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:
bryanthaboi
2026-08-13 05:30:33 -04:00
parent f4497b4dbb
commit e9d431b3ff
19 changed files with 1119 additions and 82 deletions
+80
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-- #1091: does GAME SPEED change the wild encounter rate per STEP?
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1091_test.lua love .
local Encounter = require("src.battle.gen2.Encounter")
local Player = require("src.world.gen2.Player")
local Mon = require("src.battle.gen2.Mon")
return function(game)
local rolls, hits, steps = 0, 0, 0
local realTriggers = Encounter.triggers
Encounter.triggers = function(rate, random)
rolls = rolls + 1
if realTriggers(rate, random) then hits = hits + 1 end
return false
end
local World = require("src.world.gen2.World")
local ticks = 0
local realWorldStep = World.step
World.step = function(self)
ticks = ticks + 1
return realWorldStep(self)
end
local realUpdate = Player.update
Player.update = function(self)
local landed = realUpdate(self)
if landed then steps = steps + 1 end
return landed
end
local function wait(n) for _ = 1, n do coroutine.yield() end end
local function clearDirs()
for _, d in ipairs({ "up", "down", "left", "right" }) do
game.input.state[d] = false
end
end
wait(30)
local world = game.world
game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
local function measure(speed, yields)
world:setMap("ROUTE_29", 44, 12, "right")
wait(20)
world.wildCooldown = 0
game.speedOverride = speed
rolls, hits, steps, ticks = 0, 0, 0, 0
local dir = "right"
for i = 1, yields do
if i % 8 == 0 then dir = (dir == "right") and "left" or "right" end
clearDirs()
game.input.state[dir] = true
table.insert(game.input.pressQueue, dir)
coroutine.yield()
end
clearDirs()
game.speedOverride = 1
wait(5)
return rolls, hits, steps, ticks
end
local r1, h1, s1, t1 = measure(1, 900)
local r2, h2, s2, t2 = measure(200, 60)
print(("[driver] 1X frames=%d cells=%d rolls=%d hits=%d rolls/cell=%.3f")
:format(t1, s1, r1, h1, s1 > 0 and r1 / s1 or 0))
print(("[driver] 200X frames=%d cells=%d rolls=%d hits=%d rolls/cell=%.3f")
:format(t2, s2, r2, h2, s2 > 0 and r2 / s2 or 0))
Encounter.triggers = realTriggers
Player.update = realUpdate
World.step = realWorldStep
local rate1 = s1 > 0 and r1 / s1 or 0
local rate2 = s2 > 0 and r2 / s2 or 0
assert(s1 > 20 and s2 > 20, "not enough walked cells to judge")
assert(math.abs(rate1 - rate2) < 0.05,
("rolls per cell changed with GAME SPEED: %.3f vs %.3f"):format(rate1, rate2))
print("[driver] PASS encounter rolls are one per walked cell at every speed")
end
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-- #1097 (and the absorbed #1116): walking out of Dark Cave and pressing UP
-- puts the player inside the mountain on Route 31.
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1097_test.lua love .
local Mon = require("src.battle.gen2.Mon")
return function(game)
local function wait(n) for _ = 1, n do coroutine.yield() end end
local function clearDirs()
for _, d in ipairs({ "up", "down", "left", "right" }) do
game.input.state[d] = false
end
end
local function hold(dir, frames, trace)
local last
for _ = 1, frames do
clearDirs()
game.input.state[dir] = true
table.insert(game.input.pressQueue, dir)
coroutine.yield()
local w = game.world
local at = ("%s (%d,%d)"):format(w.map.id, w.player.cellX, w.player.cellY)
if trace and at ~= last then print(" " .. at); last = at end
end
clearDirs()
end
wait(30)
local world = game.world
game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
-- Route31CheckMomCallCallback (maps/Route31.asm:14) fires on every NEWMAP
-- arrival until the errand is over; set its event so the walk is not spent
-- behind a phone call. tests/drivers/gold/flag_names.lua:1132.
if world.events then world.events:set(64, true) end
-- maps/DarkCaveVioletEntrance.asm warp 1 is (3,15) -> ROUTE_31 warp 3.
world:setMap("DARK_CAVE_VIOLET_ENTRANCE", 3, 14, "down")
wait(20)
hold("down", 40)
-- the ROUTE_31 arrival runs Route31CheckMomCallCallback (maps/Route31.asm:14)
for _ = 1, 900 do
if not world:busy() then break end
coroutine.yield()
end
wait(20)
print(("[driver] out of the cave at %s (%d,%d)")
:format(world.map.id, world.player.cellX, world.player.cellY))
assert(world.map.id == "ROUTE_31", "did not reach ROUTE_31")
print("[driver] holding UP:")
hold("up", 120, true)
wait(30)
local m, x, y = world.map.id, world.player.cellX, world.player.cellY
print(("[driver] ended at %s (%d,%d)"):format(m, x, y))
-- Anything above y=5 on Route 31 in that column is the inside of the
-- mountain; the honest outcomes are re-entering the cave or bumping.
