Files
gen1recomp/tests/parity_yellow_pallet_pikachu.lua
T
thibautbus cef286b170 Add unit tests
Regression coverage for the four Yellow Pallet Town fixes on this
branch:

- tests/parity_J.lua: the old-man-style demo bag shows x1 in Yellow
  (SimulatedInputBattleItemList), not just the pre-existing x50
  (pokered's OldManItemList) case.
- tests/engine/push_battle_transition.lua: Commands.pushBattle calls
  ctx.overworld:pushBattle when available and falls back with a
  logged warning otherwise. Logger.warn is spied (pcall-safe, always
  restored) rather than read off the shared Logger.history ring
  buffer, so the fallback checks don't leave noise behind for
  whatever else runs in the same process.
- tests/parity_yellow_pallet_pikachu.lua: drives the real onStep
  closure through the real StateStack/OverworldState, with no mocked
  battle -- Red never plays Music_MuseumGuy for this escort (Blue
  shares the same code path: onStep only branches on
  GameVersion.isYellow(), never isBlue(), so a separate Blue run
  would exercise nothing new), and Yellow's hold before the Pikachu
  battle is armed for exactly 2 frames before handing off to
  BattleTransition rather than a bare stack push. Stops there rather
  than also driving the demo battle to completion just to assert
  Music_MuseumGuy fires in Yellow (that fix's own coverage): the
  extra coupling to unrelated battle menu/bag/throw frame budgets
  wasn't worth it for one more assertion. That side stays manually
  verified. scenario() restores Game/GameVersion and re-inits
  StateStack on the way out.

All three pass standalone (luajit tests/<path>). The Yellow E2E test
hits the same pre-existing "Music.playMap is nil" gap three other
map-warping parity tests already hit inside the aggregated
tests/run_tests.lua run (missing data/generated/audio.lua in this dev
environment) -- confirmed by diffing the identical error text against
parity_warp_after_warp_step.lua, which also passes clean standalone.
2026-08-11 16:55:06 +02:00

