mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 08:21:02 +02:00
633 lines
24 KiB
Lua
633 lines
24 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, and each is
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-- its own tier in scripts/test.sh:
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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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-- tests/save_editor_mod_tests.lua
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-- See tools/save-editor/README.md for the full list.
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--
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-- All of them drive tools/save-editor/Ops.lua rather than clicking pixel
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-- coordinates: the panels are layout over Ops, so the rules live there and a
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-- redesign cannot silently invalidate the suites (which is exactly what the
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-- old coordinate-based tests did not survive).
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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 roster + the docked mon inspector. Both are pure layout over
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-- tools/save-editor/Ops.lua, so the rules are asserted against Ops directly
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-- instead of against pixel coordinates the design can (and did) move.
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local Ops = require("Ops")
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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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Ops.selectParty(S, 2)
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eq(S.selectedParty, 2, "selectParty selects the row")
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check(S.editingMon == pidgey, "selectParty points the inspector at that mon")
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Ops.partyAdd(S)
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eq(#S.save.party, 3, "partyAdd appends a mon")
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check(S.dirty == true, "partyAdd marks the save dirty")
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S.dirty = false
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S.selectedParty = 3
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check(Ops.partyRemove(S) == false, "partyRemove arms on the first call")
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eq(#S.save.party, 3, "an armed partyRemove has not removed anything")
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check(Ops.partyRemove(S) == true, "partyRemove commits on the second call")
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eq(#S.save.party, 2, "the committed partyRemove drops the selected mon")
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S.selectedParty = 2
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Ops.partyMove(S, -1)
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eq(S.selectedParty, 1, "partyMove up follows the mon to its new slot")
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check(S.save.party[1] == pidgey, "partyMove up swaps the two slots")
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S.dirty = false
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check(Ops.partyMove(S, -1) == false, "the lead mon cannot move further up")
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check(S.dirty == false, "a refused partyMove does not dirty the save")
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check(S.status:match("lead mon") ~= nil, "a refused partyMove explains itself")
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-- a full party refuses another mon
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while #S.save.party < require("src.pokemon.Party").MAX do
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table.insert(S.save.party, MonOps.create(Data, "PIDGEY", 5))
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end
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S.dirty = false
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check(Ops.partyAdd(S) == false, "partyAdd refuses a full party")
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check(S.status:match("Party is full") ~= nil, "a refused partyAdd explains itself")
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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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S.save = SaveData.newGame()
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local mon = MonOps.create(Data, "WARTORTLE", 20)
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S.editingMon = mon
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local levelBefore = mon.level
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local hpStatBefore = mon.stats.hp
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Ops.setLevel(S, mon, mon.level + 1)
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eq(mon.level, levelBefore + 1, "setLevel raises the level")
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check(mon.stats.hp >= hpStatBefore, "a level change recalculates stats")
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check(S.dirty == true, "a level change marks the save dirty")
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S.dirty = false
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Ops.setLevel(S, mon, 999)
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eq(mon.level, 100, "setLevel clamps at 100")
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Ops.setLevel(S, mon, -5)
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eq(mon.level, 1, "setLevel clamps at 1")
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local attackBefore = mon.dvs.attack
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Ops.setDv(S, mon, "attack", attackBefore + 1)
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eq(mon.dvs.attack, math.min(15, attackBefore + 1), "setDv adjusts a DV")
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Ops.setDv(S, mon, "attack", 99)
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eq(mon.dvs.attack, 15, "setDv clamps at 15")
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Ops.setDv(S, mon, "attack", -1)
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eq(mon.dvs.attack, 0, "setDv clamps at 0")
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-- the HP DV is the parity nibble of the other four, never set directly
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eq(mon.dvs.hp,
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(mon.dvs.attack % 2) * 8 + (mon.dvs.defense % 2) * 4
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+ (mon.dvs.speed % 2) * 2 + (mon.dvs.special % 2),
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"setDv re-derives the HP DV from the other four")
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local moveBefore = mon.moves[1] and mon.moves[1].id
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Ops.cycleMove(S, mon, 1)
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check(mon.moves[1] ~= nil, "cycleMove leaves a move in the slot")
