local U = require("tests.drivers.util") local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_cut_grass_2470" local failures = 0 local function result(ok, label) print((ok and "PASS " or "FAIL ") .. label) if not ok then failures = failures + 1 end return ok end local function finish() result(failures == 0, "game3_cut_grass_2470") love.event.quit(failures == 0 and 0 or 1) end return function(game) for _ = 1, 600 do if game.phase == "boot" and game.boot then break end U.wait(1) end if not result(game.phase == "boot" and game.boot ~= nil, "boot_ready") then return finish() end game:_handleBootAction({ action = "new_game", name = "RED" }) U.wait(180) local Runtime = require("src.core.game3.runtime") local Map = require("src.core.game3.map") local Player = require("src.core.game3.player") local Collision = require("src.core.game3.collision") local Field = require("src.core.game3.field") local FieldMoves = require("src.core.game3.field_moves") local Party = require("src.core.game3.party") local Objects = require("src.core.game3.objects") require("src.core.game3.encounters").onStep = function() return nil end require("src.core.game3.trainer_sight").check = function() return false end local session = Runtime.getSession() if not result(session ~= nil, "new_game_reached_field") then return finish() end session.party = {} Party.giveMon(session, 29, 20) local mon = session.party[1] local function place(map, x, y) Map.load(Runtime._mod, game, map, { x = x, y = y, facing = "down" }) Player.surfing, Player.biking = false, false U.wait(60) return Map.current == map and Player.cellX == x and Player.cellY == y end local function layout() return Map.currentDef().midLayout end local function findPatch(map) if Map.current ~= map then place(map, 0, 0) end local L = game.data.maps[map].midLayout for y = 1, L.height - 2 do for x = 1, L.width - 2 do local ok = true for dy = -1, 1 do for dx = -1, 1 do local cx, cy = x + dx, y + dy if L:midAt(cx, cy) ~= 0x00D or L:elevAt(cx, cy) ~= 3 or Objects.at(cx, cy) then ok = false end end end if ok then return x, y end end end end local function cut() local store = { flags = {}, vars = {} } require("src.core.game3.scripting.flags").setFlag(store, nil, FieldMoves.BADGE_FLAGS.CUT, true) local res = FieldMoves.cutFromMenu({ mon = mon, party = session.party, store = store, hasCuttableGrass = Collision.isGrass(Player.cellX, Player.cellY) }) if not result(res and res.ok and res.action == "cut_grass", "party_menu_picks_cut_grass") then return false end Field.executeFieldMove(res) for _ = 1, 600 do if not Field.locked then break end U.wait(1) end U.wait(20) return not Field.locked end local function all3x3(cx, cy, fn) for dy = -1, 1 do for dx = -1, 1 do if not fn(cx + dx, cy + dy) then return false end end end return true end local MAP = "FR_ROUTE_1" local x, y = findPatch(MAP) if not result(x ~= nil, "route1_grass_patch_found") then return finish() end print(("[driver] %s grass patch centre (%d,%d)"):format(MAP, x, y)) if not result(place(MAP, x, y), "placed_in_grass") then return finish() end result(all3x3(x, y, function(cx, cy) return Collision.isGrass(cx, cy) end), "3x3_is_grass_before") result(U.still(game, DIR .. "/2470_route1_grass_before_cut.png"), "shot_before") result(cut(), "cut_finished") local L = layout() result(all3x3(x, y, function(cx, cy) return L:midAt(cx, cy) == 0x001 end), "3x3_mowed_to_plain_mowed") result(all3x3(x, y, function(cx, cy) return not Collision.isGrass(cx, cy) end), "3x3_no_longer_grass") result(require("src.core.game3.field_effects")._fx == nil, "tall_grass_overlay_gone_from_player") result(U.still(game, DIR .. "/2470_route1_grass_mowed.png"), "shot_mowed") place(MAP, x, y) L = layout() result(all3x3(x, y, function(cx, cy) return L:midAt(cx, cy) == 0x00D and Collision.isGrass(cx, cy) end), "grass_grows_back_on_reload") local VF = "FR_VIRIDIAN_FOREST" local vf = game.data.maps[VF] and game.data.maps[VF].midLayout local tx, ty if vf then for yy = 1, vf.height - 2 do for xx = 1, vf.width - 2 do if not tx and vf:midAt(xx, yy) == 0x284 and vf:elevAt(xx, yy) == 3 and vf:midAt(xx, yy - 1) == 0x00D and vf:elevAt(xx, yy - 1) == 3 then tx, ty = xx, yy end end end end if tx then print(("[driver] %s 0x284 at (%d,%d)"):format(VF, tx, ty)) if result(place(VF, tx, ty - 1), "placed_above_huge_tree_grass") then result(cut(), "forest_cut_finished") result(layout():midAt(tx, ty) == 0x281, "viridian_forest_0x284_mowed_to_0x281") result(U.still(game, DIR .. "/2470_viridian_forest_huge_tree_mowed.png"), "shot_forest") end else result(false, "viridian_forest_0x284_cell_found") end finish() end