-- Parity: the S.S. Anne rival goodbye and her departure from the dock -- (#360). scripts/SSAnne2F.asm SSAnne2FRivalAfterBattleScript prints -- TEXT_SSANNE2F_RIVAL_CUT_MASTER and walks him out DOWNWARD, keyed on the -- player's X; scripts/VermilionDock.asm VermilionDockSSAnneLeavesScript -- delays 120, blows SFX_SS_ANNE_HORN, shifts her eight columns west, then -- VermilionDock_EraseSSAnne blows the horn again and delays 120 more. -- -- luajit tests/parity_ss_anne_departure.lua package.path = "./?.lua;./?/init.lua;" .. package.path if not _G.love then _G.love = require("tests.love_stub") end local S = require("tests.harness").suite("parity ss anne departure") local check, eq = S.check, S.eq -- restored at the bottom for the suites run after this file local realMusic = package.loaded["src.core.Music"] local realTextBox = package.loaded["src.render.TextBox"] local realPicBox = package.loaded["src.ui.PicBox"] local music = { played = {} } package.loaded["src.core.Music"] = { play = function(_, id) music.played[#music.played + 1] = id end, playOnce = function() return true end, stop = function() music.played[#music.played + 1] = "stop" end, } package.loaded["src.render.TextBox"] = { new = function(_, text) return { text = text } end, } package.loaded["src.ui.PicBox"] = { new = function() return {} end } local story3 = dofile("data/scripts/story3.lua") local story5 = dofile("data/scripts/story5.lua") local text = dofile("data/generated/text.lua") local audio = dofile("data/generated/audio.lua") local maps = dofile("data/generated/maps.lua") local function dirsEqual(a, b) if type(a) ~= "table" or #a ~= #b then return false end for i = 1, #b do if a[i] ~= b[i] then return false end end return true end local function rowsOfKind(rows, kind) local out = {} for _, r in ipairs(rows) do if r[1] == kind then out[#out + 1] = r end end return out end -- ------------------------------------------------------------- rival exit -- SSAnne2F.asm .RivalDownFourMovement (player on 37) and -- .RivalWalkAroundPlayerMovement, which falls through into those same four -- DOWNs (player on 36). local RIGHT_OF_HIM = { "down", "down", "down", "down" } local AROUND_HIM = { "right", "down", "down", "down", "down", "down" } local function ambush(x) local rows local ow = { runner = { isRunning = function() return false end, run = function(_, r) rows = r end, }, player = { facing = "down" }, } local game = { save = { flags = {} }, data = {} } check(story5.SS_ANNE_2F.onStep(game, ow, x, 8), ("SS Anne 2F ambush fires at (%d,8)"):format(x)) check(rows ~= nil, "the ambush queued rows") return rows end do check(type(text._SSAnne2FRivalCutMasterText) == "string", "_SSAnne2FRivalCutMasterText is in the cache") check(text._SSAnne2FRivalCutMasterText:find("CUT", 1, true) ~= nil, "the goodbye line is the CUT master one") for _, case in ipairs({ { 37, RIGHT_OF_HIM }, { 36, AROUND_HIM } }) do local x, dirs = case[1], case[2] local rows = ambush(x) local said = {} for _, r in ipairs(rowsOfKind(rows, "show_text")) do said[#said + 1] = r[2] end local order = { "_SSAnne2FRivalText", "_SSAnne2FRivalDefeatedText", "_SSAnne2FRivalCutMasterText", } local pi = 1 for _, id in ipairs(said) do if pi <= #order and id == order[pi] then pi = pi + 1 end end eq(pi, #order + 1, ("x=%d text order: greeting, defeated, CUT master"):format(x)) local walk = rowsOfKind(rows, "walk_npc")[1] check(walk ~= nil, ("x=%d exit is a walk_npc list"):format(x)) check(dirsEqual(walk and walk[3], dirs), ("x=%d exit walk matches the pokered movement data"):format(x)) -- the port used to send him back to his (36,4) spawn by the -- captain's-room stairs instead of out of the room for _, r in ipairs(rowsOfKind(rows, "move_npc_to")) do check(not (r[3] == 36 and r[4] == 4), ("x=%d rival must not retreat to the spawn (36,4)"):format(x)) end -- jump_if_false on a lost battle has to clear the whole tail local jump = rowsOfKind(rows, "jump_if_false")[1] eq(jump and jump[2], #rows, "a lost battle jumps past the exit walk") end end -- --------------------------------------------------------------- the ship -- data/maps/objects/VermilionDock.asm: the SS_ANNE_1F gangway warp is -- (14,2), i.e. block (7,1), and hlowcoord 5, 2 is the hull's own block box. local DOCK_HULL = { x0 = 5, x1 = 8, y0 = 1, y1 = 2 } local WATER = { [1] = true, [13] = true } local function dockBlock(bx, by) local def = maps.VERMILION_DOCK return def.blocks[by * def.width + bx + 1] end local function sail(cellX, cellY) local rows, puffs = nil, 0 local ow = { player = { cellX = cellX, cellY = cellY }, startDustAnim = function(_, _, _, done) puffs = puffs + 1 if done then done() end end, queueScript = function(_, r) rows = r end, } local game = { save = { flags = { EVENT_GOT_HM01 = true } }, data = { text = text }, } story3.VERMILION_DOCK.onEnter(game, ow) check(rows ~= nil, "stepping off the gangway queues the departure") check(game.save.flags.EVENT_SS_ANNE_LEFT == true, "EVENT_SS_ANNE_LEFT set") eq(puffs, 3, "three funnel smoke puffs (LoadSmokeTileFourTimes)") return rows end do -- the hull ids the slide reuses are the map's own blocks, so a data -- rebuild that renumbered the tileset would be caught here eq(dockBlock(DOCK_HULL.x0, 1), 4, "bow upper-half block id") eq(dockBlock(DOCK_HULL.x1, 2), 11, "stern lower-half block id") check(WATER[dockBlock(2, 1)] and WATER[dockBlock(2, 2)], "the water she sails into is blocks 1 (upper) and 13 (lower)") eq(audio.mapSongs.VERMILION_CITY, "Music_Vermilion", "the city has its own theme for PlayDefaultMusic to switch to") check(audio.songs.Music_Vermilion ~= nil, "and that song is in the cache") local rows = sail(14, 2) local horns = 0 for _, r in ipairs(rowsOfKind(rows, "play_sound")) do if r[2] == "SS_Anne_Horn" then horns = horns + 1 end end eq(horns, 2, "the horn blows twice: leaving, then once she is gone") local waits = rowsOfKind(rows, "wait") eq(waits[1][2], 120, "120 frames before the first horn") eq(waits[#waits][2], 120, "EraseSSAnne's 120 frames before the walk out") local slide = 0 for _, w in ipairs(waits) do if w[2] == 20 then slide = slide + 1 end end eq(slide, 8, "eight column shifts, .shift_columns_up's ld e, $8") -- the bug was the whole hull blinking to water in a single frame with no -- travel at all: her bow block has to be written one column further west -- each step, and the water has to close in astern behind her local bow, wake = {}, {} for _, r in ipairs(rowsOfKind(rows, "replace_block")) do if r[3] == 1 and r[4] == dockBlock(DOCK_HULL.x0, 1) then bow[#bow + 1] = r[2] elseif r[3] == 1 and r[4] == 1 then wake[#wake + 1] = r[2] end end check(dirsEqual(bow, { 4, 3, 2, 1 }), "the bow sails west a column a step") -- 7 is missing because that is the block the player is stood on check(dirsEqual(wake, { 8, 6, 5, 4, 3, 2, 1 }), "water closes in astern, stern column first") -- EraseSSAnne leaves the player's own block alone ("south of the player -- and won't be redrawn"), so he never stands on water on the way out local pbx, pby = 7, 1 for _, r in ipairs(rowsOfKind(rows, "replace_block")) do check(not (r[2] == pbx and r[3] == pby), "the block under the player is never rewritten") check(r[2] >= 1 and r[2] <= DOCK_HULL.x1, "the slide stays inside the dock's water, off the pier column 0") end -- she has to end up gone: every hull block bar the player's is water by -- the last edit that touches it local final = {} for _, r in ipairs(rowsOfKind(rows, "replace_block")) do final[r[2] .. "," .. r[3]] = r[4] end for bx = DOCK_HULL.x0, DOCK_HULL.x1 do for by = DOCK_HULL.y0, DOCK_HULL.y1 do if not (bx == pbx and by == pby) then check(WATER[final[bx .. "," .. by]], ("hull block (%d,%d) ends as open water"):format(bx, by)) end end end -- and she has to have travelled: the westmost water column of the map -- carried hull blocks partway through local sawWest = false for _, r in ipairs(rowsOfKind(rows, "replace_block")) do if r[2] == 1 and not WATER[r[4]] then sawWest = true end end check(sawWest, "the hull reaches the west edge of the water before it goes") end do -- fix 3: opts.keep on play_music sets keepMusicOnce, which -- OverworldController:setMap consumes to SKIP the destination map's -- theme -- the dock's Music_Surfing must not ride into Vermilion City local rows = sail(14, 2) for _, r in ipairs(rowsOfKind(rows, "play_music")) do check(not (r[3] and r[3].keep), "no keepMusicOnce override on the way into the city") end local warp = rowsOfKind(rows, "warp")[1] check(warp ~= nil and warp[2] == "VERMILION_CITY", "the cutscene warps into town") check(not (warp[6] and warp[6].keepMusic), "the warp itself keeps no music") eq(music.played[#music.played], "Music_Surfing", "the sail-away plays surf") end do -- coming back later: no ghost hull, just the sailor's line and a bounce -- back into the city local set, rebuilt, pushed, warped = {}, false, nil, nil local ow = { player = { cellX = 14, cellY = 2 }, map = { setBlock = function(_, bx, by, block) set[bx .. "," .. by] = block end, renderer = { rebuild = function() rebuilt = true end }, }, startWarpTo = function(_, m) warped = m end, } local game = { save = { flags = { EVENT_SS_ANNE_LEFT = true } }, data = { text = text }, stack = { push = function(_, s) pushed = s end }, } story3.VERMILION_DOCK.onEnter(game, ow) for bx = DOCK_HULL.x0, DOCK_HULL.x1 do for by = DOCK_HULL.y0, DOCK_HULL.y1 do check(WATER[set[bx .. "," .. by]], ("re-entry: (%d,%d) is water, not a ghost hull"):format(bx, by)) end end check(rebuilt, "re-entry rebuilds the tile renderer") check(pushed ~= nil and type(pushed.text) == "string", "re-entry shows the ship-set-sail line") pushed.text = pushed.text or "" eq(pushed.text, text._VermilionCitySailor1ShipSetSailText, "and it is the sailor's own line") end package.loaded["src.core.Music"] = realMusic package.loaded["src.render.TextBox"] = realTextBox package.loaded["src.ui.PicBox"] = realPicBox S.finish()