local inside = (m == "ROUTE_31" and y < 5)
assert(not inside, ("walked into the mountain at (%d,%d)"):format(x, y))
-- The other two Dark Cave mouths, same shape: maps/Route46.asm warp 3 is
-- (14,5) and maps/Route45.asm warp 1 is (2,5), both COLL_CAVE tiles with
-- ordinary FLOOR above them in the collision data.
for _, c in ipairs({ { "ROUTE_46", 14, 5 }, { "ROUTE_45", 2, 5 } }) do
local mapId, wx, wy = c[1], c[2], c[3]
world:setMap(mapId, wx, wy, "up")
wait(20)
hold("up", 90)
wait(20)
if world.map.id == mapId then
assert(world.player.cellY >= wy,
("%s: walked above the cave mouth to (%d,%d)")
:format(mapId, world.player.cellX, world.player.cellY))
end
print(("[driver] %s mouth ended at %s (%d,%d)"):format(
mapId, world.map.id, world.player.cellX, world.player.cellY))
end
print("[driver] PASS the cave mouth cannot be walked through")
end
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-- #1104: the Ruins of Alph ladders warp somewhere else.
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1104_test.lua love .
local Mon = require("src.battle.gen2.Mon")
-- maps/RuinsOfAlphInnerChamber.asm:76, maps/RuinsOfAlphOutside.asm:126,
-- maps/RuinsOfAlphKabutoChamber.asm and its three siblings.
local CASES = {
{ "RUINS_OF_ALPH_INNER_CHAMBER", 10, 13, "RUINS_OF_ALPH_OUTSIDE", 10, 13 },
{ "RUINS_OF_ALPH_OUTSIDE", 10, 13, "RUINS_OF_ALPH_INNER_CHAMBER", 10, 13 },
{ "RUINS_OF_ALPH_OUTSIDE", 2, 17, "RUINS_OF_ALPH_HO_OH_CHAMBER", 3, 9 },
{ "RUINS_OF_ALPH_OUTSIDE", 14, 7, "RUINS_OF_ALPH_KABUTO_CHAMBER", 3, 9 },
{ "RUINS_OF_ALPH_OUTSIDE", 2, 29, "RUINS_OF_ALPH_OMANYTE_CHAMBER", 3, 9 },
{ "RUINS_OF_ALPH_OUTSIDE", 16, 33, "RUINS_OF_ALPH_AERODACTYL_CHAMBER", 3, 9 },
{ "RUINS_OF_ALPH_OUTSIDE", 17, 11, "RUINS_OF_ALPH_RESEARCH_CENTER", 2, 7 },
{ "RUINS_OF_ALPH_KABUTO_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 14, 7, "down" },
{ "RUINS_OF_ALPH_HO_OH_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 2, 17, "down" },
{ "RUINS_OF_ALPH_OMANYTE_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 2, 29, "down" },
{ "RUINS_OF_ALPH_AERODACTYL_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 16, 33, "down" },
{ "RUINS_OF_ALPH_RESEARCH_CENTER", 2, 7, "RUINS_OF_ALPH_OUTSIDE", 17, 11, "down" },
}
return function(game)
local function wait(n) for _ = 1, n do coroutine.yield() end end
local function clearDirs()
for _, d in ipairs({ "up", "down", "left", "right" }) do
game.input.state[d] = false
end
end
-- Hold until the map changes, then let the load settle and STOP: holding
-- past the arrival would walk the player off the landing tile.
local function walkUntilWarp(dir, frames, fromMap)
for _ = 1, frames do
clearDirs()
game.input.state[dir] = true
table.insert(game.input.pressQueue, dir)
coroutine.yield()
if game.world.map and game.world.map.id ~= fromMap then
clearDirs()
-- The ARRIVAL cell is the one the warp table names. Standing on a
-- door/cave/staircase tile then forces one step DOWN off it
-- (engine/overworld/player_movement.asm:201-213), so the settled cell
-- is legitimately one row lower on an outdoor mouth.
