mirror of
https://github.com/bryanthaboi/gen1recomp.git
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ff90062741
* Make ROM-free test tiers actually run on Windows Suite discovery, the extension-point catalog scan, mod test-dir pickup, and the meta-coverage corpus all shelled out to ls/find/test -d, which do not exist in cmd.exe. Every listing came back empty on Windows, so tiers ran 0 suites and still reported ALL TESTS PASSED. Add portable probes to tests/fs_io.lua (same Unix commands on Linux/macOS; dir /b and a shell-free rename-self existence check on Windows) and rewire the four call sites to them. 15/15 engine suites and 2/2 modkit suites now genuinely run and pass on Windows. Fixes #266 * Make the T3 content tier run on Windows The content tier had the same Unix-shell assumptions as the tier discovery fixed in #267, one level down: - run_tests.lua redirected to /dev/null when chaining tier runners - mod_runtime_tests.lua called ffi setenv/unsetenv, which msvcrt lacks (_putenv with an empty value unsets) - modkit_tests.lua captured exit codes with POSIX '; echo 0' (cmd needs /v:on and !errorlevel!), called python3 (python on Windows), and used mkdir -p / rm -rf; cmd mkdir makes parents on its own and read -p as a directory name - the save-editor suites globbed save backups with ls - tools/save-editor/Catalog.lua scraped mod flags with ls; this one affects the real editor on Windows, not just tests With a ROM imported, run_tests.lua goes from 12 failures to the 3 that track the missing audio.lua generation (#268), which fails on any OS and needs a maintainer decision. --------- Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
383 lines
13 KiB
Lua
383 lines
13 KiB
Lua
-- Headless tests for tools/save-editor pure logic.
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-- Run from repo root: lua5.4 tests/run_save_editor_tests.lua
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-- (If lua5.4 is missing, use the same interpreter as tests/run_tests.lua.)
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--
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-- Panel suites (Boxes/Items, Events/Dex, Map) live in separate files so each
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-- can define its own harness without colliding with this runner:
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-- tests/save_editor_task6_tests.lua
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-- tests/save_editor_task7_tests.lua
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-- tests/save_editor_task8_tests.lua
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-- See tools/save-editor/README.md for the full list.
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package.path = package.path .. ";./?.lua;./?/init.lua;./tools/save-editor/?.lua"
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.. ";./tools/save-editor/panels/?.lua"
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local love_stub = require("tests.love_stub")
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love = love_stub
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local passed, failed = 0, 0
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local function check(cond, msg)
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if cond then
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passed = passed + 1
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else
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failed = failed + 1
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print("FAIL: " .. msg)
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end
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end
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local function eq(a, b, msg)
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check(a == b, msg .. string.format(" (got %s, want %s)", tostring(a), tostring(b)))
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end
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print("== save editor tests ==")
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local SaveData = require("src.core.SaveData")
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do
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local data = SaveData.newGame()
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data.player.map = "VIRIDIAN_CITY"
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data.money = 1234
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data.flags.EVENT_GOT_POKEDEX = true
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local encoded = SaveData.encode(data)
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check(type(encoded) == "string", "encode returns string")
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check(encoded:match("^return "), "encode starts with return")
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local back, err = SaveData.decode(encoded)
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check(back ~= nil, "decode ok: " .. tostring(err))
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eq(back.player.map, "VIRIDIAN_CITY", "decode map")
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eq(back.money, 1234, "decode money")
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check(back.flags.EVENT_GOT_POKEDEX == true, "decode flag")
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end
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do
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local bad, err = SaveData.decode("not lua {{{")
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check(bad == nil, "decode rejects garbage")
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check(type(err) == "string", "decode returns err string")
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end
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local SaveIO = require("SaveIO")
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local FsIo = require("tests.fs_io")
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do
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local path = SaveIO.defaultPath()
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check(type(path) == "string" and #path > 0, "defaultPath nonempty")
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check(path:match("save%.lua$"), "defaultPath ends with save.lua")
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check(path:match("pokemon%-love2d"), "defaultPath uses game identity folder")
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local sys = ""
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if package.config:sub(1, 1) ~= "\\" then
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-- no uname on Windows; the macOS-only check below just skips there
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local uname = io.popen("uname -s 2>/dev/null")
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sys = uname and uname:read("*l") or ""
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if uname then uname:close() end
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end
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if sys == "Darwin" then
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check(path:match("/LOVE/"), "defaultPath on macOS includes LOVE folder")
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end
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check(type(SaveIO.choosePath) == "function", "choosePath exists")
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end
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do
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local path = os.tmpname() .. "-gamesave.lua"
