failed")
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end
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print("[driver] #1155 clear; shot in " .. out)
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end
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@@ -0,0 +1,113 @@
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-- #1157: SONIC BOOM has to deal a flat 20, not a rolled 8-10.
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--
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-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
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-- POKEPORT_DRIVER=tests/drivers/gold_bug1157_test.lua love .
|
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local U = require("tests.drivers.util")
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local Mon = require("src.battle.gen2.Mon")
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local function battleScreen(game)
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for _ = 1, 900 do
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local top = game.stack:top()
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if top and top.battle then return top end
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U.wait(1)
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end
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error("battle screen never came up")
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end
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local function drain(game, screen, frames)
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for _ = 1, (frames or 400) do
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if screen.phase == "menu" and #screen.queue == 0 and not screen.anim then
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return true
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end
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U.tap(game, "a")
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U.wait(3)
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end
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return false
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end
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return function(game)
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local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1157"
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U.wait(45)
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local world = game.world
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assert(world and world.map, "gold world did not boot")
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local failures = {}
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local function check(ok, what)
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print((ok and "[ok] " or "[FAIL] ") .. what)
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if not ok then failures[#failures + 1] = what end
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end
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-- The reporter's own matchup, three times over.
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local caster = Mon.new(game.data, "MAGNEMITE", 20)
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local boom = assert(game.data.moves.SONICBOOM, "SONICBOOM missing")
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print("[driver] SONICBOOM effect = " .. tostring(boom.effect)
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.. ", stored power = " .. tostring(boom.power))
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caster.moves = { { id = "SONICBOOM", pp = boom.pp, maxPp = boom.pp } }
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game.save.party = { caster }
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-- SONIC BOOM is a 90% move, so a miss (0) is legal and simply does not
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-- count: what matters is that every use that CONNECTS is 20.
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local dealt, hits, wrong = {}, 0, 0
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for i = 1, 6 do
|
||||
local rattata = Mon.new(game.data, "RATTATA", 11)
|
||||
rattata.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
|
||||
assert(world:startBattle({ wild = rattata }), "startBattle failed")
|
||||
local screen = battleScreen(game)
|
||||
drain(game, screen, 300)
|
||||
local before = rattata.hp
|
||||
caster.hp = caster.maxHp or caster.hp
|
||||
caster.moves[1].pp = boom.pp
|
||||
screen:submit({ kind = "move", move = "SONICBOOM" })
|
||||
drain(game, screen, 400)
|
||||
dealt[i] = before - rattata.hp
|
||||
if dealt[i] > 0 then
|
||||
hits = hits + 1
|
||||
if dealt[i] ~= 20 then wrong = wrong + 1 end
|
||||
end
|
||||
if i == 1 then U.shot(game, out .. "/01-sonicboom.png") end
|
||||
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(45)
|
||||
end
|
||||
print("[driver] SONIC BOOM dealt " .. table.concat(dealt, ", ")
|
||||
.. " (0 is a miss)")
|
||||
check(hits >= 3, "SONIC BOOM connected at least three times")
|
||||
check(wrong == 0, "and every hit was exactly 20")
|
||||
|
||||
-- The two siblings on the same command.
