Files
bryanthaboi ae6cac89e1 G2 support
2026-08-11 11:53:30 -04:00

138 lines
5.0 KiB
Lua

-- Assertion driver: the Pokecenter PC and the bedroom PC, in the running game.
--
-- POKEPORT_IDENTITY=gold-dev POKEPORT_GAME=gold \
-- POKEPORT_DRIVER=tests/drivers/gold_center_pc.lua \
-- perl -e 'alarm 300; exec @ARGV' \
-- python3 -c "import pty; pty.spawn(['love','.'])"
--
-- What it proves that tests/gen2_pc_screens_test.lua cannot: the whole chain
-- inside a live love session -- the A press on the Cherrygrove Pokecenter's
-- COLL_PC tile runs PCScript (engine/events/std_scripts.asm) through the real
-- input path, `special PokemonCenterPC` opens the whose-PC menu, <PLAYER>'s
-- PC deposits an item into save.pcItems, and the bedroom PC opens the ITEM PC
-- (PLAYERSPC_HOUSE), not the storage system.
--
-- Shots land in /tmp/gold-center-pc.
local U = require("tests.drivers.util")
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-center-pc"
local fails = 0
local function ok(cond, msg)
if cond then print("[centerpc] ok " .. msg)
else fails = fails + 1 print("[centerpc] FAIL " .. msg) end
return cond
end
local function tap(button, frames)
game.input.pressQueue[#game.input.pressQueue + 1] = button
game.input.state[button] = true
U.wait(2)
game.input.state[button] = false
U.wait(frames or 4)
end
U.wait(45)
local w = game.world
assert(w and w.map, "gold world did not boot")
local save = game.save
local Mon = require("src.battle.gen2.Mon")
save.party = { Mon.new(game.data, "CYNDAQUIL", 10) }
save.inventory = save.inventory or {}
save.inventory.POTION = (save.inventory.POTION or 0) + 2
save.pcItems = {}
local potionsBefore = save.inventory.POTION
local function topId()
local top = game.stack:top()
return top and top.screenId or nil
end
-- ---- the Pokecenter ------------------------------------------------------
assert(w:setMap("CHERRYGROVE_POKECENTER_1F", 4, 4, "up"),
"setMap CHERRYGROVE_POKECENTER_1F failed")
U.wait(5)
local pcX, pcY
for cy = 0, w.map.heightCells - 1 do
for cx = 0, w.map.widthCells - 1 do
if w.map:cellCollision(cx, cy) == 0x93 then pcX, pcY = cx, cy end
end
end
assert(pcX, "no COLL_PC tile in the Pokecenter")
assert(w:setMap("CHERRYGROVE_POKECENTER_1F", pcX, pcY + 1, "up"),
"setMap onto the PC tile failed")
U.wait(5)
tap("a", 8)
ok(topId() == "Gen2CenterPcMenu",
"A at the Pokecenter PC opens the whose-PC menu (top: "
.. tostring(topId()) .. ")")
U.shot(game, out .. "/01-turned-on.png")
tap("a", 4) -- the turn-on line
U.shot(game, out .. "/02-whose-pc.png")
-- <PLAYER>'s PC, then DEPOSIT ITEM, then one POTION into the PC.
tap("down", 4)
tap("a", 4)
tap("a", 4)
tap("a", 6) -- both PokecenterPlayersPCText pages
ok(topId() == "Gen2ItemPcMenu",
"<PLAYER>'s PC opens the item PC (top: " .. tostring(topId()) .. ")")
U.shot(game, out .. "/03-item-pc.png")
tap("down", 4)
tap("a", 6) -- DEPOSIT ITEM -> the PACK chooser
U.shot(game, out .. "/04-deposit-pack.png")
tap("a", 4) -- the POTION row
tap("a", 6) -- x1
ok(save.pcItems.POTION == 1,
"one POTION landed in save.pcItems (" .. tostring(save.pcItems.POTION) .. ")")
ok(save.inventory.POTION == potionsBefore - 1,
"and left the bag (" .. tostring(save.inventory.POTION) .. ")")
U.shot(game, out .. "/05-deposited.png")
tap("a", 4) -- the Deposited line
tap("b", 6) -- close the PACK
tap("b", 4) -- LOG OFF row is last; B logs off too
ok(topId() == "Gen2CenterPcMenu", "logging off returns to the whose-PC menu")
tap("b", 6) -- shutdown
ok(topId() == nil or topId() ~= "Gen2CenterPcMenu",
"B shuts the Pokecenter PC down")
-- ---- the bedroom ---------------------------------------------------------
local house = w.maps and w.maps.PLAYERS_HOUSE_2F
local hx, hy
for _, ev in ipairs((house and house.bgEvents) or {}) do
if ev.kind == 1 then hx, hy = ev.x, ev.y end -- BGEVENT_UP: the PC
end
assert(hx, "no BGEVENT_UP bg event in PLAYERS_HOUSE_2F")
assert(w:setMap("PLAYERS_HOUSE_2F", hx, hy + 1, "up"),
"setMap PLAYERS_HOUSE_2F failed")
U.wait(5)
tap("a", 8)
local top = game.stack:top()
ok(top and top.screenId == "Gen2ItemPcMenu",
"the bedroom PC is the ITEM PC (top: " .. tostring(topId()) .. ")")
ok(top and top.house == true, "in its PLAYERSPC_HOUSE shape")
U.shot(game, out .. "/06-bedroom-boot.png")
tap("a", 4) -- the turn-on line
U.shot(game, out .. "/07-bedroom-menu.png")
-- WITHDRAW the POTION deposited downstairs: the PC is one PC.
tap("a", 6)
tap("a", 4)
tap("a", 6)
ok(save.pcItems.POTION == nil,
"the POTION withdrawn upstairs left the PC")
ok(save.inventory.POTION == potionsBefore,
"and is back in the bag (" .. tostring(save.inventory.POTION) .. ")")
tap("a", 4) -- the Withdrew line
tap("b", 4) -- back to the menu
tap("b", 6) -- TURN OFF
ok(game.stack:top() ~= top, "closing the bedroom PC pops it")
ok(not w.vm:running(), "and PlayersHousePCScript ran to its end")
print(("[centerpc] %d failures"):format(fails))
love.event.quit(fails == 0 and 0 or 1)
end