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check(mon.moves[1].id ~= moveBefore, "cycleMove moves on to a different move")
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Ops.clearMove(S, mon, 1)
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eq(mon.moves[1], nil, "clearMove empties the slot")
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S.dirty = false
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check(Ops.clearMove(S, mon, 1) == false, "clearing an empty slot is a no-op")
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check(S.dirty == false, "a no-op clearMove does not dirty the save")
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Ops.resetMoves(S, mon)
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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, "resetMoves matches the learnset size")
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mon.hp = 1
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Ops.healMon(S, mon)
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eq(mon.hp, mon.stats.hp, "healMon restores full HP")
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S.dirty = false
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check(Ops.healMon(S, mon) == false, "healing an already-full mon is a no-op")
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local speciesBefore = mon.species
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Ops.stepSpecies(S, mon, 1)
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check(mon.species ~= speciesBefore, "stepSpecies changes the species")
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eq(mon.level, 1, "stepSpecies keeps the level")
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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() reads the pointer at draw time, so a headless draw needs a mouse
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-- module. Parked off-screen: these tests call App.save/App.reload/App.close
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-- directly (the chrome is layout over those, exactly like the panels are
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-- layout over Ops) and use App.draw only as a "does the whole editor still
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-- paint" smoke test.
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love.mouse = { getPosition = function() return -1, -1 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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-- Save while loadError is set must be a no-op: the file on disk (the
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-- corrupt real save) must not be overwritten by the stub we are editing.
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App.save()
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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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App.reload()
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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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-- The quit / close confirmation re-arms once new edits land, so a prior
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-- "press quit again" arming cannot be spent discarding later changes.
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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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Ops.addMoney(s, 10)
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eq(App.getState()._quitArmed, false, "A fresh dirty edit resets _quitArmed")
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eq(App.getState()._openArmed, false, "A fresh dirty edit resets _openArmed")
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os.remove(tmpPath)
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end
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do
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-- Close: unsaved edits arm once, and the teardown itself is deferred to the
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-- end of the frame -- doing it inline left the rest of App.draw painting
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-- against a state that had already been unloaded.
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local tmpPath = os.tmpname() .. "-close-save.lua"
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local f = io.open(tmpPath, "wb")
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f:write(SaveData.encode(SaveData.newGame()))
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f:close()
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local closed = 0
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App.load(tmpPath, { version = "red", slotId = "slot1", embedded = true,
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onClose = function() closed = closed + 1 end })
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local s = App.getState()
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Ops.addMoney(s, 10)
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check(App.close() == false, "Close with unsaved edits arms instead of leaving")
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eq(closed, 0, "an armed Close has not left yet")
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check(s.status:match("Unsaved changes") ~= nil, "an armed Close explains itself")
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check(App.close() == true, "a second Close goes through")
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eq(closed, 0, "Close does not tear down mid-dispatch")
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check(s._closeRequested, "Close records the request for the end of the frame")
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App.draw()
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eq(closed, 1, "the deferred Close ran once the frame finished")
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-- the host (main.lua's closeEditor) is what unloads; after that, events
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-- still in flight must not crash it
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App.unload()
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eq(App.getState(), nil, "App.unload drops the editor state")
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App.draw()
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App.keypressed("escape")
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App.wheelmoved(0, 1)
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eq(App.quit(), false, "a torn-down editor never blocks quit")
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check(true, "post-close events are tolerated")
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os.remove(tmpPath)
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for _, bak in ipairs(FsIo.globPrefix(tmpPath .. ".bak-")) do os.remove(bak) end
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end
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do
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-- Save and Reload need a modifier: a bare letter key is one stray keystroke
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-- away from writing the file, and there is no undo.