|
||||
local dragon = Mon.new(game.data, "DRATINI", 25)
|
||||
local rage = assert(game.data.moves.DRAGON_RAGE, "DRAGON_RAGE missing")
|
||||
local toss = assert(game.data.moves.SEISMIC_TOSS, "SEISMIC_TOSS missing")
|
||||
dragon.moves = {
|
||||
{ id = "DRAGON_RAGE", pp = rage.pp, maxPp = rage.pp },
|
||||
{ id = "SEISMIC_TOSS", pp = toss.pp, maxPp = toss.pp },
|
||||
}
|
||||
game.save.party = { dragon }
|
||||
local target = Mon.new(game.data, "SNORLAX", 60)
|
||||
target.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
|
||||
assert(world:startBattle({ wild = target }), "startBattle failed")
|
||||
local screen = battleScreen(game)
|
||||
drain(game, screen, 300)
|
||||
local before = target.hp
|
||||
screen:submit({ kind = "move", move = "DRAGON_RAGE" })
|
||||
drain(game, screen, 400)
|
||||
local rageDealt = before - target.hp
|
||||
before = target.hp
|
||||
screen:submit({ kind = "move", move = "SEISMIC_TOSS" })
|
||||
drain(game, screen, 400)
|
||||
local tossDealt = before - target.hp
|
||||
U.shot(game, out .. "/02-siblings.png")
|
||||
print(("[driver] DRAGON RAGE %d, SEISMIC TOSS %d (user is L%d)")
|
||||
:format(rageDealt, tossDealt, dragon.level))
|
||||
check(rageDealt == 40, "DRAGON RAGE deals exactly 40")
|
||||
check(tossDealt == dragon.level, "SEISMIC TOSS deals the user's level")
|
||||
|
||||
if #failures > 0 then
|
||||
error(#failures .. " constant-damage checks failed")
|
||||
end
|
||||
print("[driver] #1157 fixed; shots in " .. out)
|
||||
end
|
||||
@@ -0,0 +1,96 @@
|
||||
-- #1158: you could not see the trainer's incoming mon before the switch offer.
|
||||
--
|
||||
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
|
||||
-- POKEPORT_DRIVER=tests/drivers/gold_bug1158_test.lua love .
|
||||
|
||||
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 runToPhase(game, screen, phase, frames)
|
||||
for _ = 1, (frames or 600) do
|
||||
if screen.phase == phase then return true end
|
||||
U.tap(game, "a")
|
||||
U.wait(3)
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
return function(game)
|
||||
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1158"
|
||||
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
|
||||
|
||||
-- SHIFT is the only style that offers at all (CheckWhetherToAskSwitch).
|
||||
game.options = game.options or {}
|
||||
game.options.battleStyle = "SHIFT"
|
||||
|
||||
local lead = Mon.new(game.data, "TYPHLOSION", 40)
|
||||
lead.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
|
||||
local bench = Mon.new(game.data, "FERALIGATR", 40)
|
||||
bench.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
|
||||
game.save.party = { lead, bench }
|
||||
|
||||
local foe1 = Mon.new(game.data, "PIDGEY", 5)
|
||||
foe1.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
|
||||
local foe2 = Mon.new(game.data, "PIDGEOTTO", 20)
|
||||
foe2.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
|
||||
assert(world:startBattle({ trainer = { class = "FALKNER", name = "FALKNER",
|
||||
party = { foe1, foe2 } } }), "trainer startBattle failed")
|
||||
local screen = battleScreen(game)
|
||||
runToPhase(game, screen, "menu", 400)
|
||||
|
||||
foe1.hp = 1
|
||||
screen:submit({ kind = "move", move = "TACKLE" })
|
||||
|
||||
-- Page by page, collecting what the box actually showed.
