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https://github.com/bryanthaboi/gen1recomp.git
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ca4d3d283c
Crystal boots from a user-supplied ROM, imports a full cache and is playable: copyright, the Crystal intro movie, the animated title, gender select, Oak, and out into Johto. 122 of the cart's 169 script specials are implemented. Import and data - tools/make_crystal_manifest.py derives the manifest by importing make_gold_manifest as a library, with three additive keyword seams. Gold and Silver still regenerate byte-identical, which is the standing requirement for touching that generator. - crystal_symbol_deltas.py and crystal_movie_symbols.py carry the symbol delta: Crystal renames the credits mons, splits the trainer card, Pokegear and pack-pal blocks by gender, and replaces the intro and title outright. - Crystal-only manifest keys: engineFlagOrder (162 flags to Gold's 93, so the badge block sits one higher) and unownCharmap (the main charmap parser stops at the first newcharmap so the two cannot contaminate each other). Extractor - RomExtractorGen2 becomes three-edition. Crystal corrections: PAL_MAP_BANK 0x13, a flat PICS_FIX pic bank, audio bank 0x5e, the mapSongs id-100 hole, seven NPC trades, a TradeTexts stride of 8, the five Crystal tileset anim steps with per-row degrade, and the column-major trainer card portraits. - New: animated front sprites (frames, bitmasks, play and idle scripts), the Battle Tower roster, Kris assets, Mobile System GB art, and the Crystal intro and title via src/import/CrystalMovie.lua. Engine - GameVersion gains engine(id) and fixes(id). Gold and Silver keep their original bugs where the bug is not hardware dependent; Crystal gets the fixes Crystal shipped: Lucky Number boxes 10-14, surfing onto an NPC, and the Reflect and Light Screen defence overflow. - Crystal story: Suicune and Eusine, Celebi behind the GS Ball flag, the Ruins of Alph chambers, Buena, the Move Tutor, the Poke Seer, and the Battle Tower including the wInBattleTowerBattle badge-boost guard. - Kris and the gender flag, animated fronts in battle and the summary screen, and mon caught data. Verification - Every extracted asset is pixel-compared against pret's own source PNGs. - Gold caches are byte-identical before and after, file for file. - New Crystal suites plus a T2 Gen 2 tier; the full suite passes.
237 lines
8.5 KiB
Lua
237 lines
8.5 KiB
Lua
-- maps/BattleTowerBattleRoom.asm's own loop, driven in a real game: the
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-- opponent draw, the walk-in, the battle, and the counter the room script
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-- reads back.
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--
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-- Nothing is shimmed: the startTowerBattle / setObjectSprite hooks and the
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-- battleTower field all come from World itself.
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--
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-- POKEPORT_GAME=crystal POKEPORT_VERSION=crystal \
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-- POKEPORT_SHOT_DIR=/tmp/tower-battle \
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-- POKEPORT_DRIVER=tests/drivers/gate_tower_noshim.lua love .
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local U = require("tests.drivers.util")
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local BattleTower = require("src.core.gen2.BattleTower")
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local Mon = require("src.battle.gen2.Mon")
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-- ---- the run --------------------------------------------------------------
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return function(game)
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local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/crystal-tower-battle"
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local fails, shots = 0, 0
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local function say(line) print("[driver] " .. line) end
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local function ok(cond, line)
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if not cond then fails = fails + 1 end
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say((cond and "OK " or "FAIL ") .. line)
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end
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local function shot(name)
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shots = shots + 1
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U.shot(game, ("%s/%02d-%s.png"):format(out, shots, name))
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end
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local function tap(button, frames)
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game.input.pressQueue[#game.input.pressQueue + 1] = button
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game.input.state[button] = true
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U.wait(2)
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game.input.state[button] = false
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U.wait(frames or 4)
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end
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U.wait(60)
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local world = game.world
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assert(world and world.map, "crystal world did not boot")
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ok(type(world.vm.specials.startTowerBattle) == "function",
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"World:specialHooks supplies startTowerBattle, unshimmed")
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ok(type(world.vm.specials.setObjectSprite) == "function",
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"World:specialHooks supplies setObjectSprite, unshimmed")
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local roster = BattleTower.roster(game.data)
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ok(roster ~= nil, "trainers.lua carries the Battle Tower roster")
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if roster then
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say(("roster: %d trainers, %d groups of %d, sample ceiling %d")
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:format(#roster.trainers, roster.levelGroups, roster.uniqueMon,
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roster.sampleTrainers))
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end
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-- Three legal mons over the L10 room, each with ONE strong move so a blind
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-- A-press run cannot pick a status move for a hundred turns.