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local tmpPath = os.tmpname() .. "-shortcut-save.lua"
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local f = io.open(tmpPath, "wb")
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f:write(SaveData.encode(SaveData.newGame()))
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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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local before = s.save.money
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Ops.addMoney(s, 10)
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check(s.dirty, "the edit landed")
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love.keyboard = { isDown = function() return false end }
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App.keypressed("s")
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check(App.getState().dirty, "bare s does not save")
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App.keypressed("r")
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eq(App.getState().save.money, before + 10, "bare r does not discard the edit")
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love.keyboard = { isDown = function() return true end }
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App.keypressed("s")
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check(App.getState().dirty == false, "Cmd/Ctrl+S saves")
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love.keyboard = { isDown = function() return false end }
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os.remove(tmpPath)
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for _, bak in ipairs(FsIo.globPrefix(tmpPath .. ".bak-")) do os.remove(bak) end
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end
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do
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-- #476: on Android a high-DPI 1560x720 capture can leave the editor with
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-- only a compact logical viewport. The Items picker must not hand a
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-- negative list height to love.graphics.setScissor in that layout.
|
|
local tmpPath = os.tmpname() .. "-items-compact-save.lua"
|
|
local f = io.open(tmpPath, "wb")
|
|
f:write(SaveData.encode(SaveData.newGame()))
|
|
f:close()
|
|
|
|
local oldDimensions = love.graphics.getDimensions
|
|
local oldScissor = love.graphics.setScissor
|
|
love.graphics.getDimensions = function() return 520, 240 end
|
|
love.graphics.setScissor = function(_, _, width, height)
|
|
if width and (width < 0 or height < 0) then
|
|
error("Can't set scissor with negative width and/or height.")
|
|
end
|
|
end
|
|
App.load(tmpPath, { version = "red" })
|
|
App.getState().tab = "items"
|
|
local ok, err = pcall(App.draw)
|
|
check(ok, "the Items tab draws in a compact Android viewport: " .. tostring(err))
|
|
love.graphics.getDimensions = oldDimensions
|
|
love.graphics.setScissor = oldScissor
|
|
|
|
os.remove(tmpPath)
|
|
for _, bak in ipairs(FsIo.globPrefix(tmpPath .. ".bak-")) do os.remove(bak) end
|
|
end
|
|
|
|
do
|
|
-- Whole-editor smoke test: every tab has to survive a real headless draw,
|
|
-- which is what catches a layout that divides by a nil font metric or
|
|
-- indexes a save field the panel assumed was always present.
|
|
local tmpPath = os.tmpname() .. "-draw-save.lua"
|
|
local data = SaveData.newGame()
|
|
data.party = { MonOps.create(Data, "CHARIZARD", 100) }
|
|
local f = io.open(tmpPath, "wb")
|
|
f:write(SaveData.encode(data))
|
|
f:close()
|
|
|
|
App.load(tmpPath, { version = "red" })
|
|
local s = App.getState()
|
|
for _, tab in ipairs({ "party", "boxes", "items", "events", "map", "dex" }) do
|
|
s.tab = tab
|
|
local ok, err = pcall(App.draw)
|
|
check(ok, "the " .. tab .. " tab draws headlessly: " .. tostring(err))
|
|
end
|
|
-- and with a mon selected, which is a different code path in the inspector
|
|
s.tab = "party"
|
|
Ops.selectParty(s, 1)
|
|
local ok, err = pcall(App.draw)
|
|
check(ok, "the party inspector draws with a selection: " .. tostring(err))
|
|
|
|
os.remove(tmpPath)
|
|
for _, bak in ipairs(FsIo.globPrefix(tmpPath .. ".bak-")) do os.remove(bak) end
|
|
end
|
|
|
|
do
|
|
-- Open... / App.openPath: switch to another save; dirty needs a second open.
