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gen1recomp/tests/drivers/gold_bug1421_test.lua
T

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Lua

-- #1421: the Gold battle HUD ran ahead of its own animations.
--
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1421_test.lua love .
-- POKEPORT_SHOT_DIR=/tmp/gold-bug1421 (default)
--
-- Two symptoms, one seam, and neither can be asserted -- both are "what is on
-- screen while an animation runs":
--
-- caught a wild mon that is NOT in the dex is caught with a MASTER BALL.
-- The caught mark ($5d at (1,1)) must be absent for every frame of
-- the throw and every line after it, because DrawEnemyHUDBorder --
-- the only thing that paints it -- is never called again during a
-- capture (engine/battle/trainer_huds.asm:134-151). The control
-- run right after it re-enters a battle with the same species now
-- in the dex, where the mark IS there from the first frame.
--
-- status THUNDER WAVE on the enemy. PAR may not be on the HUD until the
-- animation and the "is paralyzed!" line are done with, which is
-- where UpdateBattleHuds runs (home/battle.asm:150).
--
-- Every frame of both animations is logged as `live` (the engine's byte, a
-- whole turn ahead) against `hud` (what the HUD is allowed to print), so the
-- lag is a column of text as well as a strip of pictures. The run ends in a
-- third wild battle with THUNDER WAVE under the cursor: press A, A, A and
-- watch the tag land with its own line.
local U = require("tests.drivers.util")
local Mon = require("src.battle.gen2.Mon")
local OUT = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1421"
local WILD = "PIDGEY"
local hostVisible = love.visible
love.visible = function(v) if hostVisible then pcall(hostVisible, v) end end
local function tap(game, button, frames)
game.input.pressQueue[#game.input.pressQueue + 1] = button
game.input.state[button] = true
U.wait(2)
game.input.state[button] = false
U.wait(frames or 6)
end
local function openBattle(game, opts)
assert(game.world:startBattle(opts), "startBattle failed")
for _ = 1, 900 do
local top = game.stack:top()
if top and top.battle then return top end
U.wait(1)
end
error("battle screen never came up")
end
local function toMenu(game, screen)
for _ = 1, 400 do
if screen.phase == "menu" then return true end
if screen.battle.over then return false end
tap(game, "a", 2)
end
return screen.phase == "menu"
end
local function giveMoves(game, mon, moves)
mon.moves = {}
for i, id in ipairs(moves) do
local def = assert(game.data.moves[id], id .. " is not in moves.lua")
mon.moves[i] = { id = id, pp = def.pp, maxPp = def.pp }
end
return mon
end
-- Shoot and log while the screen is busy: `probe` returns the two values the
-- run is about, and the caller gets them for every frame.
local function watch(game, screen, prefix, label, probe, limit)
local frames = 0
while frames < (limit or 240) do
if frames % 3 == 0 then
U.shot(game, ("%s-%03d.png"):format(prefix, frames))
local live, hud = probe()
U.log(("[driver] %s f%03d live=%s hud=%s")
:format(label, frames, tostring(live), tostring(hud)))
end
if not screen.anim and screen.phase ~= "resolving" then break end
frames = frames + 1
U.wait(1)
end
return frames
end
return function(game)
U.wait(45)
assert(game.world and game.world.map, "gold world did not boot")
local save = game.save
save.pokedex = save.pokedex or { seen = {}, caught = {} }
save.pokedex.caught[WILD] = nil
save.inventory = { MASTER_BALL = 5, POKE_BALL = 10 }
save.boxes = nil
save.party = { giveMoves(game, Mon.new(game.data, "CYNDAQUIL", 30),
{ "THUNDER_WAVE", "TACKLE" }) }
------------------------------------------------------------------ caught
local screen = openBattle(game, { wild = Mon.new(game.data, WILD, 5) })
assert(toMenu(game, screen), "never reached the battle menu")
U.shot(game, OUT .. "/caught-00-menu.png")
U.log(("[driver] caught: dex before = %s, hud latch = %s")
:format(tostring(save.pokedex.caught[WILD]), tostring(screen.caughtMark)))
screen:useItem("MASTER_BALL")
watch(game, screen, OUT .. "/caught-01-throw", "caught",
function()
return save.pokedex.caught[WILD] and true or false, screen.caughtMark
end, 200)
-- The lines that follow the throw: "Gotcha!", the dex entry, the nickname
-- prompt. The mark may not appear on any of them either.
for i = 0, 7 do
U.shot(game, ("%s/caught-02-after-%d.png"):format(OUT, i))
if screen.phase == "ask-nickname" then tap(game, "b", 4)
else tap(game, "a", 4) end
if screen.phase == "done" or not game.stack:top() then break end
end
U.log(("[driver] caught: dex after = %s, hud latch = %s")
:format(tostring(save.pokedex.caught[WILD]), tostring(screen.caughtMark)))
for _ = 1, 300 do
if game.world and not (game.stack:top() or {}).battle then break end
tap(game, "a", 2)
end
------------------------------------------------------------------ control
-- Same species, now in the dex: the mark IS on the HUD from the first frame
-- the enemy HUD is drawn, because DrawEnemyHUDBorder runs at battle start.
save.party = { giveMoves(game, Mon.new(game.data, "CYNDAQUIL", 30),
{ "THUNDER_WAVE", "TACKLE" }) }
screen = openBattle(game, { wild = Mon.new(game.data, WILD, 5) })
assert(toMenu(game, screen), "never reached the battle menu")
U.shot(game, OUT .. "/control-00-mark.png")
U.log(("[driver] control: dex = %s, hud latch = %s")
:format(tostring(save.pokedex.caught[WILD]), tostring(screen.caughtMark)))
------------------------------------------------------------------ status
screen:submit({ kind = "move", move = "THUNDER_WAVE" })
watch(game, screen, OUT .. "/status-01-anim", "status",
function()
local enemy = screen.battle.enemy
return enemy and enemy.status, screen:hudStatus(enemy, "enemy")
end, 240)
U.shot(game, OUT .. "/status-02-line.png")
for i = 0, 4 do
tap(game, "a", 4)
U.shot(game, ("%s/status-03-after-%d.png"):format(OUT, i))
end
U.log(("[driver] status: live=%s hud=%s"):format(
tostring(screen.battle.enemy and screen.battle.enemy.status),
tostring(screen:hudStatus(screen.battle.enemy, "enemy"))))
U.log("[driver] shots in " .. OUT
.. " -- the battle is yours: FIGHT, THUNDER WAVE, watch the tag land")
end