Files
gen1recomp/tests/engine/gen2_ball_throw_pic_latch_bug1232.lua
T

83 lines
2.9 KiB
Lua

-- data/moves/animations.asm:379
package.path = "./?.lua;./?/init.lua;" .. package.path
love = require("tests.love_stub")
local T = require("tests.harness")
local UI = require("src.ui.gen2.BattleState")
local function newSelf(opts)
opts = opts or {}
return setmetatable({
anim = opts.anim,
ballThrow = opts.ballThrow,
picHidden = { player = false, enemy = false },
pendingAfterAnim = nil,
afterSendOut = nil,
}, { __index = UI })
end
-- pushCaught itself must never touch picHidden: only the animation's own
-- steps (stepAnim) are allowed to latch the enemy pic box.
do
local self1 = setmetatable({
battle = {}, tutorial = true, save = nil,
queue = {}, picHidden = { player = false, enemy = false },
}, { __index = UI })
self1:pushCaught({ species = "RATTATA" }, "POKE_BALL")
T.eq(self1.picHidden.enemy, false,
"pushCaught alone does not hide the enemy pic")
T.eq(self1.battle.outcome, "caught", "pushCaught still marks the battle caught")
end
-- stepAnim, natural end (anim:step() returns false): a caught ball throw
-- latches, everything else does not.
do
local caughtAnim = { animId = "ANIM_THROW_POKE_BALL",
step = function() return false end, keepSprites = false }
local s = newSelf({ anim = caughtAnim, ballThrow = { caught = true } })
s:stepAnim(nil)
T.eq(s.picHidden.enemy, true, "caught ball throw latches at the natural end")
T.eq(s.anim, nil, "the finished runner is cleared")
end
do
local breakFreeAnim = { animId = "ANIM_THROW_POKE_BALL",
step = function() return false end, keepSprites = false }
local s = newSelf({ anim = breakFreeAnim, ballThrow = { caught = false } })
s:stepAnim(nil)
T.eq(s.picHidden.enemy, false, "a break-free throw does not latch")
end
do
local otherAnim = { animId = "ANIM_HYDRO_PUMP",
step = function() return false end, keepSprites = false }
local s = newSelf({ anim = otherAnim, ballThrow = { caught = true } })
s:stepAnim(nil)
T.eq(s.picHidden.enemy, false, "an unrelated animation never latches")
end
-- stepAnim, cut short with B: the property the latch exists for -- a caught
-- mon must not reappear even if the player skips past "Gotcha!".
do
local caughtAnim = { animId = "ANIM_THROW_POKE_BALL",
step = function() return true end, keepSprites = false }
local s = newSelf({ anim = caughtAnim, ballThrow = { caught = true } })
local input = { wasPressed = function(_, key) return key == "b" end }
s:stepAnim(input)
T.eq(s.picHidden.enemy, true, "a B-skipped catch still latches")
T.eq(s.anim, nil, "B cuts the runner short")
end
do
local breakFreeAnim = { animId = "ANIM_THROW_POKE_BALL",
step = function() return true end, keepSprites = false }
local s = newSelf({ anim = breakFreeAnim, ballThrow = { caught = false } })
local input = { wasPressed = function(_, key) return key == "b" end }
s:stepAnim(input)
T.eq(s.picHidden.enemy, false, "a B-skipped break-free does not latch")
end
T.finish("gen2 ball throw pic latch bug 1232")