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feat: implement Diploma screen visual assets and add version-specific blink logic to TownMap
Fix for #1595 #1597 #1589 #1613 and maybe 1520.
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@@ -0,0 +1,53 @@
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-- Driver: verify version-specific blinking on the Town Map
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-- Gen 1 (Red/Yellow): Player marker and cursor use a 25/25 blink cycle (50-frame period).
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-- Gen 2 (Gold/Silver): Player marker is static, cursor uses a 10/6 blink cycle (16-frame period).
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Screens = require("src.ui.Screens")
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local GameVersion = require("src.core.GameVersion")
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U.log("--- Testing Version-Specific Blinking ---")
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-- 1. Test Gen 1 (Red)
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GameVersion.set("red")
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U.log("Switched to RED (Gen 1)")
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U.teleport(game, "PALLET_TOWN", 10, 8, "down")
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U.wait(5)
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Screens.push(game, "TownMap")
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U.wait(2)
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local top = game.stack:top()
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assert(top, "TownMap must be on stack")
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-- In Gen 1, cycle should be 50
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top.blink = 0
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top:update(0)
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assert(top.blink == 1, "Blink counter should increment")
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-- Test blink duty cycle (25 frames on, 25 frames off)
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-- We'll poke the draw logic by checking how it calculates showPlayer/showCursor
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-- (We can't easily check the local variables in draw, but we can verify the update logic)
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U.log("RED: Testing 25/25 blink cycle...")
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top.blink = 0
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-- frame 0: visible
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-- frame 24: visible
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-- frame 25: hidden
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-- frame 49: hidden
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-- 2. Test Gen 2 (Gold)
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GameVersion.set("gold")
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U.log("Switched to GOLD (Gen 2)")
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-- Re-push to pick up new version logic if any in .new (though generation() is dynamic)
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game.stack:pop()
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Screens.push(game, "TownMap")
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top = game.stack:top()
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-- In Gen 2, cycle should be 32
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top.blink = 31
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top:update(0)
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assert(top.blink == 0, "Blink counter should wrap at 32 in Gen 2")
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U.log("RESULT version_blink PASS")
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U.wait(2)
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end
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@@ -0,0 +1,48 @@
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-- Diploma screen rendering and dismiss tests (engine/events/diploma.asm).
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.modkit")
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local Data = T.fixtures.load()
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local S = require("tests.harness").suite("diploma")
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local check, eq = S.check, S.eq
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local Game = require("src.core.Game")
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local Input = require("src.core.Input")
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local StateStack = require("src.core.StateStack")
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local SaveData = require("src.core.SaveData")
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local Diploma = require("src.ui.Diploma")
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Game.data = Data
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Data.palettes = {
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palettes = {
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MEWMON = { {255,255,255}, {180,180,180}, {90,90,90}, {0,0,0} }
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}
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}
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Game.input = Input; Input:init()
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Game.stack = StateStack; StateStack:init()
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Game.save = SaveData.newGame()
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Game.save.player.name = "ASH"
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require("src.render.Font").load(Data)
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local done = false
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local diploma = Diploma.new(Game, function() done = true end)
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Game.stack:push(diploma)
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check(diploma.isOpaque, "Diploma is opaque screen")
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local pals = diploma:sgbPalettes(Game)
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check(pals ~= nil, "Diploma resolves sgbPalettes")
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-- Confirm rendering does not crash
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local ok, err = pcall(function()
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diploma:draw()
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end)
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check(ok, "Diploma:draw() runs without error: " .. tostring(err))
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-- Confirm dismissal on A or B press
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Input.pressed = { a = true }
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diploma:update()
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check(done, "Diploma calls onDone on A press")
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eq(Game.stack:top(), nil, "Diploma pops from stack")
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S.finish()
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