|
|
local a = os.tmpname() .. "-open-a.lua"
|
|
local b = os.tmpname() .. "-open-b.lua"
|
|
local dataA = SaveData.newGame(); dataA.money = 111
|
|
local dataB = SaveData.newGame(); dataB.money = 222
|
|
assert(SaveIO.save(a, dataA))
|
|
assert(SaveIO.save(b, dataB))
|
|
|
|
App.load(a)
|
|
eq(App.getState().save.money, 111, "openPath setup: loaded A")
|
|
eq(App.getState().path, a, "openPath setup: path is A")
|
|
|
|
check(App.openPath(b) == true, "openPath clean switch succeeds")
|
|
eq(App.getState().path, b, "openPath updates path to B")
|
|
eq(App.getState().save.money, 222, "openPath loads B money")
|
|
eq(App.getState().dirty, false, "openPath clears dirty")
|
|
|
|
App.getState().dirty = true
|
|
check(App.openPath(a) == false, "openPath dirty first call arms confirm")
|
|
eq(App.getState().path, b, "openPath dirty first call keeps current path")
|
|
check(App.getState().status:match("Unsaved changes") ~= nil,
|
|
"openPath dirty first call status warns")
|
|
check(App.openPath(a) == true, "openPath dirty second call proceeds")
|
|
eq(App.getState().path, a, "openPath dirty second call switches path")
|
|
eq(App.getState().save.money, 111, "openPath dirty second call loads A")
|
|
|
|
check(App.openPath(b, true) == true, "openPath force=true skips arming")
|
|
eq(App.getState().path, b, "openPath force switches immediately")
|
|
|
|
-- Drag-drop uses the File:getFilename() API.
|
|
local dropped = { getFilename = function() return a end }
|
|
App.filedropped(dropped)
|
|
eq(App.getState().path, a, "filedropped opens the dropped path")
|
|
|
|
os.remove(a); os.remove(b)
|
|
for _, path in ipairs({ a, b }) do
|
|
for _, bak in ipairs(FsIo.globPrefix(path .. ".bak-")) do os.remove(bak) end
|
|
end
|
|
end
|
|
|
|
do
|
|
-- #515: badge read/write agreement between SaveData/the in-game grant
|
|
-- and the editor. checkVictoryRewards (src/world/OverworldController.lua)
|
|
-- writes save.inventory[badge] = 1, a truthy number, not the boolean
|
|
-- `true` the editor used to compare against with `== true`. This drives
|
|
-- the same field through a real save encode/decode round trip and checks
|
|
-- src/inventory/Badges.count (what the in-game badge case/count reads)
|
|
-- agrees with what the editor's own badge state shows.
|
|
local Badges = require("src.inventory.Badges")
|
|
|
|
local save = SaveData.newGame()
|
|
local id = Badges.list(Data)[1].id
|
|
-- simulate the in-game grant's exact representation, not the editor's
|
|
save.inventory[id] = 1
|
|
eq(Badges.count(Data, save), 1, "Badges.count sees a numeric 1 grant as earned")
|
|
|
|
local encoded = SaveData.encode(save)
|
|
local back = SaveData.decode(encoded)
|
|
eq(back.inventory[id], 1, "save round trip preserves the numeric badge flag")
|
|
eq(Badges.count(Data, back), 1, "Badges.count still agrees after the round trip")
|
|
|
|
local S = State.new()
|
|
S.data = Data
|
|
S.cat = Catalog.build(Data)
|
|
S.save = back
|
|
check(Ops.badgeIds(S)[1] ~= nil, "the editor's badge catalog is non-empty")
|
|
check(S.save.inventory[id] and true or false,
|
|
"the editor's own truthy read (panel badge chip state) sees the grant as earned")
|
|
|
|
-- toggling off then on again round-trips through the editor's own write
|
|
-- shape and still agrees with Badges.count
|
|
Ops.toggleBadge(S, id)
|
|
eq(S.save.inventory[id], nil, "toggleBadge clears the badge (nil, not false)")
|
|
eq(Badges.count(Data, S.save), 0, "Badges.count agrees once cleared")
|
|
Ops.toggleBadge(S, id)
|
|
eq(S.save.inventory[id], 1, "toggleBadge re-earns the badge as a truthy 1, matching the in-game grant")
|
|
eq(Badges.count(Data, S.save), 1, "Badges.count agrees once re-earned")
|
|
end
|
|
|
|
do
|
|
-- #529: focusing a text field raises the OS soft keyboard on Android/iOS
|
|
-- (love.keyboard.setTextInput(true, x, y, w, h)) and blurring lowers it;
|
|
-- desktop raises the same way but never lowers, since setTextInput is
|
|
-- global SDL state and the launcher's own text fields (RomImporter slot
|
|
-- rename, ROM finder) depend on it staying enabled.
