-- Driver: gym-leader post-battle dialogue chain (#164). -- Invokes checkVictoryRewards for Brock then Misty (same path as a win) -- and screenshots pages that must include badge-effect + TM explanation -- text -- not just a synthetic "received badge/TM" stub. -- -- SHOT_DIR=/tmp/gym164 POKEPORT_DRIVER=tests/drivers/gym_leader_victory_test.lua love . return function(game) local U = dofile("tests/drivers/util.lua") local DIR = os.getenv("SHOT_DIR") or "/tmp/shots" local TextBox = require("src.render.TextBox") local OW = require("src.world.OverworldController") local function currentPageText() local top = game.stack:top() if getmetatable(top) ~= TextBox then return "" end local page = top.pages and top.pages[top.pageIndex] if not page then return "" end return table.concat(page, "\n") end local function mashUntil(cond) for _ = 1, 1200 do if cond() then return true end U.tap(game, "a") U.wait(2) end return false end local function advancePages(want, shotName) U.log(shotName, "waiting for:", want) local ok = mashUntil(function() local top = game.stack:top() if getmetatable(top) ~= TextBox then return false end -- only match once the current page has finished typing if not (top.waiting or top.done) then return false end return currentPageText():find(want, 1, true) ~= nil end) U.log(shotName, "found:", ok, "page:", currentPageText():gsub("\n", "\\n")) U.shot(game, DIR .. "/" .. shotName .. ".png") assert(ok, shotName .. " missing dialogue containing: " .. want) end local function runLeader(mapId, x, y, class, party, shots) while game.stack:top() do game.stack:pop() end game.save.flags = game.save.flags or {} game.save.inventory = game.save.inventory or {} game.save.defeatedTrainers = game.save.defeatedTrainers or {} game.stack:push(OW, mapId, x, y, "up") U.wait(5) local ow = game.stack:top() U.shot(game, DIR .. "/" .. shots.prefix .. "_0_gym.png") ow:checkVictoryRewards(class, party) U.wait(10) for _, s in ipairs(shots.pages) do advancePages(s.want, shots.prefix .. "_" .. s.name) end U.log(shots.prefix, "closing box:", mashUntil(function() return game.stack:top() == ow end)) U.shot(game, DIR .. "/" .. shots.prefix .. "_done.png") end game.save.player.name = game.save.player.name or "RED" runLeader("PEWTER_GYM", 4, 3, "OPP_BROCK", 1, { prefix = "brock", pages = { { want = "BOULDERBADGE", name = "1_badge" }, { want = "FLASH", name = "2_flash" }, { want = "Wait!", name = "3_wait" }, { want = "TM34", name = "4_tm34" }, { want = "BIDE", name = "5_bide" }, }, }) assert(game.save.flags.EVENT_BEAT_BROCK, "EVENT_BEAT_BROCK") assert(game.save.inventory.BOULDERBADGE, "BOULDERBADGE") assert((game.save.inventory.TM_BIDE or 0) >= 1, "TM_BIDE") runLeader("CERULEAN_GYM", 5, 5, "OPP_MISTY", 1, { prefix = "misty", pages = { { want = "CASCADEBADGE", name = "1_badge" }, { want = "CUT", name = "2_cut" }, { want = "TM11", name = "3_tm11" }, }, }) assert(game.save.flags.EVENT_BEAT_MISTY, "EVENT_BEAT_MISTY") assert(game.save.inventory.CASCADEBADGE, "CASCADEBADGE") assert((game.save.inventory.TM_BUBBLEBEAM or 0) >= 1, "TM_BUBBLEBEAM") U.log("gym_leader_victory_test: ok") end