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local data = SaveData.newGame()
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data.money = 42
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local ok, err = SaveIO.save(path, data)
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check(ok, "SaveIO.save ok: " .. tostring(err))
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local f = io.open(path, "r")
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check(f ~= nil, "save file exists")
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if f then f:close() end
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local loaded, lerr = SaveIO.load(path)
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check(loaded ~= nil, "SaveIO.load ok: " .. tostring(lerr))
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eq(loaded.money, 42, "SaveIO round trip money")
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data.money = 99
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ok, err = SaveIO.save(path, data)
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check(ok, "second save ok: " .. tostring(err))
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loaded = assert(SaveIO.load(path))
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eq(loaded.money, 99, "second save money")
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local bakFiles = FsIo.globPrefix(path .. ".bak-")
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check(#bakFiles >= 1, "second save creates .bak-* sibling")
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if #bakFiles >= 1 then
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local bakData, berr = SaveIO.load(bakFiles[1])
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check(bakData ~= nil, "backup load ok: " .. tostring(berr))
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if bakData then eq(bakData.money, 42, "backup preserves previous money") end
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end
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os.remove(path)
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for _, bak in ipairs(bakFiles) do
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os.remove(bak)
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end
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end
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local Catalog = require("Catalog")
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local MonOps = require("MonOps")
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local Data = require("src.core.Data")
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Data:load()
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do
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local cat = Catalog.build(Data)
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check(#cat.species > 140, "species catalog size")
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check(#cat.items > 100, "items catalog size")
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check(#cat.moves > 150, "moves catalog size")
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check(cat.species[1] < cat.species[2], "species sorted")
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end
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do
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local events = Catalog.scrapeEvents("data/scripts", "data/generated/trainer_headers.lua")
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check(#events > 50, "scraped events")
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check(events[1]:match("^EVENT_"), "event prefix")
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end
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do
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local mon = MonOps.create(Data, "PIDGEY", 10)
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eq(mon.species, "PIDGEY", "create species")
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eq(mon.level, 10, "create level")
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local hpBefore = mon.stats.hp
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MonOps.setLevel(Data, mon, 20)
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eq(mon.level, 20, "setLevel")
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check(mon.stats.hp > hpBefore, "stats grew on level")
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check(mon.hp <= mon.stats.hp, "hp clamped")
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MonOps.setMove(Data, mon, 1, "GUST")
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eq(mon.moves[1].id, "GUST", "setMove id")
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check(mon.moves[1].pp > 0, "setMove pp")
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end
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do
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-- Magikarp is SLOW, Butterfree is MEDIUM_FAST, same level, different exp
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local mon = MonOps.create(Data, "MAGIKARP", 20)
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local expSlow = mon.exp
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MonOps.setSpecies(Data, mon, "BUTTERFREE")
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eq(mon.species, "BUTTERFREE", "setSpecies id")
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eq(mon.level, 20, "setSpecies keeps level")
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check(mon.exp ~= expSlow, "setSpecies resyncs exp for new growth curve")
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eq(mon.exp, require("src.pokemon.Growth").expForLevel(
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Data.pokemon.BUTTERFREE.growthRate, 20), "setSpecies exp matches curve")
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MonOps.setDv(Data, mon, "attack", 15)
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eq(mon.dvs.attack, 15, "setDv attack")
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check(mon.dvs.hp >= 8, "syncHpDv sets high bit from odd attack")
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end
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local State = require("State")
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do
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local s = State.new()
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eq(s.tab, "party", "State.new default tab")
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eq(s.dirty, false, "State.new default dirty")
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eq(s.selectedParty, 1, "State.new default selectedParty")
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eq(s.selectedBox, 1, "State.new default selectedBox")
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check(s.editingMon == nil, "State.new default editingMon nil")
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State.markDirty(s)
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check(s.dirty == true, "State.markDirty sets dirty")
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end
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-- Party/MonEditor panels: drive Kit's immediate-mode hit-testing by placing
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-- the "mouse" at the exact coordinates each panel draws its widgets at
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-- (mirroring the layout constants in panels/{Party,MonEditor}.lua), so the
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-- click handlers run for real without a live window.