local ax, ay = game.world.player.cellX, game.world.player.cellY
for _ = 1, 45 do coroutine.yield() end
return game.world.map.id, ax, ay,
game.world.player.cellX, game.world.player.cellY
end
end
clearDirs()
return game.world.map and game.world.map.id, nil, nil
end
wait(30)
local world = game.world
game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
local bad = 0
for _, c in ipairs(CASES) do
local src, wx, wy, wantMap, wantX, wantY = c[1], c[2], c[3], c[4], c[5], c[6]
-- default approach is from below, the way the report describes facing the
-- ladder from below; a chamber's exit sits on the bottom row instead
local dir = c[7] or "up"
local sy = (dir == "up") and wy + 1 or wy - 1
world:setMap(src, wx, sy, dir)
wait(12)
local from = ("%s (%d,%d)"):format(src, world.player.cellX, world.player.cellY)
local m, ax, ay, sx, sy = walkUntilWarp(dir, 90, src)
local ok = (m == wantMap and ax == wantX and ay == wantY)
if not ok then bad = bad + 1 end
print(("[driver] %-12s %s -> %s (%s,%s) settled (%s,%s) want %s (%d,%d)")
:format(ok and "OK" or "MISMATCH", from, tostring(m),
tostring(ax), tostring(ay), tostring(sx), tostring(sy),
wantMap, wantX, wantY))
end
print(("[driver] %s ruins warps: %d mismatches")
:format(bad == 0 and "PASS" or "FAIL", bad))
end
+100
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-- #1155: "MAGNITUDE always rolls a 4".
--
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1155_test.lua love .
local U = require("tests.drivers.util")
local Mon = require("src.battle.gen2.Mon")
local ROLLS = 15
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
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1155"
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
local caster = Mon.new(game.data, "DUNSPARCE", 50)
local def = assert(game.data.moves.MAGNITUDE, "MAGNITUDE is not in moves.lua")
caster.moves = { { id = "MAGNITUDE", pp = def.pp, maxPp = def.pp } }
print("[driver] MAGNITUDE stored effect = " .. tostring(def.effect)
.. ", stored power = " .. tostring(def.power))
game.save.party = { caster }
local seen, damages, shown = {}, {}, 0
local screen
for i = 1, ROLLS do
if not (screen and game.stack:top() == screen and not screen.battle.over) then
local dummy = Mon.new(game.data, "SNORLAX", 60)
dummy.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
assert(world:startBattle({ wild = dummy }), "startBattle failed")
screen = battleScreen(game)
drain(game, screen, 300)
end
local foe = screen.battle.enemy
local before = foe.hp
caster.moves[1].pp = def.pp
screen:submit({ kind = "move", move = "MAGNITUDE" })
for _, event in ipairs(screen.queue) do
local number = event.text and event.text:match("^Magnitude (%d+)")
if number then
seen[number] = (seen[number] or 0) + 1
if shown < 1 then
U.wait(1)
U.shot(game, out .. "/01-magnitude-text.png")
shown = 1
end
end
end
drain(game, screen, 400)
local dealt = before - foe.hp
if dealt > 0 then damages[dealt] = true end
if i % 10 == 0 then U.wait(5) end
end
local numbers = {}
for number, count in pairs(seen) do
numbers[#numbers + 1] = number .. "x" .. count
end
table.sort(numbers)
print("[driver] magnitudes over " .. ROLLS .. " uses: "
.. table.concat(numbers, " "))
local distinctPowers = 0
for _ in pairs(damages) do distinctPowers = distinctPowers + 1 end
local failures = {}
local function check(ok, what)
print((ok and "[ok] " or "[FAIL] ") .. what)
if not ok then failures[#failures + 1] = what end
end
check(#numbers > 1, "MAGNITUDE rolls more than one number")
check(seen["4"] == nil or seen["4"] < ROLLS,
"and is not stuck on MAGNITUDE 4")
check(distinctPowers > 1, "the rolled power reaches the damage (" ..
distinctPowers .. " distinct damage figures)")
if #failures > 0 then
error(#failures .. " magnitude checks failed")
end
print("[driver] #1155 clear; shot in " .. out)
end
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-- #1157: SONIC BOOM has to deal a flat 20, not a rolled 8-10.
--
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1157_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 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
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1157"
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
-- The reporter's own matchup, three times over.
local caster = Mon.new(game.data, "MAGNEMITE", 20)
local boom = assert(game.data.moves.SONICBOOM, "SONICBOOM missing")
print("[driver] SONICBOOM effect = " .. tostring(boom.effect)
.. ", stored power = " .. tostring(boom.power))
caster.moves = { { id = "SONICBOOM", pp = boom.pp, maxPp = boom.pp } }
game.save.party = { caster }
-- SONIC BOOM is a 90% move, so a miss (0) is legal and simply does not
-- count: what matters is that every use that CONNECTS is 20.
local dealt, hits, wrong = {}, 0, 0
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
+96
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-- #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
+131
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-- #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
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-- #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
+48
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-- #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