-- Driver: regression coverage for #195 "Fly doesn't show the map". -- -- pret/pokered engine/menus/town_map.asm LoadTownMap_Fly: choosing FLY from -- the party field-move submenu opens the TOWN MAP with a blinking cursor that -- cycles ONLY the visited fly destinations (Up/Down), A flies there, B cancels. -- The port used to push a plain "FLY TO?" ListMenu (src/ui/FlyMenu.lua) -- instead -- a text list, never the map (the how-it-is screenshot). This -- driver walks Fly and asserts the TOWN MAP fly screen appears, that Up/Down -- cycle the visited towns, and that A actually flies. return function(game) local U = dofile("tests/drivers/util.lua") local Pokemon = require("src.pokemon.Pokemon") local Screens = require("src.ui.Screens") local DIR = os.getenv("SHOT_DIR") or "/tmp/shots" -- Party slot 1 knows FLY. Pokemon.movesAtLevel never grants FLY, so inject -- the move directly after construction. local flyer = Pokemon.new(game.data, "PIDGEOT", 40) flyer.moves[1] = { id = "FLY", pp = 15 } game.save.party = { flyer } game.save.player.name = "bryan" game.save.inventory = game.save.inventory or {} game.save.inventory.THUNDERBADGE = true -- FLY submenu entry is badge-gated game.save.visited = { PALLET_TOWN = true, VIRIDIAN_CITY = true, PEWTER_CITY = true, CERULEAN_CITY = true, CELADON_CITY = true, } U.teleport(game, "PALLET_TOWN", 10, 8, "down") U.wait(5) -- open the party menu and pick FLY on slot 1 (submenu: FLY / STATS / SWITCH, -- field moves on top like start_sub_menus.asm -- #768) Screens.push(game, "PartyMenu") U.wait(5) U.tap(game, "a") -- open the per-mon submenu, cursor on FLY U.wait(2) U.tap(game, "a") -- choose FLY U.wait(5) local top = game.stack:top() U.shot(game, DIR .. "/fly_map_screen.png") U.wait(4) -- let the async png write land before any assert can quit us U.log("fly screen top screenId:", tostring(top and top.screenId), "fly=", tostring(top and top.fly), "mode=", tostring(top and top.mode)) local isFlyMap = top ~= nil and top.fly == true and top.locs ~= nil and top.mode ~= nil assert(isFlyMap, "FLY must open the TOWN MAP in fly mode (LoadTownMap_Fly), got screen '" .. tostring(top and top.screenId or "nil") .. "' fly=" .. tostring(top and top.fly)) -- The cursor cycles ONLY the visited fly towns. Walk it to CELADON CITY. local function selectedMap() return top.flyMapIds and top.flyMapIds[top.sel] end U.log("initial fly selection:", tostring(selectedMap())) local guard = 0 while selectedMap() ~= "CELADON_CITY" and guard < 12 do U.tap(game, "down") U.wait(2) guard = guard + 1 end assert(selectedMap() == "CELADON_CITY", "Up/Down must cycle the fly cursor to CELADON_CITY, landed on " .. tostring(selectedMap())) U.shot(game, DIR .. "/fly_celadon_selected.png") U.wait(4) -- A flies to the highlighted town: flyTo departs (48-frame bird), then warps. U.tap(game, "a") U.wait(3) assert(game.overworld and game.overworld.flyDest and game.overworld.flyDest.map == "CELADON_CITY", "pressing A on the fly map must start the departure to CELADON_CITY, got " .. tostring(game.overworld and game.overworld.flyDest and game.overworld.flyDest.map)) -- past the bird sweep + warp transition: the player lands in Celadon local landed = false for _ = 1, 240 do if game.overworld and game.overworld.map and game.overworld.map.id == "CELADON_CITY" then landed = true break end U.wait(1) end U.wait(6) U.shot(game, DIR .. "/fly_landed.png") U.wait(4) assert(landed, "Fly must land the player in CELADON_CITY, ended on " .. tostring(game.overworld and game.overworld.map and game.overworld.map.id)) U.log("RESULT bug195 PASS") end