|
||||
local pages, sawBoxWithName = {}, false
|
||||
local incoming = foe2.nickname or foe2.species or "PIDGEOTTO"
|
||||
for _ = 1, 900 do
|
||||
local message = screen.message
|
||||
if message and pages[#pages] ~= message
|
||||
and (screen.phase == "shift-intro" or screen.phase == "ask-shift") then
|
||||
pages[#pages + 1] = message
|
||||
if #pages == 1 then U.shot(game, out .. "/01-first-page.png") end
|
||||
if message:find(incoming, 1, true) then
|
||||
U.shot(game, out .. "/02-names-the-mon.png")
|
||||
sawBoxWithName = true
|
||||
end
|
||||
end
|
||||
if screen.phase == "ask-shift" and (screen.messageTimer or 0) <= 0 then
|
||||
break
|
||||
end
|
||||
U.tap(game, "a")
|
||||
U.wait(4)
|
||||
end
|
||||
U.shot(game, out .. "/03-yes-no.png")
|
||||
|
||||
for i, page in ipairs(pages) do
|
||||
print(("[driver] page %d: %s"):format(i, (page:gsub("\n", " / "))))
|
||||
end
|
||||
check(sawBoxWithName,
|
||||
"the incoming " .. incoming .. " is named in the box before the yes/no")
|
||||
check(screen.phase == "ask-shift",
|
||||
"and the prompt still ends on the YES/NO question")
|
||||
check(#pages > 1, "the offer runs as pages, not one over-long line")
|
||||
|
||||
if #failures > 0 then
|
||||
error(#failures .. " send-out order checks failed")
|
||||
end
|
||||
print("[driver] #1158 fixed; shots in " .. out)
|
||||
end
|
||||
@@ -0,0 +1,131 @@
|
||||
-- #1159 (Fly / Dig leave the user on the field) and #1160 (64x64 front pics).
|
||||
--
|
||||
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
|
||||
-- POKEPORT_DRIVER=tests/drivers/gold_bug1159_test.lua love .
|
||||
|
||||
local U = require("tests.drivers.util")
|
||||
|
||||
local Mon = require("src.battle.gen2.Mon")
|
||||
local BattleState = require("src.ui.gen2.BattleState")
|
||||
|
||||
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
|
||||
|
||||
-- One drawPic call with love.graphics.draw intercepted: how many blits it made
|
||||
-- and where the first one landed.
|
||||
local function probePic(screen, mon, back)
|
||||
local G = love.graphics
|
||||
local real = G.draw
|
||||
local count, x, y = 0, nil, nil
|
||||
G.draw = function(image, a, b, ...)
|
||||
count = count + 1
|
||||
if count == 1 then
|
||||
-- draw(image, x, y, ...) or draw(image, quad, x, y, ...)
|
||||
if type(a) == "number" then x, y = a, b else x, y = b, (...) end
|
||||
end
|
||||
end
|
||||
local ok, err = pcall(screen.drawPic, screen, mon, back)
|
||||
G.draw = real
|
||||
if not ok then error(err) end
|
||||
return count, x, y
|
||||
end
|
||||
|
||||
return function(game)
|
||||
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1159"
|
||||
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
|
||||
|
||||
------------------------------------------------------------------ #1159
|
||||
local digger = Mon.new(game.data, "SANDSHREW", 30)
|
||||
local dig = assert(game.data.moves.DIG, "DIG missing from the Gold cache")
|
||||
digger.moves = { { id = "DIG", pp = dig.pp, maxPp = dig.pp } }
|
||||
game.save.party = { digger }
|
||||
local target = Mon.new(game.data, "SNORLAX", 40)
|
||||
target.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
|
||||
assert(world:startBattle({ wild = target }), "startBattle failed")
|
||||
local screen = battleScreen(game)
|
||||
drain(game, screen, 300)
|
||||
|
||||
local before = probePic(screen, screen.battle.player, true)
|
||||
check(before > 0, "the back pic is on the field before DIG")
|
||||
U.shot(game, out .. "/01-before-dig.png")
|
||||
|
||||
screen:submit({ kind = "move", move = "DIG" })
|
||||
drain(game, screen, 600)
|
||||
|
||||
check(BattleState.isVanished(screen.battle.player) == true,
|
||||
"SUBSTATUS_UNDERGROUND is set after the charge turn")
|
||||
local underground = probePic(screen, screen.battle.player, true)
|
||||
print("[driver] back-pic draws while underground: " .. underground)
|
||||
check(underground == 0, "the back pic is GONE for the charge turn")
|
||||
U.shot(game, out .. "/02-underground.png")
|
||||
|
||||
-- The enemy front pic is untouched by the player's own dig.