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local Kit = require("Kit")
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local Party = require("Party")
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local MonEditor = require("MonEditor")
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local Pokemon = require("src.pokemon.Pokemon")
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do
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local S = State.new()
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S.data = Data
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S.cat = Catalog.build(Data)
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S.save = SaveData.newGame()
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local wartortle = MonOps.create(Data, "WARTORTLE", 20)
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local pidgey = MonOps.create(Data, "PIDGEY", 5)
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S.save.party = { wartortle, pidgey }
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S.selectedParty = 1
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local px, py = 12, 80
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Kit.beginFrame(px + 10, py + 24 + 22 + 5, true) -- row 2 of the list
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Party.draw(S, Kit, px, py)
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eq(S.selectedParty, 2, "Party list click selects row")
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check(S.editingMon == pidgey, "Party list click sets editingMon")
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Kit.beginFrame(px + 10, py + 200 + 10, true) -- Add button
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Party.draw(S, Kit, px, py)
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eq(#S.save.party, 3, "Party Add appends a mon")
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check(S.dirty == true, "Party Add marks dirty")
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S.dirty = false
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S.selectedParty = 3
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Kit.beginFrame(px + 110 + 10, py + 200 + 10, true) -- Remove button
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Party.draw(S, Kit, px, py)
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eq(#S.save.party, 2, "Party Remove drops selected mon")
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S.selectedParty = 2
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Kit.beginFrame(px + 220 + 10, py + 200 + 10, true) -- Move Up button
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Party.draw(S, Kit, px, py)
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eq(S.selectedParty, 1, "Party Move Up updates selection")
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check(S.save.party[1] == pidgey, "Party Move Up swaps order")
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end
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do
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local S = State.new()
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S.data = Data
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S.cat = Catalog.build(Data)
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local mon = MonOps.create(Data, "WARTORTLE", 20)
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S.editingMon = mon
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local mx, my = 640, 80
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local levelBefore = mon.level
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local hpStatBefore = mon.stats.hp
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Kit.beginFrame(mx + 148 + 10, my + 84 + 10, true) -- "+1" level button
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MonEditor.draw(S, Kit, mx, my)
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eq(mon.level, levelBefore + 1, "MonEditor +1 level button")
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check(mon.stats.hp >= hpStatBefore, "MonEditor level up recalcs stats")
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check(S.dirty == true, "MonEditor level change marks dirty")
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S.dirty = false
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local dvY = my + 154
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local attackBefore = mon.dvs.attack
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Kit.beginFrame(mx + 160 + 5, dvY + 5, true) -- attack DV "+" button
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MonEditor.draw(S, Kit, mx, my)
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eq(mon.dvs.attack, math.min(15, attackBefore + 1), "MonEditor DV attack + button")
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local hpDvY = dvY + 4 * 30 + 6
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local movesY = hpDvY + 34
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local slot1Y = movesY + 24
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local moveBefore = mon.moves[1] and mon.moves[1].id
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Kit.beginFrame(mx + 10, slot1Y + 10, true) -- move slot 1
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MonEditor.draw(S, Kit, mx, my)
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check(mon.moves[1] ~= nil, "MonEditor move slot has a move after cycle")
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check(mon.moves[1].id ~= moveBefore, "MonEditor move slot cycles to a different move")
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local actionsY = movesY + 24 + 4 * 30 + 10
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Kit.beginFrame(mx + 10, actionsY + 10, true) -- Reset moves to learnset
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MonEditor.draw(S, Kit, mx, my)
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local def = Data.pokemon[mon.species]
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local learned = Pokemon.movesAtLevel(def, mon.level)
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eq(#mon.moves, #learned, "MonEditor reset moves matches learnset size")
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Kit.beginFrame(mx + 10, actionsY + 38 + 10, true) -- Close
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MonEditor.draw(S, Kit, mx, my)
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check(S.editingMon == nil, "MonEditor Close clears editingMon")
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end
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-- App.load corrupt-save vs missing-save (Important fix #2): App.load takes
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-- an optional path override precisely so tests can drive this without
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-- touching the real default save file.
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local App = require("App")
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-- App.draw() sources its click state from App.mousepressed() + the mouse
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-- position at draw time (not from a Kit.beginFrame call made by the test),
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-- so simulating a click means moving the mouse and pressing before drawing.
