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89 lines
3.5 KiB
Lua
89 lines
3.5 KiB
Lua
-- Parity test: escort lockstep cadence. An NPC walking the player to a
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-- destination moves under DoScriptedNPCMovement (engine/overworld/
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-- movement.asm:737), whose wScriptedNPCWalkCounter is 8 ticks of 2px --
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-- the player's own frames per cell, not MoveSprite's doubled NPC walk.
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-- Self-contained: run via `luajit tests/parity_escort_lockstep.lua`; also
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-- dofile'd by tests/run_tests.lua's aggregator.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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if not _G.love then _G.love = require("tests.love_stub") end
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local Data = require("src.core.Data")
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if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
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local S = require("tests.harness").suite("parity escort lockstep")
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local check, eq = S.check, S.eq
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local SaveData = require("src.core.SaveData")
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local Game = require("src.core.Game")
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local StateStack = require("src.core.StateStack")
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local OverworldState = require("src.world.OverworldController")
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local prev = { data = Game.data, save = Game.save, stack = Game.stack,
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input = Game.input, renderer = Game.renderer,
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overworld = Game.overworld }
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Game.data = Data
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Game.save = SaveData.newGame(Data)
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Game.save.player.name = "RED"
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StateStack:init()
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Game.stack = StateStack
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Game.input = {
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isDown = function() return false end,
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wasPressed = function() return false end,
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step = function() end, state = {}, pressQueue = {},
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}
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Game.renderer = {
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beginWorldPass = function() end, endWorldPass = function() end,
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beginUIPass = function() end, endUIPass = function() end,
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worldViewSize = function() return 160, 144 end,
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setSGBZones = function() end,
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}
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StateStack:push(OverworldState, "PALLET_TOWN", 10, 5, "down")
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local ow = OverworldState
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Game.overworld = ow
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-- A PALLET_TOWN object parked one cell ahead of the player, then walked
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-- in the paired-step pattern the escorts use: the NPC's step is queued
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-- without a callback and the player's carries the chain.
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local function runEscort(sync, steps)
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local npc = ow.npcs[1]
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local p = ow.player
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p.cellX, p.cellY, p.px, p.py = 10, 5, 160, 80
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p.moving, p.progress, p.targetX, p.targetY = false, 0, nil, nil
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npc.cellX, npc.cellY, npc.px, npc.py = 10, 4, 160, 64
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npc.moving, npc.progress, npc.targetX, npc.targetY = false, 0, nil, nil
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ow.scriptMoves = {}
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npc.stepFrames = sync and (p.stepFramesCur or p.stepFrames) or nil
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local worstDrift, done, i = 0, false, 0
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local function tick()
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i = i + 1
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if i > steps then done = true; return end
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ow:scriptMove(npc, "down", 1)
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ow:scriptMove(p, "down", 1, tick)
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end
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tick()
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-- NPCs update before updateScriptMoves and the player after, so a
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-- paired step leaves the NPC one frame (1px) behind for its whole cell
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for _ = 1, 60 * steps do
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ow:update(1)
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local drift = math.abs((p.py - npc.py) - 16)
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if drift > worstDrift then worstDrift = drift end
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if done then break end
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end
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npc.stepFrames = nil
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return { done = done, drift = worstDrift,
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npcY = npc.cellY, playerY = p.cellY }
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end
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local synced = runEscort(true, 6)
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check(synced.done, "synced escort finishes")
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check(synced.drift <= 2,
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("synced NPC holds formation (worst drift %dpx)"):format(synced.drift))
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eq(synced.playerY - synced.npcY, 1, "synced NPC stays one cell ahead")
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-- The default NPC walk is MoveSprite's, half the player's rate: without
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-- the sync the escort desyncs, which is the bug this guards.
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local plain = runEscort(false, 6)
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check(plain.drift >= 16,
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("unsynced NPC lags a cell or more (worst drift %dpx)"):format(plain.drift))
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for k, v in pairs(prev) do Game[k] = v end
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S.finish()
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