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local party = {}
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for _, row in ipairs({ { "TYPHLOSION", 60, "FLAMETHROWER" },
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{ "FERALIGATR", 60, "SURF", "BERRY" },
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{ "MEGANIUM", 60, "BODY_SLAM", "GOLD_BERRY" } }) do
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local def = game.data.moves[row[3]]
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local mon = Mon.new(game.data, row[1], row[2], {
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moves = { { id = row[3], pp = def.pp, maxPp = def.pp } },
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})
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mon.item = row[4]
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party[#party + 1] = mon
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end
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game.save.party = party
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-- The desk's own SAVELEVELGROUP write, so the room the script walks into is
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-- the L10 one (battle_tower.asm:1129-1141).
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local tower = BattleTower.state(game.save)
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tower.levelGroup = 1
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tower.streak = 0
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tower.trainers = {}
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tower.challenge = BattleTower.NO_CHALLENGE
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while game.stack:top() do game.stack:pop() end
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assert(world:setMap("BATTLE_TOWER_BATTLE_ROOM", 3, 7, "up"),
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"no BATTLE_TOWER_BATTLE_ROOM in the cache")
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U.wait(30)
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shot("room-entered")
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-- The scene script walks the player in, draws the opponent and starts the
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-- battle; nothing here presses anything until a text box wants it.
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local sawOpponent, sawBattle = false, false
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for _ = 1, 900 do
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local vm = world.vm
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if vm and vm.btOpponent and not sawOpponent then
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sawOpponent = true
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say(("opponent: %s %s (row %d), sprite %s, group %d")
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:format(tostring(vm.btOpponent.classId), tostring(vm.btOpponent.name),
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vm.btOpponent.index, tostring(vm.btOpponent.sprite),
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vm.btOpponent.group))
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for slot, mon in ipairs(vm.btOpponent.rows) do
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say((" mon %d: %s L%d %s"):format(slot, mon.species, mon.level,
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tostring(mon.item)))
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end
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U.wait(20)
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shot("opponent-walked-in")
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end
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if world.battleActive then
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sawBattle = true
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break
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end
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if world.textbox or world.choicebox then tap("a", 4) else U.wait(2) end
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end
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ok(sawOpponent, "special LoadOpponentTrainerAndPokemonWithOTSprite drew one")
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ok(sawBattle, "special BattleTowerBattle pushed the battle screen")
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local screen, battle = nil, nil
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if sawBattle then
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U.wait(90)
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shot("battle-open")
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screen = game.stack:top()
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battle = screen and screen.battle
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ok(battle ~= nil, "the battle screen owns a Battle")
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if battle then
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ok(battle.inBattleTowerBattle == true,
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"wInBattleTowerBattle is set, so DoBadgeTypeBoosts is off")
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say("enemy trainer: " .. tostring(battle.trainer and battle.trainer.name))
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say("enemy lead: " .. tostring(battle.enemy and battle.enemy.species)
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.. " L" .. tostring(battle.enemy and battle.enemy.level))
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ok(battle.trainer ~= nil and #battle.trainer.party == 3,
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"with a three-mon Tower party")
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end
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end
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-- One press per look at the phase: FIGHT off the 2x2 menu, then the hardest
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-- move with PP left.