|
||||
local foe = probePic(screen, screen.battle.enemy, false)
|
||||
check(foe > 0, "the enemy front pic is unaffected")
|
||||
|
||||
-- Turn two: CheckCharge clears the bit and AppearUserRaiseSub redraws it.
|
||||
screen:submit({ kind = "move", move = "DIG" })
|
||||
drain(game, screen, 600)
|
||||
check(BattleState.isVanished(screen.battle.player) == false,
|
||||
"the substatus is cleared when the stored attack lands")
|
||||
local after = probePic(screen, screen.battle.player, true)
|
||||
print("[driver] back-pic draws after the attack: " .. after)
|
||||
check(after > 0, "the back pic is back on the field")
|
||||
U.shot(game, out .. "/03-resurfaced.png")
|
||||
|
||||
------------------------------------------------------------------ #1160
|
||||
-- A stubbed pic of each size through the same placement code. trueColor is
|
||||
-- set so the probe never enters the GBC palette shader.
|
||||
local realPic = screen.pic
|
||||
local function place(size, back)
|
||||
local data = love.image.newImageData(size, size)
|
||||
local image = love.graphics.newImage(data)
|
||||
screen.pic = function() return image, true, "mods/front" .. size .. ".png" end
|
||||
local n, x, y = probePic(screen, screen.battle.enemy, back)
|
||||
screen.pic = realPic
|
||||
return n, x, y
|
||||
end
|
||||
|
||||
local _, x56, y56 = place(56, false)
|
||||
print(("[driver] 56x56 front at (%s, %s)"):format(tostring(x56), tostring(y56)))
|
||||
check(x56 == 96 and y56 == 0, "vanilla 56x56 front pic is unmoved at (96, 0)")
|
||||
|
||||
local _, x40, y40 = place(40, false)
|
||||
print(("[driver] 40x40 front at (%s, %s)"):format(tostring(x40), tostring(y40)))
|
||||
check(x40 == 104 and y40 == 16,
|
||||
"a small 40x40 front pic still stands on the box's ground line")
|
||||
|
||||
local _, x64, y64 = place(64, false)
|
||||
print(("[driver] 64x64 front at (%s, %s)"):format(tostring(x64), tostring(y64)))
|
||||
check(x64 == 96 and y64 == 0,
|
||||
"a 64x64 front pic pins to the box corner and overlaps the HUD")
|
||||
|
||||
if #failures > 0 then
|
||||
error(#failures .. " checks failed")
|
||||
end
|
||||
print("[driver] #1159 / #1160 fixed; shots in " .. out)
|
||||
end
|
||||
@@ -0,0 +1,82 @@
|
||||
-- #1167: the Ilex Forest hidden Ether and hidden Super Potion.
|
||||
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
|
||||
-- POKEPORT_DRIVER=tests/drivers/gold_bug1167_test.lua love .