202 lines
8.4 KiB
Lua

-- Parity test for Yellow's Pallet Town intro (Oak stops the player,
-- catches a wild Pikachu, walks them to the lab). Drives the real
-- onStep closure in data/scripts/story2.lua through the real
-- StateStack/OverworldState, with no mocked battle or overworld, up
-- through the point Oak's Pikachu catch is armed: covers two of the
-- four fixes on this branch -- Music_MuseumGuy staying off in
-- Red/Blue, and the 2-frame hold before the Pikachu battle handing
-- off to BattleTransition rather than a bare push.
--
-- Deliberately stops there rather than also driving the demo battle
-- to completion to assert Music_MuseumGuy fires in Yellow (the third
-- fix): that would mean re-deriving frame budgets for the battle
-- menu/bag/throw sequence tests/parity_J.lua already exercises, on
-- top of everything already driven here, for one more assertion --
-- more coupling to unrelated timing than the fix is worth. That side
-- is manually verified instead (see the PR description).
--
-- Sources: scripts/PalletTown.asm, engine/overworld/auto_movement.asm,
-- home/overworld.asm, engine/battle/core.asm (see the commits on this
-- branch for the exact citations).
-- luajit tests/parity_yellow_pallet_pikachu.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity Yellow Pallet Town Pikachu")
local check, eq = S.check, S.eq
local GameVersion = require("src.core.GameVersion")
local SaveData = require("src.core.SaveData")
local Game = require("src.core.Game")
local StateStack = require("src.core.StateStack")
local OverworldState = require("src.world.OverworldController")
local BattleTransition = require("src.render.BattleTransition")
local TextBox = require("src.render.TextBox")
local Music = require("src.core.Music")
local mapScripts = require("data.scripts.init")
local pallet = mapScripts.get("PALLET_TOWN")
check(pallet and pallet.onStep, "PALLET_TOWN exposes onStep")
local oldVersion = GameVersion.get()
local prevGame = { data = Game.data, save = Game.save, stack = Game.stack,
input = Game.input, renderer = Game.renderer,
overworld = Game.overworld }
local function freshGame(mapX, mapY)
Game.data = Data
Game.save = SaveData.newGame(Data)
Game.save.player.name = "RED"
StateStack:init()
Game.stack = StateStack
local pressed = {}
Game.input = {
isDown = function() return false end,
wasPressed = function(_, b) return pressed[b] or false end,
step = function() end, state = {}, pressQueue = {},
}
Game.renderer = {
beginWorldPass = function() end, endWorldPass = function() end,
beginUIPass = function() end, endUIPass = function() end,
worldViewSize = function() return 160, 144 end,
setSGBZones = function() end,
}
StateStack:push(OverworldState, "PALLET_TOWN", mapX, mapY, "up")
Game.overworld = OverworldState
return pressed
end
-- mash "a" whenever anything but the overworld is on top (dismisses
-- text boxes; scriptMove/hold/BattleTransition/BattleState's own
-- scripted-menu phases all ignore it)
local function pump(pressed, n)
for _ = 1, n do
pressed.a = Game.stack:top() ~= OverworldState
Game.stack:update(1 / 60)
end
end
local function mashUntil(pressed, cond, cap)
for _ = 1, cap do
if cond() then return true end
pressed.a = Game.stack:top() ~= OverworldState
Game.stack:update(1 / 60)
end
return false
end
-- Every scenario mutates the Game/GameVersion/StateStack singletons the
-- rest of the aggregate tests/run_tests.lua run depends on; a genuine
-- error partway through (plausible -- this drives real scriptMove,
-- pathfinding, TextBox paging and BattleState code, not test doubles)
-- must not skip the restore, or it cascades into every later suite in
-- the same process. StateStack:init() leaves it empty rather than
-- pointed at this scenario's pushed OverworldState/TextBox/
-- BattleTransition instances.
local function scenario(fn)
local ok, err = pcall(fn)
GameVersion.set(oldVersion)
for k, v in pairs(prevGame) do Game[k] = v end
StateStack:init()
if not ok then error(err, 0) end
end
-- =====================================================================
-- (A) Red/Blue: MUSIC_MUSEUM_GUY must never play. Only "red" is driven
-- here -- story2.lua's onStep branches on GameVersion.isYellow() alone
-- and never calls isBlue(), so Red and Blue share this exact code path
-- and a separate Blue run would exercise nothing new. pokered's copy of
-- PalletMovementScript_OakMoveLeft only sets BIT_NO_MAP_MUSIC and never
-- calls PlayMusic -- MUSIC_MEET_PROF_OAK (started when Oak appears)
-- keeps running straight into the lab.
-- =====================================================================
scenario(function()
GameVersion.set("red")
local pressed = freshGame(8, 2)
local played = {}
local origPlay = Music.play
Music.play = function(data, song, ...)
table.insert(played, song)
return origPlay(data, song, ...)
end
local ok, err = pcall(function()
local ow = OverworldState
check(pallet.onStep(Game, ow, 8, 1) == true,
"Red: onStep claims the trigger tile")
-- HeyWaitDontGoOutText (auto) -> "!" bubble hold(50) -> Oak
-- approaches -> "It's unsafe!" text -> escortToLab -> the walk to
-- the lab door. 3000 frames (50s of game time) covers it; the
-- negative Music_MuseumGuy checks below only mean something once
-- the escort has actually finished, not merely started.
pump(pressed, 3000)
check(Game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB == true,
"Red: the escort actually reaches the lab within the frame budget")
end)
Music.play = origPlay
if not ok then error(err, 0) end
local sawMuseumGuy = false
for _, s in ipairs(played) do
if s == "Music_MuseumGuy" then sawMuseumGuy = true end
end
check(not sawMuseumGuy, "Red/Blue: Music_MuseumGuy never plays for this escort")
check(played[1] == "Music_MeetProfOak",
"Red/Blue: Music_MeetProfOak is still the only cutscene cue played")
end)
-- =====================================================================
-- (B) Yellow: the turn-then-battle timing and the transition wipe.
-- =====================================================================
scenario(function()
GameVersion.set("yellow")
local pressed = freshGame(10, 1)
local ok, err = pcall(function()
local ow = OverworldState
check(pallet.onStep(Game, ow, 10, 0) == true,
"Yellow: onStep claims the north-exit tile")
local heyWaitBox = Game.stack:top()
check(getmetatable(heyWaitBox) == TextBox,
"Yellow: onStep opens with a text box (HeyWaitDontGoOutText)")
-- HeyWaitDontGoOutText (auto, ~20 frames) -> "!" bubble hold(50) ->
-- Oak approaches (findPath(10,4,10,1): 3 steps) -> hold(6) -> the
-- next real text box is ThatWasClose (button-dismissed, unlike the
-- first).
local sawThatWasClose = mashUntil(pressed, function()
local top = Game.stack:top()
return top ~= heyWaitBox and getmetatable(top) == TextBox
end, 3000)
check(sawThatWasClose, "Yellow: reaches the ThatWasClose text")
local oak
for _, n in ipairs(ow.npcs) do
if n.def and n.def.name == "PALLETTOWN_OAK" then oak = n end
end
check(oak ~= nil, "Yellow: PALLETTOWN_OAK is spawned")
-- dismiss ThatWasClose (a multi-page text: mash through the
-- typewriter cadence and the page turn); oak.facing flips
-- synchronously in the close callback (x == 10 -> "right"), then
-- hold(2) starts
local sawHold = mashUntil(pressed, function() return ow.emote ~= nil end, 2000)
check(sawHold, "Yellow: ThatWasClose closes and the hold before battle arms")
eq(oak and oak.facing, "right", "Oak turns to face the grass (x==10 -> right)")
check(ow.emote ~= nil and ow.emote.frames == 2,
"the hold before the battle is armed for exactly 2 frames")
-- tick 1: 2 -> 1, battle not pushed yet
Game.stack:update(1 / 60)
check(getmetatable(Game.stack:top()) ~= BattleTransition,
"1 frame in: the battle has not started yet")
-- tick 2: 1 -> 0, the demo battle is pushed through the transition
Game.stack:update(1 / 60)
check(getmetatable(Game.stack:top()) == BattleTransition,
"2 frames in: Oak's catch enters through BattleTransition, not a bare push")
end)
if not ok then error(err, 0) end
end)
S.finish()