Files
gen1recomp/tests/engine/battle_charge_required.lua
T
2026-08-21 14:40:51 +02:00

312 lines
12 KiB
Lua

-- Public, shared battle.charge_required hook.
--
-- A mod that adds weather to Gen 1 needs to let SolarBeam resolve on the
-- turn it is selected without replacing the move, mutating private battle
-- state, or reimplementing the damage pipeline. This case loads a real
-- sandboxed mod through the public SDK and drives the real Gen 1 and Gold
-- battle engines. It also pins each generation's empty-chain decision.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local BattleState = require("src.battle.BattleState")
local Font = require("src.render.Font")
local Gen2Battle = require("src.battle.gen2.Battle")
local Gen2Mon = require("src.battle.gen2.Mon")
local Pokemon = require("src.pokemon.Pokemon")
local Runtime = require("src.mods.Runtime")
local SaveData = require("src.core.SaveData")
local TypeChart = require("src.battle.TypeChart")
local function lowRoll(a)
return a or 0
end
local function queueHasText(battle, fragment)
for _, row in ipairs(battle.queue or {}) do
if row.text and row.text:find(fragment, 1, true) then return true end
end
return false
end
local function eventHasText(battle, fragment)
for _, row in ipairs(battle.events or {}) do
if row.kind == "message" and row.text
and row.text:find(fragment, 1, true) then return true end
end
return false
end
local function gen1Data()
local data = T.fixtures.fresh()
data.moves.SOLARBEAM = {
id = "SOLARBEAM", index = 80, name = "SOLARBEAM", type = "GRASS",
power = 120, accuracy = 100, pp = 10, effect = "CHARGE_EFFECT",
}
data.moves.FLY = {
id = "FLY", index = 81, name = "FLY", type = "FLYING",
power = 70, accuracy = 95, pp = 15, effect = "FLY_EFFECT",
}
data.moves.DIG = {
id = "DIG", index = 82, name = "DIG", type = "GROUND",
power = 100, accuracy = 100, pp = 10, effect = "FLY_EFFECT",
}
Font.load(data)
TypeChart.load(data)
return data
end
local function gen1Battle(data, moveId)
local save = SaveData.newGame()
save.party = { Pokemon.new(data, "FIXMON_A", 30) }
local move = { id = moveId, pp = 10, maxPp = 10 }
save.party[1].moves = { move }
local stack = { states = {} }
function stack:push(state) self.states[#self.states + 1] = state end
function stack:pop() return table.remove(self.states) end
function stack:top() return self.states[#self.states] end
local game = { data = data, save = save, stack = stack,
input = { wasPressed = function() return false end,
isDown = function() return false end } }
local battle = BattleState.newWild(game, "FIXMON_B", 20)
battle.rng = lowRoll
return battle, battle.player, battle.enemy, move
end
local G2_TYPES = {
NORMAL = { id = "NORMAL", index = 0, category = "physical" },
GRASS = { id = "GRASS", index = 22, category = "special" },
FLYING = { id = "FLYING", index = 2, category = "physical" },
GROUND = { id = "GROUND", index = 4, category = "physical" },
}
local G2_MOVES = {
TACKLE = { id = "TACKLE", name = "TACKLE", power = 35,
type = "NORMAL", accuracy = 100, pp = 35,
effect = "EFFECT_NORMAL_HIT" },
SOLARBEAM = { id = "SOLARBEAM", name = "SOLARBEAM", power = 120,
type = "GRASS", accuracy = 100, pp = 10,
effect = "EFFECT_SOLARBEAM" },
FLY = { id = "FLY", name = "FLY", power = 70, type = "FLYING",
accuracy = 95, pp = 15, effect = "EFFECT_FLY" },
DIG = { id = "DIG", name = "DIG", power = 60, type = "GROUND",
accuracy = 100, pp = 10, effect = "EFFECT_FLY" },
}
local G2_DATA = {
pokemon = {
growthRates = {
GROWTH_MEDIUM_FAST = { numerator = 1, denominator = 1, squared = 0,
linear = 0, constant = 0 },
},
MACHOP = {
id = "MACHOP", index = 66, name = "MACHOP",
baseStats = { hp = 70, attack = 80, defense = 50, speed = 35,
specialAttack = 35, specialDefense = 35 },
types = { "NORMAL", "NORMAL" }, catchRate = 180, baseExp = 75,
growthRate = "GROWTH_MEDIUM_FAST", genderRatio = 63,
levelMoves = {}, evolutions = {},
},
},
moves = G2_MOVES,
type_chart = { types = G2_TYPES, matchups = {} },
items = {},
}
local G2_DVS = { attack = 15, defense = 15, speed = 15, special = 15 }
G2_DVS.hp = Gen2Mon.hpDV(G2_DVS)
local function gen2Battle(moveId, weather)
local player = Gen2Mon.new(G2_DATA, "MACHOP", 30, { dvs = G2_DVS })
local move = { id = moveId, pp = 10, maxPp = 10 }
player.moves = { move }
local wild = Gen2Mon.new(G2_DATA, "MACHOP", 20, { dvs = G2_DVS })
wild.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
local battle = Gen2Battle.new({ data = G2_DATA, party = { player },
wild = wild, random = function(n) return math.max(0, (n or 1) - 1) end })
battle.weather = weather
return battle, player, wild, move
end
-- No-mod parity: Red always charges a charge-capable move on initial use,
-- spends PP only on that initial use, and resolves on the continuation.