|
||||
local Mon = require("src.battle.gen2.Mon")
|
||||
local HiddenItems = require("src.world.gen2.HiddenItems")
|
||||
|
||||
local CASES = {
|
||||
{ name = "ETHER", x = 27, y = 1, event = 136 },
|
||||
{ name = "SUPER_POTION", x = 17, y = 7, event = 137 },
|
||||
{ name = "FULL_HEAL", x = 9, y = 17, event = 138 },
|
||||
}
|
||||
|
||||
local FACE = {
|
||||
up = { 0, 1 }, down = { 0, -1 }, left = { 1, 0 }, right = { -1, 0 },
|
||||
}
|
||||
|
||||
return function(game)
|
||||
local function wait(n) for _ = 1, n do coroutine.yield() end end
|
||||
local function tap(btn)
|
||||
table.insert(game.input.pressQueue, btn)
|
||||
game.input.state[btn] = true
|
||||
coroutine.yield()
|
||||
game.input.state[btn] = false
|
||||
coroutine.yield()
|
||||
end
|
||||
|
||||
wait(30)
|
||||
local world = game.world
|
||||
game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
|
||||
world:setMap("ILEX_FOREST", 9, 18, "up")
|
||||
wait(30)
|
||||
assert(world.map.id == "ILEX_FOREST", "not in ILEX_FOREST")
|
||||
|
||||
-- what the engine itself thinks it has for this map
|
||||
local listed = HiddenItems.unfound(world.map.def, world.events)
|
||||
print("[driver] engine hidden items on ILEX_FOREST:")
|
||||
for _, row in ipairs(listed) do
|
||||
print((" (%2d,%2d) item=%s flag=%d")
|
||||
:format(row.x, row.y, tostring(row.item), row.event))
|
||||
end
|
||||
|
||||
local function bagCount(name)
|
||||
local n = 0
|
||||
for _, row in ipairs((game.save.bag and game.save.bag.items) or {}) do
|
||||
if row.item == name or row.id == name then n = n + (row.count or 1) end
|
||||
end
|
||||
return n
|
||||
end
|
||||
|
||||
local bad = 0
|
||||
for _, c in ipairs(CASES) do
|
||||
local got = false
|
||||
for dir, d in pairs(FACE) do
|
||||
local sx, sy = c.x + d[1], c.y + d[2]
|
||||
if world.map:isWalkable(sx, sy) then
|
||||
world:setMap("ILEX_FOREST", sx, sy, dir)
|
||||
wait(20)
|
||||
world.player.facing = dir
|
||||
local before = bagCount(c.name)
|
||||
tap("a")
|
||||
wait(60)
|
||||
for _ = 1, 240 do
|
||||
if not world:busy() then break end
|
||||
tap("a")
|
||||
end
|
||||
wait(20)
|
||||
if world.events:get(c.event) or bagCount(c.name) > before then
|
||||
got = true
|
||||
print(("[driver] OK %-13s at (%2d,%2d) picked up facing %s")
|
||||
:format(c.name, c.x, c.y, dir))
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
if not got then
|
||||
bad = bad + 1
|
||||
print(("[driver] MISSING %-13s at (%2d,%2d)"):format(c.name, c.x, c.y))
|
||||
end
|
||||
end
|
||||
print(("[driver] %s ilex hidden items: %d missing")
|
||||
:format(bad == 0 and "PASS" or "FAIL", bad))
|
||||
end
|
||||
@@ -0,0 +1,48 @@
|
||||
-- #1208: the launcher's save-slot line read a Gold save with Gen 1 eyes
|
||||
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
|
||||
-- POKEPORT_DRIVER=tests/drivers/gold_bug1208_test.lua love .
|
||||
|
||||
local U = require("tests.drivers.util")
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local GoldSave = require("src.core.gen2.Save")
|
||||
|
||||
return function(game)
|
||||
U.wait(45)
|
||||
local save = game.save
|
||||
assert(save and save.player, "gold save did not boot")
|
||||
|
||||
save.player.badges = { ZEPHYR = true, HIVE = true, PLAIN = true, FOG = true,
|
||||
STORM = true, MINERAL = true, GLACIER = true, RISING = true }
|
||||
save.player.kantoBadges = { BOULDER = true, CASCADE = true }
|
||||
save.pokedex = save.pokedex or {}
|
||||
save.pokedex.caught = { [155] = true, [158] = true, [152] = true }
|
||||
|
||||
local ok, err = game:writeSave()
|
||||
if not ok then
|
||||
U.log("FAIL gold writeSave:", tostring(err))
|
||||
else
|
||||
local want = GoldSave.summary(save)
|
||||
local active = SaveData.activeSlot("gold")
|
||||
local row
|
||||
for _, slot in ipairs(SaveData.listSlots("gold")) do
|
||||
if slot.id == active then row = slot end
