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99 lines
3.7 KiB
Lua
99 lines
3.7 KiB
Lua
-- Driver: regression coverage for #195 "Fly doesn't show the map".
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--
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-- pret/pokered engine/menus/town_map.asm LoadTownMap_Fly: choosing FLY from
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-- the party field-move submenu opens the TOWN MAP with a blinking cursor that
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-- cycles ONLY the visited fly destinations (Up/Down), A flies there, B cancels.
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-- The port used to push a plain "FLY TO?" ListMenu (src/ui/FlyMenu.lua)
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-- instead -- a text list, never the map (the how-it-is screenshot). This
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-- driver walks Fly and asserts the TOWN MAP fly screen appears, that Up/Down
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-- cycle the visited towns, and that A actually flies.
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Pokemon = require("src.pokemon.Pokemon")
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local Screens = require("src.ui.Screens")
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local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
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-- Party slot 1 knows FLY. Pokemon.movesAtLevel never grants FLY, so inject
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-- the move directly after construction.
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local flyer = Pokemon.new(game.data, "PIDGEOT", 40)
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flyer.moves[1] = { id = "FLY", pp = 15 }
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game.save.party = { flyer }
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game.save.player.name = "bryan"
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game.save.inventory = game.save.inventory or {}
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game.save.inventory.THUNDERBADGE = true -- FLY submenu entry is badge-gated
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game.save.visited = {
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PALLET_TOWN = true, VIRIDIAN_CITY = true, PEWTER_CITY = true,
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CERULEAN_CITY = true, CELADON_CITY = true,
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}
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U.teleport(game, "PALLET_TOWN", 10, 8, "down")
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U.wait(5)
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-- open the party menu and pick FLY on slot 1 (submenu: FLY / STATS / SWITCH,
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-- field moves on top like start_sub_menus.asm -- #768)
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Screens.push(game, "PartyMenu")
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U.wait(5)
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U.tap(game, "a") -- open the per-mon submenu, cursor on FLY
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U.wait(2)
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U.tap(game, "a") -- choose FLY
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U.wait(5)
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local top = game.stack:top()
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U.shot(game, DIR .. "/fly_map_screen.png")
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U.wait(4) -- let the async png write land before any assert can quit us
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U.log("fly screen top screenId:", tostring(top and top.screenId),
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"fly=", tostring(top and top.fly), "mode=", tostring(top and top.mode))
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local isFlyMap = top ~= nil and top.fly == true
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and top.locs ~= nil and top.mode ~= nil
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assert(isFlyMap,
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"FLY must open the TOWN MAP in fly mode (LoadTownMap_Fly), got screen '"
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.. tostring(top and top.screenId or "nil") .. "' fly="
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.. tostring(top and top.fly))
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-- The cursor cycles ONLY the visited fly towns. Walk it to CELADON CITY.
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local function selectedMap()
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return top.flyMapIds and top.flyMapIds[top.sel]
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end
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U.log("initial fly selection:", tostring(selectedMap()))
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local guard = 0
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while selectedMap() ~= "CELADON_CITY" and guard < 12 do
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U.tap(game, "down")
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U.wait(2)
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guard = guard + 1
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end
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assert(selectedMap() == "CELADON_CITY",
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"Up/Down must cycle the fly cursor to CELADON_CITY, landed on "
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.. tostring(selectedMap()))
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U.shot(game, DIR .. "/fly_celadon_selected.png")
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U.wait(4)
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-- A flies to the highlighted town: flyTo departs (48-frame bird), then warps.
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U.tap(game, "a")
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U.wait(3)
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assert(game.overworld and game.overworld.flyDest
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and game.overworld.flyDest.map == "CELADON_CITY",
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"pressing A on the fly map must start the departure to CELADON_CITY, got "
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.. tostring(game.overworld and game.overworld.flyDest
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and game.overworld.flyDest.map))
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-- past the bird sweep + warp transition: the player lands in Celadon
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local landed = false
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for _ = 1, 240 do
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if game.overworld and game.overworld.map
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and game.overworld.map.id == "CELADON_CITY" then
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landed = true
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break
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end
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U.wait(1)
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end
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U.wait(6)
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U.shot(game, DIR .. "/fly_landed.png")
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U.wait(4)
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assert(landed, "Fly must land the player in CELADON_CITY, ended on "
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.. tostring(game.overworld and game.overworld.map and game.overworld.map.id))
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U.log("RESULT bug195 PASS")
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end
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