do
local run = T.sdk.loadNone()
local battle, player, enemy, move = gen1Battle(gen1Data(), "SOLARBEAM")
local hp = enemy.mon.hp
battle:performMove(player, enemy, move)
T.eq(enemy.mon.hp, hp, "Gen 1 no-mod initial SolarBeam only charges")
T.eq(player.charging, move, "Gen 1 no-mod stores the selected move")
T.eq(move.pp, 9, "Gen 1 no-mod charge spends one PP")
T.check(queueHasText(battle, "took in sunlight"),
"Gen 1 no-mod keeps the charge text")
battle:performMove(player, enemy, move)
T.check(enemy.mon.hp < hp, "Gen 1 no-mod continuation resolves damage")
T.eq(move.pp, 9, "Gen 1 no-mod continuation spends no second PP")
run.release()
end
-- No-mod parity: Gold's native answer remains weather-sensitive. Solarbeam
-- charges without sun and skips charge under sun.
do
local run = T.sdk.loadNone({ generation = 2 })
local battle, player, wild, move = gen2Battle("SOLARBEAM")
local hp = wild.hp
battle:useMove(player, wild, "SOLARBEAM")
T.eq(wild.hp, hp, "Gold no-mod initial Solarbeam charges without sun")
T.eq(player.volatile.chargeMove, "SOLARBEAM",
"Gold no-mod stores Solarbeam without sun")
T.eq(move.pp, 9, "Gold no-mod charge spends one PP")
battle, player, wild, move = gen2Battle("SOLARBEAM", "sun")
hp = wild.hp
battle:useMove(player, wild, "SOLARBEAM")
T.check(wild.hp < hp, "Gold no-mod sun skips Solarbeam charge")
T.eq(player.volatile.chargeMove, nil,
"Gold no-mod sun stores no charge continuation")
T.eq(move.pp, 9, "Gold no-mod sun still spends exactly one PP")
run.release()
end
local MOD = {
["mods/charge_probe/manifest.json"] = [[{
"id": "charge_probe",
"name": "Charge Required Probe",
"version": "1.0.0",
"entry": "main.lua",
"api": 2,
"games": ["all"]
}]],
["mods/charge_probe/main.lua"] = [[
local mod = ...
mod.hooks:wrap("battle.charge_required", function(nextFn, ctx)
mod.exports.calls = (mod.exports.calls or 0) + 1
mod.exports.last = {
battle = ctx.battle ~= nil,
user = ctx.user ~= nil,
target = ctx.target ~= nil,
move = ctx.move and ctx.move.id,
charge = ctx.charge,
isCalled = ctx.isCalled,
}
if ctx.move.id == "SOLARBEAM" then return false end
return nextFn(ctx)
end)
]],
}
-- Public mod API, Gen 1: one conditional false resolves through the ordinary
-- damage pipeline on the first turn. Fly and Dig keep their vanilla charge
-- state, invulnerability, PP, and text; the release does not call the hook.