|
||||
end
|
||||
if not (row and row.meta) then
|
||||
U.log("FAIL launcher has no slot row for", tostring(active))
|
||||
else
|
||||
U.log(("launcher: %d badges - %s - %d caught"):format(
|
||||
row.meta.badges, row.meta.timeText, row.meta.dexCount))
|
||||
U.log(("continue: %d badges - %d:%02d - %d caught"):format(
|
||||
want.badges, want.hours, want.minutes, want.caught))
|
||||
if row.meta.badges == want.badges and row.meta.dexCount == want.caught then
|
||||
U.log("PASS launcher summary matches CONTINUE for slot", tostring(active))
|
||||
else
|
||||
U.log("FAIL launcher summary disagrees with CONTINUE")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
while true do
|
||||
coroutine.yield()
|
||||
end
|
||||
end
|
||||
@@ -0,0 +1,114 @@
|
||||
-- #1100 / #1135: the launcher gear offered TOUCH PAD, VIBRATION and the
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local T = require("tests.harness")
|
||||
local check, eq = T.check, T.eq
|
||||
love = love or require("tests.love_stub")
|
||||
|
||||
-- The rows are mobile-gated the same way OptionsMenu's are, so the suite has
|
||||
-- to look like a phone; POKEPORT_TOUCH=1 is the other way in.
|
||||
local realGetOS = love.system.getOS
|
||||
love.system.getOS = function() return "Android" end
|
||||
|
||||
local LauncherSettings = require("src.import.LauncherSettings")
|
||||
local TouchControls = require("src.core.TouchControls")
|
||||
|
||||
local function labels(model)
|
||||
local out = {}
|
||||
for _, section in ipairs(model.sections) do
|
||||
for _, row in ipairs(section.rows) do out[#out + 1] = row.label end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
local function findRow(model, label)
|
||||
for _, section in ipairs(model.sections) do
|
||||
for _, row in ipairs(section.rows) do
|
||||
if row.label == label then return row end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function has(model, label)
|
||||
for _, l in ipairs(labels(model)) do
|
||||
if l == label then return true end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local edited = 0
|
||||
local hooks = { editTouchControls = function() edited = edited + 1 end }
|
||||
|
||||
local gold = LauncherSettings.open(hooks, "gold")
|
||||
check(has(gold, "TOUCH PAD"), "Gold's gear offers TOUCH PAD")
|
||||
check(has(gold, "VIBRATION"), "and VIBRATION")
|
||||
check(has(gold, "TOUCH CONTROLS"), "and the layout editor")
|
||||
|
||||
-- Every write has to land in the gold block: the flat keys beside it are
|
||||
-- Red's, and Gold's boot never reads them (src/core/gen2/Save.lua:299).
|
||||
-- loadOptions seeds the flat Gen 1 defaults, so the check is that the Gold
|
||||
-- rows leave them exactly as they found them.
|
||||
local flatPad = gold.opts.touchControls
|
||||
local flatBuzz = gold.opts.haptics
|
||||
|
||||
local pad = findRow(gold, "TOUCH PAD")
|
||||
local before = pad.value()
|
||||
pad.step(1)
|
||||
check(pad.value() ~= before, "stepping TOUCH PAD flips it")
|
||||
check(type(gold.opts.gold) == "table", "into the gold block")
|
||||
eq(gold.opts.gold.touchControls.enabled, false, "which now carries enabled")
|
||||
eq(gold.opts.touchControls, flatPad, "leaving the flat Gen 1 key alone")
|
||||
|
||||
local buzz = findRow(gold, "VIBRATION")
|
||||
local buzzBefore = buzz.value()
|
||||
buzz.step(1)
|
||||
check(buzz.value() ~= buzzBefore, "stepping VIBRATION moves the level")
|
||||
eq(gold.opts.gold.haptics, TouchControls.normalizeHaptics(gold.opts.gold.haptics),
|
||||
"VIBRATION stores a level the shared module knows")
|
||||
eq(gold.opts.haptics, flatBuzz, "also without touching Red's")
|
||||
|
||||
findRow(gold, "TOUCH CONTROLS").action()
|
||||
eq(edited, 1, "the editor row reaches the host hook")
|
||||
|
||||
-- The Gen 1 gear is untouched by the extraction: same three rows, still on
|
||||
-- the flat table.
