-- TradeAnim InternalClockTradeFuncSequence completes under A-skip and -- exposes the cable-trade phases (engine/movie/trade.asm). -- ROM-free: fixture species only (CI has no data/generated/). package.path = "./?.lua;./?/init.lua;" .. package.path local T = require("tests.modkit") local Data = T.fixtures.load() local ids = T.fixtures.ids local S = require("tests.harness").suite("trade anim") local check, eq = S.check, S.eq local Game = require("src.core.Game") local Input = require("src.core.Input") local StateStack = require("src.core.StateStack") local SaveData = require("src.core.SaveData") local Pokemon = require("src.pokemon.Pokemon") local TradeAnim = require("src.ui.TradeAnim") Game.data = Data Game.input = Input; Input:init() Game.stack = StateStack; StateStack:init() Game.save = SaveData.newGame() require("src.render.Font").load(Data) local sent = Pokemon.new(Data, ids.species[1], 10) local recv = Pokemon.new(Data, ids.species[2], 10) recv.nickname = "DUX" recv.ot = "TRAINER" recv.otId = 8193 local done = false local anim = TradeAnim.new(Game, { sent = sent, received = recv, enemyName = "TRAINER", onDone = function() done = true end, }) Game.stack:push(anim) if anim.enter then anim:enter() end local seen = {} local guard = 0 while not done and guard < 20000 do guard = guard + 1 seen[anim.phase] = true Input.pressed = { a = true } StateStack:update(1 / 60) Input.pressed = {} end check(done, "TradeAnim reaches onDone") for _, phase in ipairs({ "show_player", "open_cable", "ball_enter", "transfer_lr", "went_to", "transfer_rl", "show_enemy", }) do check(seen[phase], "saw phase " .. phase) end eq(Game.stack:top(), nil, "TradeAnim pops itself") S.finish()