-- Driver: trainer card with empty badge slots (gym leader faces) and a -- partial set (face/badge mix), matching DrawBadges in pokered. return function(game) local U = dofile("tests/drivers/util.lua") local DIR = os.getenv("SHOT_DIR") or "/tmp/shots" U.teleport(game, "PALLET_TOWN", 10, 8, "down") game.save.player.name = "RED" game.save.money = 3000 game.save.playTime = 3661 game.save.inventory = game.save.inventory or {} local TrainerCard = require("src.ui.TrainerCard") -- no badges: every slot should show the gym leader face for _, id in ipairs({ "BOULDERBADGE", "CASCADEBADGE", "THUNDERBADGE", "RAINBOWBADGE", "SOULBADGE", "MARSHBADGE", "VOLCANOBADGE", "EARTHBADGE", }) do game.save.inventory[id] = nil end game.stack:push(TrainerCard.new(game)) U.wait(5) U.shot(game, DIR .. "/trainer_card_0_faces.png") U.tap(game, "b"); U.wait(3) -- boulder + cascade owned: first two slots swap to badges game.save.inventory.BOULDERBADGE = true game.save.inventory.CASCADEBADGE = true game.stack:push(TrainerCard.new(game)) U.wait(5) U.shot(game, DIR .. "/trainer_card_1_partial.png") U.tap(game, "b"); U.wait(3) U.log("TRAINER_CARD_DRIVER: done") end