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local function hardestMove(mon)
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local best, bestPower = 1, -1
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for index, move in ipairs((mon and mon.moves) or {}) do
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local def = game.data.moves and game.data.moves[move.id]
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local power = (def and def.power) or 0
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if (move.pp or 0) > 0 and power > bestPower then
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best, bestPower = index, power
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end
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end
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return best
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end
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-- PP topped up between turns: an unattended run otherwise Struggles itself
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-- to death long before the third opponent mon is down.
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local function refill(mon)
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for _, move in ipairs((mon and mon.moves) or {}) do
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move.pp = move.maxPp or move.pp
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end
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end
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local menus = 0
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for _ = 1, 900 do
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if not world.battleActive or (battle and battle.over) then break end
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local phase = screen and screen.phase
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if phase == "menu" then
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menus = menus + 1
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if menus == 1 then shot("battle-menu") end
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refill(battle and battle.player)
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screen.menuIndex = 1
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tap("a", 4)
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elseif phase == "moves" then
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screen.menuIndex = hardestMove(battle and battle.player)
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tap("a", 4)
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elseif phase == "submenu" then
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-- A forced switch cannot be cancelled, so walk off the fainted lead.
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tap("down", 3)
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tap("a", 4)
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else
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tap("a", 3)
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end
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end
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if battle then
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say("battle over=" .. tostring(battle.over)
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.. " outcome=" .. tostring(battle.outcome)
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.. " phase=" .. tostring(screen and screen.phase))
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ok(battle.over, "the battle resolved")
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ok(battle.outcome == "win", "and the L60 party won it")
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shot("battle-end")
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end
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for _ = 1, 200 do
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if not world.battleActive then break end
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tap("a", 3)
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end
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ok(not world.battleActive, "the battle screen came down")
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U.wait(30)
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shot("after-battle")
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local vm = world.vm
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local state = BattleTower.state(game.save)
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say(("streak=%d challenge=%d scriptVar=%s wNrOfBeaten=%s strbuf=%q")
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:format(state.streak, state.challenge, tostring(vm and vm.scriptVar),
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tostring(vm and vm.mem and vm.mem[BattleTower.WRAM_NR_BEATEN]),
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tostring(vm and vm.stringBuffer)))
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ok(state.streak >= 1, "ReadBTTrainerParty stepped the streak counter")
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ok(state.challenge == BattleTower.CHALLENGE_IN_PROGRESS,
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"and armed sBattleTowerChallengeState")
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ok(#(state.trainers or {}) >= 1, "sBTTrainers recorded who was fought")
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ok(state.prevTeams and #state.prevTeams.prev == 3,
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"and sBTMonPrevTrainer recorded the team")
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-- The receptionist's heal, the "next up, opponent no. N" prompt and the
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-- second draw all follow on their own.
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local pages, secondDraw = {}, nil
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for _ = 1, 400 do
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local body = world.lastText
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if type(body) == "string" and body ~= "" and pages[#pages] ~= body then
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pages[#pages + 1] = body
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if #pages <= 6 then shot("page-" .. #pages) end
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end
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if world.battleActive then
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secondDraw = world.vm and world.vm.btOpponent
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break
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end
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if world.choicebox then tap("a", 4) else tap("a", 3) end
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end
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say("pages: " .. table.concat(pages, " | "))
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local joined = table.concat(pages, " | ")
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ok(joined:find("healed to full health", 1, true) ~= nil
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or joined:find("Next up", 1, true) ~= nil,
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"the room script carried on past the battle")
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ok(joined:find("Next up, opponent\nno.2", 1, true) ~= nil
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or joined:find("no.2", 1, true) ~= nil,
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"and wStringBuffer3 named the SECOND opponent")
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if world.battleActive then
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U.wait(60)
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shot("second-battle")
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ok(true, "the loop came back round for opponent two")
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say("second opponent: " .. tostring(secondDraw and secondDraw.name))
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end
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say(("streak after round two: %d"):format(BattleTower.state(game.save).streak))
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say(fails == 0 and "PASS" or (fails .. " FAILURES"))
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love.event.quit(fails == 0 and 0 or 1)
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end
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