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https://github.com/bryanthaboi/gen1recomp.git
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af33c6e810
feat(mods): checkpoint scripted battle decisions
135 lines
5.6 KiB
Lua
135 lines
5.6 KiB
Lua
-- Battle checkpoints are exposed only at a settled, reconstructable player
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-- decision boundary. This suite is ROM-free and exercises the public engine
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-- checkpoint capability against the fixture battle implementation.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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love = love or require("tests.love_stub")
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local T = require("tests.harness").suite("battle checkpoint boundary")
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local Fixtures = require("tests.modkit").fixtures
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local BattleState = require("src.battle.BattleState")
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local Checkpoint = require("src.core.Checkpoint")
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local Pokemon = require("src.pokemon.Pokemon")
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local SaveData = require("src.core.SaveData")
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local StateStack = require("src.core.StateStack")
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local Data = Fixtures.fresh()
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local function makeGame(kind)
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kind = kind or "wild"
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local save = SaveData.newGame()
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save.meta.playthroughId = "battle-playthrough"
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save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
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local stack = setmetatable({ states = {} }, { __index = StateStack })
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local overworld = {
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map = { id = save.player.map },
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player = {
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cellX = save.player.x, cellY = save.player.y,
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facing = save.player.facing, surfing = false,
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},
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runner = { isRunning = function() return false end },
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parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
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}
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function overworld:captureSave(progress)
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progress.player.map = self.map.id
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progress.player.x = self.player.cellX
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progress.player.y = self.player.cellY
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progress.player.facing = self.player.facing
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end
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local game = { data = Data, save = save, stack = stack, overworld = overworld }
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stack.states[1] = overworld
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local battle = kind == "trainer"
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and BattleState.newTrainer(game, "OPP_FIX_YOUNGSTER", 1)
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or BattleState.newWild(game, "FIXMON_B", 12)
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battle.phase = "menu"
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battle.queue = {}
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battle.checkpointOrigin = kind == "trainer"
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and { kind = "trainer_encounter", map = save.player.map,
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npcId = "TRAINER_1", trainerClass = "OPP_FIX_YOUNGSTER", partyIndex = 1,
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event = "EVENT_BEAT_TRAINER_1" }
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or { kind = "wild_encounter" }
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battle.onFinish = function() end
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stack.states[2] = battle
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return game, overworld, battle
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end
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local game, overworld, battle = makeGame()
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T.same(Checkpoint.inspect(game), {
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canCapture = true, canRestore = true, kind = "battle",
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}, "settled standard wild battle is a checkpoint boundary")
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local function settleRealBattle(kind)
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local liveGame, _, liveBattle = makeGame(kind)
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liveBattle.phase, liveBattle.queue = nil, {}
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liveGame.input = {
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wasPressed = function(_, button) return button == "a" end,
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isDown = function(_, button) return button == "a" end,
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}
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liveBattle:enter()
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local frames = 0
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while liveBattle.phase ~= "menu" and frames < 10000 do
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frames = frames + 1
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liveBattle:update(1 / 60)
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end
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T.eq(liveBattle.phase, "menu", "the real battle intro reaches its command menu")
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return liveGame
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end
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local realGame = settleRealBattle("wild")
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T.same(Checkpoint.inspect(realGame), {
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canCapture = true, canRestore = true, kind = "battle",
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}, "the completed real battle intro is a checkpoint boundary")
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local oldGetRandomState, oldSetRandomState =
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love.math.getRandomState, love.math.setRandomState
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love.math.getRandomState = function() return "real-boundary-rng" end
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love.math.setRandomState = function() end
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local realSnapshot, realCaptureCode = Checkpoint.capture(realGame)
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T.check(type(realSnapshot) == "table" and realSnapshot.kind == "battle",
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"the first real command decision captures for deferred tools: "
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.. tostring(realCaptureCode))
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love.math.getRandomState, love.math.setRandomState =
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oldGetRandomState, oldSetRandomState
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local realTrainerGame = settleRealBattle("trainer")
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T.same(Checkpoint.inspect(realTrainerGame), {
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canCapture = true, canRestore = true, kind = "battle",
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}, "the completed real trainer intro is a checkpoint boundary")
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local function refused(mutator, code, label)
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local game2, ow2, battle2 = makeGame()
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mutator(game2, ow2, battle2)
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local capability = Checkpoint.inspect(game2)
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T.check(capability.canCapture == false and capability.reason == code,
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label .. ": " .. tostring(capability.reason))
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end
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refused(function(_, _, b) b.phase = "messages" end,
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"battle_phase_busy", "message phase is rejected")
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refused(function(_, _, b) b.queue = { { text = "busy" } } end,
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"battle_phase_busy", "nonempty action queue is rejected")
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refused(function(_, _, b) b.waitFrames = 1 end,
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"battle_phase_busy", "partial wait is rejected")
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refused(function(_, _, b) b.enemy.mon.hp = b.enemy.mon.hp - 1 end,
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"battle_phase_busy", "unfinished HP display synchronization is rejected")
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refused(function(_, _, b) b.player.mustRecharge = true end,
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"battle_phase_busy", "automatic locked action is rejected")
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refused(function(_, ow) ow.runner = { isRunning = function() return true end } end,
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"script_busy", "unknown suspended script beneath battle is rejected")
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refused(function(_, _, b) b.checkpointOrigin = nil end,
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"battle_origin_unsupported", "unknown completion closure is rejected")
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refused(function(_, _, b) b.safari = { balls = 30, steps = 10 } end,
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"battle_variant_unsupported", "Safari battle is rejected")
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refused(function(_, _, b) b.ghost = true end,
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"battle_variant_unsupported", "ghost battle is rejected")
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refused(function(_, _, b) b.demo = true end,
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"battle_variant_unsupported", "old-man demo is rejected")
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refused(function(_, _, b) b.kind = "link" end,
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"link_battle_unsupported", "link battle is rejected")
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-- Ordinary overworld behavior remains unchanged by the battle branch.
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game.stack.states[2] = nil
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T.same(Checkpoint.inspect(game), {
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canCapture = true, canRestore = true, kind = "overworld",
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}, "settled overworld remains supported")
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T.finish()
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