|
|
--
|
|
-- This is the closest honest check this checkout can run: the real soft
|
|
-- keyboard is OS chrome outside the LOVE frame, unreachable by any
|
|
-- driver. A human still has to verify on an Android build that the
|
|
-- keyboard visibly rises over the Items search bar, typed characters
|
|
-- filter the list, and Enter/Escape/switching tabs lowers it again.
|
|
local Kit = require("Kit")
|
|
local calls = {}
|
|
local savedKeyboard, savedSystem = love.keyboard, love.system
|
|
|
|
local function stubOS(name)
|
|
love.system = { getOS = function() return name end }
|
|
love.keyboard = {
|
|
isDown = function() return false end,
|
|
setTextInput = function(...) calls[#calls + 1] = { ... } end,
|
|
}
|
|
end
|
|
|
|
-- Android: focusing raises with the field's rect, restaying focused on
|
|
-- the same id does not re-raise, and blur lowers it.
|
|
stubOS("Android")
|
|
Kit.focus = nil
|
|
Kit.beginFrame(15, 15, true)
|
|
Kit.textfield("kb-test", 10, 10, 100, 20, "", "type here")
|
|
eq(#calls, 1, "Android: focusing a field raises the soft keyboard")
|
|
check(calls[1][1] == true, "Android: raise call passes enable=true")
|
|
eq(calls[1][2], 10, "Android: raise call passes the field's x")
|
|
eq(calls[1][3], 10, "Android: raise call passes the field's y")
|
|
eq(calls[1][4], 100, "Android: raise call passes the field's w")
|
|
eq(calls[1][5], 20, "Android: raise call passes the field's h")
|
|
|
|
Kit.beginFrame(15, 15, false)
|
|
Kit.textfield("kb-test", 10, 10, 100, 20, "abc", "type here")
|
|
eq(#calls, 1, "Android: staying focused on the same field does not re-raise")
|
|
|
|
Kit.blur()
|
|
eq(#calls, 2, "Android: blur lowers the soft keyboard")
|
|
eq(calls[2][1], false, "Android: lower call passes enable=false")
|
|
check(Kit.focus == nil, "blur clears Kit.focus")
|
|
|
|
-- Desktop: focusing still raises (harmless there), but blur must not
|
|
-- disable text input globally -- the launcher's own fields rely on it
|
|
-- staying on.
|
|
calls = {}
|
|
stubOS("Mac OS X")
|
|
Kit.beginFrame(65, 65, true)
|
|
Kit.textfield("kb-test2", 60, 60, 80, 24, "", "")
|
|
eq(#calls, 1, "desktop: focusing a field still raises setTextInput")
|
|
Kit.blur()
|
|
eq(#calls, 1, "desktop: blur does not call setTextInput(false)")
|
|
|
|
love.keyboard, love.system = savedKeyboard, savedSystem
|
|
Kit.focus = nil
|
|
end
|
|
|
|
print(string.format("save editor tests: %d passed, %d failed", passed, failed))
|
|
if failed > 0 then os.exit(1) end
|