do
local run = T.sdk.loadMods({ "mods/charge_probe" }, {
fs = T.sdk.memfs(MOD),
})
T.eq(#run.errors, 0,
"the public charge hook mod loads clean (" .. tostring(run.errors[1]) .. ")")
local data = gen1Data()
local battle, player, enemy, move = gen1Battle(data, "SOLARBEAM")
local hp = enemy.mon.hp
battle:performMove(player, enemy, move)
T.check(enemy.mon.hp < hp,
"a public Gen 1 hook can resolve SolarBeam on its initial use")
T.eq(move.pp, 9, "the one-turn Gen 1 resolution spends one PP")
T.eq(player.charging, nil, "the bypass creates no Gen 1 continuation")
T.check(not queueHasText(battle, "took in sunlight"),
"the bypass emits no Gen 1 charge text")
local out = run.loader.exports.charge_probe or {}
T.eq(out.calls, 1, "the public Gen 1 hook fires once on initial use")
T.same(out.last, {
battle = true, user = true, target = true, move = "SOLARBEAM",
charge = true, isCalled = false,
}, "the public Gen 1 hook receives the generation-neutral context")
for _, id in ipairs({ "FLY", "DIG" }) do
battle, player, enemy, move = gen1Battle(data, id)
local beforeCalls = out.calls or 0
battle:performMove(player, enemy, move)
T.eq(player.charging, move, id .. " still charges through next(ctx)")
T.eq(player.invulnerable, true, id .. " still becomes invulnerable")
T.eq(move.pp, 9, id .. " still spends one PP on its charge turn")
T.check(queueHasText(battle, id == "FLY" and "flew up" or "dug a hole"),
id .. " still emits its charge text")
T.eq(out.calls, beforeCalls + 1, id .. " calls the hook on initial use")
battle:performMove(player, enemy, move)
T.eq(out.calls, beforeCalls + 1,
id .. " release does not call the initial-use hook again")
T.eq(move.pp, 9, id .. " release spends no second PP")
end
-- Called charge-capable moves get the same initial-use seam and say so.
battle, player, enemy, move = gen1Battle(data, "FLY")
battle:performMove(player, enemy, move, true)
out = run.loader.exports.charge_probe or {}
T.eq(out.last and out.last.isCalled, true,
"the Gen 1 context marks a called charge move")
T.eq(move.pp, 10, "a called Gen 1 charge move keeps called-move PP semantics")
run.release()
end
-- Public mod API, Gold: the same wrapper bypasses the ordinary no-sun charge
-- branch, preserves one PP spend, and emits no charge text.
do
local run = T.sdk.loadMods({ "mods/charge_probe" }, {
fs = T.sdk.memfs(MOD), generation = 2,
})
T.eq(#run.errors, 0,
"the shared charge hook mod loads clean on Gold")
local battle, player, wild, move = gen2Battle("SOLARBEAM")
local hp = wild.hp
battle:useMove(player, wild, "SOLARBEAM")
T.check(wild.hp < hp,
"the public Gold hook resolves Solarbeam on its initial use")
T.eq(move.pp, 9, "the one-turn Gold resolution spends one PP")
T.eq(player.volatile.chargeMove, nil,
"the bypass creates no Gold charge continuation")
T.check(not eventHasText(battle, "took in sunlight"),
"the bypass emits no Gold charge text")
local out = run.loader.exports.charge_probe or {}
T.same(out.last, {
battle = true, user = true, target = true, move = "SOLARBEAM",
charge = true, isCalled = false,
}, "Gold receives the same generation-neutral hook context")
local calls = out.calls
battle, player, wild, move = gen2Battle("SOLARBEAM", "sun")
hp = wild.hp
battle:useMove(player, wild, "SOLARBEAM")
T.check(wild.hp < hp,
"Gold native sun still resolves before the public charge decision")
T.eq(out.calls, calls,
"the hook does not run when the active rules already skip charge")
run.release()
end
-- Guard parity: with no subscriber, neither generation reaches Runtime.call;
-- both take their vanilla decision without constructing/dispatching a ctx.
do
local battle, player, enemy, move = gen1Battle(gen1Data(), "SOLARBEAM")
local battle2, player2, enemy2 = gen2Battle("SOLARBEAM")
local oldWants, oldCall = Runtime.wantsHook, Runtime.call
Runtime.wantsHook = function(name)
T.eq(name, "battle.charge_required", "the Gen 1 guard checks the hook name")
return false
end
Runtime.call = function()
error("unsubscribed charge hot path dispatched", 0)
end
local ok, err = pcall(battle.performMove, battle, player, enemy, move)
T.check(ok, "the guarded Gen 1 hot path does not dispatch: " .. tostring(err))
Runtime.wantsHook = function(name)
T.eq(name, "battle.charge_required", "the Gold guard checks the hook name")
return false
end
ok, err = pcall(battle2.useMove, battle2, player2, enemy2, "SOLARBEAM")
T.check(ok, "the guarded Gold hot path does not dispatch: " .. tostring(err))
Runtime.wantsHook, Runtime.call = oldWants, oldCall
end
T.finish("battle charge required")