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CLOSES #1091, CLOSES #1097, CLOSES #1100, CLOSES #1104, CLOSES #1135, CLOSES #1155, CLOSES #1157, CLOSES #1158, CLOSES #1159, CLOSES #1160, CLOSES #1167, CLOSES #1208
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-- #1159 (Fly / Dig leave the user on the field) and #1160 (64x64 front pics).
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--
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-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
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-- POKEPORT_DRIVER=tests/drivers/gold_bug1159_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 BattleState = require("src.ui.gen2.BattleState")
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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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-- One drawPic call with love.graphics.draw intercepted: how many blits it made
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-- and where the first one landed.
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local function probePic(screen, mon, back)
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local G = love.graphics
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local real = G.draw
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local count, x, y = 0, nil, nil
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G.draw = function(image, a, b, ...)
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count = count + 1
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if count == 1 then
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-- draw(image, x, y, ...) or draw(image, quad, x, y, ...)
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if type(a) == "number" then x, y = a, b else x, y = b, (...) end
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end
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end
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local ok, err = pcall(screen.drawPic, screen, mon, back)
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G.draw = real
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if not ok then error(err) end
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return count, x, y
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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-bug1159"
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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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------------------------------------------------------------------ #1159
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local digger = Mon.new(game.data, "SANDSHREW", 30)
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local dig = assert(game.data.moves.DIG, "DIG missing from the Gold cache")
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digger.moves = { { id = "DIG", pp = dig.pp, maxPp = dig.pp } }
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game.save.party = { digger }
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local target = Mon.new(game.data, "SNORLAX", 40)
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target.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
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assert(world:startBattle({ wild = target }), "startBattle failed")
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local screen = battleScreen(game)
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drain(game, screen, 300)
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local before = probePic(screen, screen.battle.player, true)
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check(before > 0, "the back pic is on the field before DIG")
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U.shot(game, out .. "/01-before-dig.png")
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screen:submit({ kind = "move", move = "DIG" })
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drain(game, screen, 600)
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check(BattleState.isVanished(screen.battle.player) == true,
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"SUBSTATUS_UNDERGROUND is set after the charge turn")
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local underground = probePic(screen, screen.battle.player, true)
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print("[driver] back-pic draws while underground: " .. underground)
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check(underground == 0, "the back pic is GONE for the charge turn")
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U.shot(game, out .. "/02-underground.png")
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-- The enemy front pic is untouched by the player's own dig.
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local foe = probePic(screen, screen.battle.enemy, false)
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check(foe > 0, "the enemy front pic is unaffected")
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-- Turn two: CheckCharge clears the bit and AppearUserRaiseSub redraws it.
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screen:submit({ kind = "move", move = "DIG" })
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drain(game, screen, 600)
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check(BattleState.isVanished(screen.battle.player) == false,
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"the substatus is cleared when the stored attack lands")
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local after = probePic(screen, screen.battle.player, true)
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print("[driver] back-pic draws after the attack: " .. after)
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check(after > 0, "the back pic is back on the field")
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U.shot(game, out .. "/03-resurfaced.png")
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------------------------------------------------------------------ #1160
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-- A stubbed pic of each size through the same placement code. trueColor is
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-- set so the probe never enters the GBC palette shader.
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local realPic = screen.pic
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local function place(size, back)
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local data = love.image.newImageData(size, size)
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local image = love.graphics.newImage(data)
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screen.pic = function() return image, true, "mods/front" .. size .. ".png" end
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local n, x, y = probePic(screen, screen.battle.enemy, back)
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screen.pic = realPic
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return n, x, y
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end
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local _, x56, y56 = place(56, false)
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print(("[driver] 56x56 front at (%s, %s)"):format(tostring(x56), tostring(y56)))
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check(x56 == 96 and y56 == 0, "vanilla 56x56 front pic is unmoved at (96, 0)")
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local _, x40, y40 = place(40, false)
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print(("[driver] 40x40 front at (%s, %s)"):format(tostring(x40), tostring(y40)))
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check(x40 == 104 and y40 == 16,
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"a small 40x40 front pic still stands on the box's ground line")
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local _, x64, y64 = place(64, false)
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print(("[driver] 64x64 front at (%s, %s)"):format(tostring(x64), tostring(y64)))
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check(x64 == 96 and y64 == 0,
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"a 64x64 front pic pins to the box corner and overlaps the HUD")
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if #failures > 0 then
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error(#failures .. " checks failed")
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end
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print("[driver] #1159 / #1160 fixed; shots in " .. out)
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end
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