|
||||
local red = LauncherSettings.open(hooks, "red")
|
||||
check(has(red, "TOUCH PAD"), "Red still offers TOUCH PAD")
|
||||
check(has(red, "VIBRATION"), "and VIBRATION")
|
||||
check(has(red, "TOUCH CONTROLS"), "and the layout editor")
|
||||
findRow(red, "TOUCH PAD").step(1)
|
||||
eq(red.opts.touchControls.enabled, false, "writing to the flat key")
|
||||
eq(red.opts.gold, nil, "with no gold block invented")
|
||||
eq(findRow(red, "TOUCH PAD").value() ~= nil, true, "and reading it back")
|
||||
|
||||
-- With no hook (the standalone save editor's shape) the editor row is gone
|
||||
-- rather than dead, on both sides.
|
||||
eq(has(LauncherSettings.open(nil, "gold"), "TOUCH CONTROLS"), false,
|
||||
"no hook, no editor row on Gold")
|
||||
eq(has(LauncherSettings.open(nil, "red"), "TOUCH CONTROLS"), false,
|
||||
"nor on Red")
|
||||
-- The Edit row hands the screen to the host, and the host has to know WHICH
|
||||
-- game's block to write the dragged layout into: TouchControlsEditor persists
|
||||
-- to opts.gold only when it was loaded with version = "gold". Source-shape
|
||||
-- checks, the same way tests/engine/touch_controls_pad_cursor_test.lua pins
|
||||
-- the handoff either side of this one.
|
||||
local function read(path)
|
||||
local f = assert(io.open(path, "r"))
|
||||
local src = f:read("*a")
|
||||
f:close()
|
||||
return src
|
||||
end
|
||||
|
||||
local importerSrc = read("src/import/RomImporter.lua")
|
||||
check(importerSrc:find("self.onEditTouchControls(version)", 1, true) ~= nil,
|
||||
"the gear hands the launcher tab to the host")
|
||||
|
||||
local mainSrc = read("main.lua")
|
||||
local body = mainSrc:match("local function openTouchControlsEditor%((.-)%)")
|
||||
eq(body, "version", "main.lua's opener takes that tab")
|
||||
check(mainSrc:match("TouchEditor%.load%({%s*version = version") ~= nil,
|
||||
"and loads the editor with it, so Gold's layout lands in the gold block")
|
||||
|
||||
love.system.getOS = realGetOS
|
||||
|
||||
T.finish("launcher gold touch rows")
|
||||
@@ -51,7 +51,9 @@ check(mainSrc:find("prepareOverlayHandoff", 1, true) ~= nil
|
||||
and mainSrc:find("openTouchControlsEditor", 1, true) ~= nil,
|
||||
"main.lua mentions prepareOverlayHandoff + touch editor")
|
||||
-- prepare must run inside openTouchControlsEditor, not only openEditor
|
||||
local touchOpen = mainSrc:match("local function openTouchControlsEditor%(%)(.-)\nend")
|
||||
-- The signature takes the launcher tab since #1100, so match any parameter
|
||||
-- list rather than pinning the arity.
|
||||
local touchOpen = mainSrc:match("local function openTouchControlsEditor%(.-%)(.-)\nend")
|
||||
check(touchOpen ~= nil, "openTouchControlsEditor body found")
|
||||
check(touchOpen:find("prepareOverlayHandoff", 1, true) ~= nil,
|
||||
"openTouchControlsEditor prepares overlay handoff like the save editor")
|
||||
|
||||
Reference in New Issue
Block a user