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local appMouseX, appMouseY = 0, 0
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love.mouse = { getPosition = function() return appMouseX, appMouseY end }
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local function clickApp(x, y)
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appMouseX, appMouseY = x, y
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App.mousepressed(x, y, 1)
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App.draw()
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end
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do
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local tmpPath = os.tmpname() .. "-missing-save.lua"
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os.remove(tmpPath)
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App.load(tmpPath)
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local s = App.getState()
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eq(s.loadError, false, "App.load missing-file: loadError stays false")
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eq(s.allowSave, true, "App.load missing-file: allowSave stays true")
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check(s.status:match("No save at") ~= nil, "App.load missing-file status mentions no save")
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end
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do
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local tmpPath = os.tmpname() .. "-corrupt-save.lua"
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local f = io.open(tmpPath, "wb")
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f:write("not valid lua {{{")
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f:close()
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App.load(tmpPath)
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local s = App.getState()
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eq(s.loadError, true, "App.load corrupt-file: loadError set true")
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eq(s.allowSave, false, "App.load corrupt-file: allowSave set false")
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check(s.status:match("Corrupt save") ~= nil, "App.load corrupt-file status mentions corrupt save")
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-- Clicking Save while loadError is set must be a no-op: file on disk
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-- (the corrupt real save) must not be overwritten by the stub.
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clickApp(110 + 10, 6 + 10) -- Save button
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local unchanged = io.open(tmpPath, "rb")
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local contents = unchanged:read("*a")
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unchanged:close()
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eq(contents, "not valid lua {{{", "Save no-op leaves the corrupt file on disk untouched")
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check(App.getState().status:match("disabled") ~= nil, "Save no-op reports a disabled status")
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-- Fixing the file and Reloading must re-enable Save.
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local fixed = io.open(tmpPath, "wb")
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fixed:write(SaveData.encode(SaveData.newGame()))
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fixed:close()
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clickApp(200 + 10, 6 + 10) -- Reload button
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eq(App.getState().loadError, false, "Reload after fixing the file clears loadError")
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eq(App.getState().allowSave, true, "Reload after fixing the file re-enables allowSave")
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os.remove(tmpPath)
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end
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do
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-- Optional fix: quit-confirmation re-arms once new edits land, so a
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-- prior "press quit again" arming doesn't leak across separate edits.
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local tmpPath = os.tmpname() .. "-quitarmed-save.lua"
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os.remove(tmpPath)
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App.load(tmpPath)
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local s = App.getState()
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s._quitArmed = true
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s.tab = "items"
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clickApp(12 + 132 + 10, 80 + 22 + 10) -- Items panel "+10" money button
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eq(App.getState()._quitArmed, false, "A fresh dirty edit resets _quitArmed")
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os.remove(tmpPath)
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end
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do
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-- Open... / App.openPath: switch to another save; dirty needs a second open.
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local a = os.tmpname() .. "-open-a.lua"
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local b = os.tmpname() .. "-open-b.lua"
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local dataA = SaveData.newGame(); dataA.money = 111
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local dataB = SaveData.newGame(); dataB.money = 222
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assert(SaveIO.save(a, dataA))
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assert(SaveIO.save(b, dataB))
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App.load(a)
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eq(App.getState().save.money, 111, "openPath setup: loaded A")
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eq(App.getState().path, a, "openPath setup: path is A")
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check(App.openPath(b) == true, "openPath clean switch succeeds")
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eq(App.getState().path, b, "openPath updates path to B")
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eq(App.getState().save.money, 222, "openPath loads B money")
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eq(App.getState().dirty, false, "openPath clears dirty")
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App.getState().dirty = true
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check(App.openPath(a) == false, "openPath dirty first call arms confirm")
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eq(App.getState().path, b, "openPath dirty first call keeps current path")
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check(App.getState().status:match("Unsaved changes") ~= nil,
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"openPath dirty first call status warns")
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check(App.openPath(a) == true, "openPath dirty second call proceeds")
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eq(App.getState().path, a, "openPath dirty second call switches path")
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eq(App.getState().save.money, 111, "openPath dirty second call loads A")
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check(App.openPath(b, true) == true, "openPath force=true skips arming")
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eq(App.getState().path, b, "openPath force switches immediately")
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-- Drag-drop uses the File:getFilename() API.
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local dropped = { getFilename = function() return a end }
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App.filedropped(dropped)
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eq(App.getState().path, a, "filedropped opens the dropped path")
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os.remove(a); os.remove(b)
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for _, path in ipairs({ a, b }) do
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for _, bak in ipairs(FsIo.globPrefix(path .. ".bak-")) do os.remove(bak) end
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end
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end
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print(string.format("save editor tests: %d passed, %d failed", passed, failed))
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if failed > 0 then os.exit(1) end
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