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175 lines
6.1 KiB
Lua
175 lines
6.1 KiB
Lua
-- #1428: the Gold battle HUD never drew the party ball rows.
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--
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-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
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-- POKEPORT_DRIVER=tests/drivers/gold_bug1428_test.lua love .
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-- POKEPORT_SHOT_DIR=/tmp/gold-bug1428 (default)
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--
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-- BattleStart_TrainerHuds (engine/battle/trainer_huds.asm:1-9) runs from
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-- inside BattleStartMessage, so the rows are on screen UNDER the opening line
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-- and nowhere else: the player's six always, the opponent's only outside a
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-- wild battle. EnemySwitch_TrainerHud (:11-15) brings the opponent's row
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-- back for the "will you switch?" prompt after one of its mons drops.
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--
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-- The party is seeded so all four staged tiles are on screen at once
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-- (StageBallTilesData, :47-99): healthy, statused, fainted, and the empty
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-- slots past the party count.
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--
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-- trainer the intro line, both rows, then the shift prompt after the first
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-- enemy mon faints -- the opponent's row again, one ball darkened
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-- wild the same intro with only the player's row, per the `dec a / ret z`
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--
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-- Nothing here is assertable: the fix IS twelve sprites. The run ends on the
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-- trainer battle's own menu with a human holding the controls.
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local U = require("tests.drivers.util")
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local Mon = require("src.battle.gen2.Mon")
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local Trainers = require("src.world.gen2.Trainers")
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local OUT = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1428"
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local hostVisible = love.visible
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love.visible = function(v) if hostVisible then pcall(hostVisible, v) end end
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local function tap(game, button, frames)
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game.input.pressQueue[#game.input.pressQueue + 1] = button
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game.input.state[button] = true
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U.wait(2)
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game.input.state[button] = false
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U.wait(frames or 6)
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end
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local function openBattle(game, opts)
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assert(game.world:startBattle(opts), "startBattle failed")
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for _ = 1, 900 do
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local top = game.stack:top()
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if top and top.battle then return top end
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U.wait(1)
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end
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error("battle screen never came up")
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end
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-- Four healthy, one poisoned, one fainted, and one slot left empty: every
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-- tile StageBallTilesData can stage, in one row. The lead is handed a
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-- damaging move outright, because slot 1 of its level-up set is LEER.
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local function seedParty(game)
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local party = {}
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for i = 1, 5 do
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party[i] = Mon.new(game.data, "CYNDAQUIL", 20 + i)
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end
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party[1].moves = {}
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for i, id in ipairs({ "EMBER", "TACKLE" }) do
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local def = assert(game.data.moves[id], id .. " is not in moves.lua")
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party[1].moves[i] = { id = id, pp = def.pp, maxPp = def.pp }
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end
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party[4].status = "poison"
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party[5].hp = 0
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return party
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end
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local function rowState(screen)
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local rows = screen.ballRows or {}
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return ("player=%s enemy=%s balls=%s"):format(
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tostring(rows.player), tostring(rows.enemy),
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tostring(screen.hud and screen.hud:image("balls") ~= nil))
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end
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return function(game)
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U.wait(45)
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assert(game.world and game.world.map, "gold world did not boot")
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local save = game.save
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save.inventory = {}
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save.party = seedParty(game)
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--------------------------------------------------------------- trainer
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local entry = game.world:trainerParty(36, 1) -- BUG_CATCHER member 1
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assert(entry, "no BUG_CATCHER member 1 in trainers.lua")
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entry.party = Trainers.party(game.data, entry)
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local screen = openBattle(game, { trainer = entry })
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-- The opening line: both rows, both borders, and no names or bars yet.
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-- Not before the intro slide has settled, or the shots catch the pics
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-- mid-transform instead of the HUD.
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U.wait(150)
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for i = 0, 6 do
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U.shot(game, ("%s/trainer-00-intro-%d.png"):format(OUT, i))
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U.log("[driver] intro " .. i .. ": " .. rowState(screen))
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U.wait(6)
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end
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U.log(("[driver] OT party = %d"):format(#(screen.battle.enemyParty or {})))
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-- Page through the pic slide and the send-out: the rows go with the OAM the
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-- send-out animation takes over.
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for i = 0, 7 do
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tap(game, "a", 5)
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U.shot(game, ("%s/trainer-01-sendout-%d.png"):format(OUT, i))
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end
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for _ = 1, 400 do
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if screen.phase == "menu" then break end
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tap(game, "a", 2)
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end
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U.shot(game, OUT .. "/trainer-02-menu.png")
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U.log("[driver] menu: " .. rowState(screen))
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--------------------------------------------------------------- shift prompt
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-- Drop the enemy's lead so HandleEnemySwitch offers the switch: its row is
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-- redrawn for the prompt, with the fainted ball darkened.
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if #(screen.battle.enemyParty or {}) > 1 then
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for _ = 1, 400 do
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if screen.phase == "ask-shift" or screen.phase == "shift-intro" then
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break
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end
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if screen.battle.over then break end
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if screen.phase == "menu" then
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local enemy = screen.battle.enemy
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if enemy then enemy.hp = 1 end
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screen:chooseMenu("fight")
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U.wait(2)
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screen:chooseMove(1)
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U.wait(4)
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else
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tap(game, "a", 6)
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end
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end
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U.log("[driver] shift prompt: phase=" .. tostring(screen.phase))
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for i = 0, 5 do
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U.shot(game, ("%s/trainer-03-shift-%d.png"):format(OUT, i))
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U.log("[driver] shift " .. i .. ": phase=" .. tostring(screen.phase)
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.. " " .. rowState(screen))
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U.wait(6)
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end
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-- NO: the enemy sends its next mon and the row goes with the animation.
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tap(game, "down", 4)
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tap(game, "a", 4)
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for i = 0, 5 do
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U.shot(game, ("%s/trainer-04-after-shift-%d.png"):format(OUT, i))
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tap(game, "a", 5)
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end
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else
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U.log("[driver] this trainer has one mon; no shift prompt to show")
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end
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--------------------------------------------------------------- wild
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-- ShowPlayerMonsRemaining runs for a wild battle too; the `dec a / ret z`
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-- right after it is what keeps the OT row off.
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for _ = 1, 600 do
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if not (game.stack:top() or {}).battle then break end
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tap(game, "a", 2)
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end
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save.party = seedParty(game)
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screen = openBattle(game, { wild = Mon.new(game.data, "PIDGEY", 5) })
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U.wait(150)
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for i = 0, 6 do
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U.shot(game, ("%s/wild-00-intro-%d.png"):format(OUT, i))
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U.log("[driver] wild " .. i .. ": " .. rowState(screen))
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U.wait(6)
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end
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for _ = 1, 400 do
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if screen.phase == "menu" then break end
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tap(game, "a", 2)
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end
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U.shot(game, OUT .. "/wild-01-menu.png")
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U.log("[driver] shots in " .. OUT .. " -- the battle is yours")
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end
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