Files
gen1recomp/tests/engine/battle_checkpoint_boundary.lua
bryanthaboi af33c6e810 Merge pull request #1078 from MaxTomahawk/feat/scripted-battle-checkpoints
feat(mods): checkpoint scripted battle decisions
2026-08-11 21:22:40 -04:00

135 lines
5.6 KiB
Lua

-- Battle checkpoints are exposed only at a settled, reconstructable player
-- decision boundary. This suite is ROM-free and exercises the public engine
-- checkpoint capability against the fixture battle implementation.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness").suite("battle checkpoint boundary")
local Fixtures = require("tests.modkit").fixtures
local BattleState = require("src.battle.BattleState")
local Checkpoint = require("src.core.Checkpoint")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local Data = Fixtures.fresh()
local function makeGame(kind)
kind = kind or "wild"
local save = SaveData.newGame()
save.meta.playthroughId = "battle-playthrough"
save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
local stack = setmetatable({ states = {} }, { __index = StateStack })
local overworld = {
map = { id = save.player.map },
player = {
cellX = save.player.x, cellY = save.player.y,
facing = save.player.facing, surfing = false,
},
runner = { isRunning = function() return false end },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}
function overworld:captureSave(progress)
progress.player.map = self.map.id
progress.player.x = self.player.cellX
progress.player.y = self.player.cellY
progress.player.facing = self.player.facing
end
local game = { data = Data, save = save, stack = stack, overworld = overworld }
stack.states[1] = overworld
local battle = kind == "trainer"
and BattleState.newTrainer(game, "OPP_FIX_YOUNGSTER", 1)
or BattleState.newWild(game, "FIXMON_B", 12)
battle.phase = "menu"
battle.queue = {}
battle.checkpointOrigin = kind == "trainer"
and { kind = "trainer_encounter", map = save.player.map,
npcId = "TRAINER_1", trainerClass = "OPP_FIX_YOUNGSTER", partyIndex = 1,
event = "EVENT_BEAT_TRAINER_1" }
or { kind = "wild_encounter" }
battle.onFinish = function() end
stack.states[2] = battle
return game, overworld, battle
end
local game, overworld, battle = makeGame()
T.same(Checkpoint.inspect(game), {
canCapture = true, canRestore = true, kind = "battle",
}, "settled standard wild battle is a checkpoint boundary")
local function settleRealBattle(kind)
local liveGame, _, liveBattle = makeGame(kind)
liveBattle.phase, liveBattle.queue = nil, {}
liveGame.input = {
wasPressed = function(_, button) return button == "a" end,
isDown = function(_, button) return button == "a" end,
}
liveBattle:enter()
local frames = 0
while liveBattle.phase ~= "menu" and frames < 10000 do
frames = frames + 1
liveBattle:update(1 / 60)
end
T.eq(liveBattle.phase, "menu", "the real battle intro reaches its command menu")
return liveGame
end
local realGame = settleRealBattle("wild")
T.same(Checkpoint.inspect(realGame), {
canCapture = true, canRestore = true, kind = "battle",
}, "the completed real battle intro is a checkpoint boundary")
local oldGetRandomState, oldSetRandomState =
love.math.getRandomState, love.math.setRandomState
love.math.getRandomState = function() return "real-boundary-rng" end
love.math.setRandomState = function() end
local realSnapshot, realCaptureCode = Checkpoint.capture(realGame)
T.check(type(realSnapshot) == "table" and realSnapshot.kind == "battle",
"the first real command decision captures for deferred tools: "
.. tostring(realCaptureCode))
love.math.getRandomState, love.math.setRandomState =
oldGetRandomState, oldSetRandomState
local realTrainerGame = settleRealBattle("trainer")
T.same(Checkpoint.inspect(realTrainerGame), {
canCapture = true, canRestore = true, kind = "battle",
}, "the completed real trainer intro is a checkpoint boundary")
local function refused(mutator, code, label)
local game2, ow2, battle2 = makeGame()
mutator(game2, ow2, battle2)
local capability = Checkpoint.inspect(game2)
T.check(capability.canCapture == false and capability.reason == code,
label .. ": " .. tostring(capability.reason))
end
refused(function(_, _, b) b.phase = "messages" end,
"battle_phase_busy", "message phase is rejected")
refused(function(_, _, b) b.queue = { { text = "busy" } } end,
"battle_phase_busy", "nonempty action queue is rejected")
refused(function(_, _, b) b.waitFrames = 1 end,
"battle_phase_busy", "partial wait is rejected")
refused(function(_, _, b) b.enemy.mon.hp = b.enemy.mon.hp - 1 end,
"battle_phase_busy", "unfinished HP display synchronization is rejected")
refused(function(_, _, b) b.player.mustRecharge = true end,
"battle_phase_busy", "automatic locked action is rejected")
refused(function(_, ow) ow.runner = { isRunning = function() return true end } end,
"script_busy", "unknown suspended script beneath battle is rejected")
refused(function(_, _, b) b.checkpointOrigin = nil end,
"battle_origin_unsupported", "unknown completion closure is rejected")
refused(function(_, _, b) b.safari = { balls = 30, steps = 10 } end,
"battle_variant_unsupported", "Safari battle is rejected")
refused(function(_, _, b) b.ghost = true end,
"battle_variant_unsupported", "ghost battle is rejected")
refused(function(_, _, b) b.demo = true end,
"battle_variant_unsupported", "old-man demo is rejected")
refused(function(_, _, b) b.kind = "link" end,
"link_battle_unsupported", "link battle is rejected")
-- Ordinary overworld behavior remains unchanged by the battle branch.
game.stack.states[2] = nil
T.same(Checkpoint.inspect(game), {
canCapture = true, canRestore = true, kind = "overworld",
}, "settled overworld remains supported")
T.finish()