local U = require("tests.drivers.util") local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_ops_icefall_hole" local CAVE_1F = "FR_FOUR_ISLAND_ICEFALL_CAVE_1F" local CAVE_B1F = "FR_FOUR_ISLAND_ICEFALL_CAVE_B1F" -- pokefirered/include/constants/vars.h:9 local VAR_TEMP_1 = 0x4001 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() if failures == 0 then print("PASS ops_icefall_hole") love.event.quit(0) else print("FAIL ops_icefall_hole failures=" .. failures) love.event.quit(1) end end return function(game) for _ = 1, 900 do if game.phase == "boot" and game.boot then break end U.wait(1) end game:_handleBootAction({ action = "new_game", name = "RED" }) U.wait(240) local Runtime = require("src.core.game3.runtime") local Map = require("src.core.game3.map") local Space = require("src.core.game3.scripting.space") local Flags = require("src.core.game3.scripting.flags") local Player = require("src.core.game3.player") local Ctx = require("src.core.game3.scripting.ctx") local session = Runtime.getSession() if not result(session ~= nil, "new game reached the game3 field") then return finish() end local function ctx() return Space.vm and Space.vm.ctx end local function goTo(mapId, x, y, facing) Map.load(nil, game, mapId, { x = x, y = y, facing = facing or "down" }) if game.session then game.session.x, game.session.y, game.session.facing = x, y, facing or "down" end Player.cellX, Player.cellY = x, y Player.px, Player.py = x * 16, y * 16 Player.targetX, Player.targetY = x, y Player.facing = facing or "down" U.wait(90) end local function step(dir) local bx, by = Player.cellX, Player.cellY for _ = 1, 4 do U.hold(game, dir, 8) if Player.cellX ~= bx or Player.cellY ~= by then while Player.moving do U.wait(1) end return true end end return false end goTo(CAVE_1F, 8, 12, "down") result(Runtime.getSession().map == CAVE_1F, "entered Icefall Cave 1F") -- pokefirered/data/maps/FourIsland_IcefallCave_1F/scripts.inc:8 result(Ctx.stepCallback(CAVE_1F) == "ice", "ON_RESUME armed STEP_CB_ICE, callback=" .. tostring(Ctx.stepCallback(CAVE_1F))) -- pokefirered/src/field_tasks.c:51 sIcefallCaveIceCoords while Player.cellY < 14 do if not step("down") then break end end print("[driver] on the ice at (" .. Player.cellX .. "," .. Player.cellY .. ")") result(Player.cellX == 8 and Player.cellY == 14, "standing on the crackable ice at (" .. Player.cellX .. "," .. Player.cellY .. ")") local Field = require("src.core.game3.field") -- pokefirered/include/constants/metatile_labels.h:188 local CRACKED, HOLE = 0x35A, 0x35B local function iceAt(x, y) local b = Field.metatileOverrides[CAVE_1F] local o = b and b[y * 1024 + x] return o and o.metatile end U.wait(12) result(iceAt(8, 14) == CRACKED, "the first step cracked the thin ice, metatile=" .. string.format("0x%X", iceAt(8, 14) or 0)) -- pokefirered/src/field_tasks.c:139 result(Flags.getFlag(Space.store, ctx(), 9) == true, "FLAG_TEMP_9 marks (8,14) visited") result((tonumber(Flags.getVar(Space.store, ctx(), VAR_TEMP_1)) or 0) == 0, "VAR_TEMP_1 is still 0 after the crack") U.still(game, DIR .. "/2418_ice_cracked.png") local Audio = require("src.core.game3.audio") local SE = require("src.core.game3.se_ids") local seCount = {} local realPlaySe = Audio.playSe Audio.playSe = function(id, ...) seCount[id] = (seCount[id] or 0) + 1 return realPlaySe(id, ...) end while Player.cellY > 13 do if not step("up") then break end end result(Player.cellY < 14, "stepped back off the cracked ice") U.wait(8) while Player.cellY < 14 do if not step("down") then break end end result(Player.cellX == 8 and Player.cellY == 14, "stepped onto the cracked ice again") local broke = false for _ = 1, 30 do U.wait(1) if iceAt(8, 14) == HOLE then broke = true break end end result(broke, "the second step broke the ice into a hole") U.still(game, DIR .. "/2418_ice_broken.png") local started = false for _ = 1, 120 do if Space.vm and Space.vm:isRunning() then started = true break end U.wait(1) end result(started, "the OnFrame fall script started by itself") -- data/maps/FourIsland_IcefallCave_1F/scripts.inc:17 for _ = 1, 60 do if not Player.isVisible() then break end U.wait(1) end result(not Player.isVisible(), "set_invisible hid the player over the hole") U.wait(2) U.still(game, DIR .. "/2418_fall_vanished.png") local pendingSeen = false local landed = false for _ = 1, 900 do U.wait(1) if ctx() and ctx().warpPending then pendingSeen = true end if Runtime.getSession().map == CAVE_B1F then landed = true break end end -- pokefirered/src/field_effect.c:1215 FallWarpEffect_4 local dropping = false for _ = 1, 300 do local y2 = Player.spriteYOffset or 0 if Player.isVisible() and y2 < -16 and y2 > -64 then dropping = true break end U.wait(1) end result(dropping, "the player drops in from above on B1F") U.still(game, DIR .. "/2418_fall_dropping.png") result(pendingSeen, "warphole marked the warp pending while the fall ran") result(landed, "warphole landed the player on Icefall Cave B1F, map=" .. tostring(Runtime.getSession().map)) for _ = 1, 600 do U.wait(1) if not (Space.vm and Space.vm:isRunning()) then break end end result(not (Space.vm and Space.vm:isRunning()), "waitstate released once the fall finished") result(ctx() == nil or ctx().warpPending ~= true, "the pending flag was cleared") print("[driver] landed at (" .. Player.cellX .. "," .. Player.cellY .. ")") result(Player.cellX == 8 and Player.cellY == 14, "landed under the hole at (" .. Player.cellX .. "," .. Player.cellY .. ")") U.wait(60) U.shot(game, DIR .. "/2418_fell_to_b1f.png") Audio.playSe = realPlaySe -- pokefirered/src/field_tasks.c:236, src/field_effect.c:1210 result((seCount[SE.SE_ICE_BREAK] or 0) == 1, "SE_ICE_BREAK played once, n=" .. tostring(seCount[SE.SE_ICE_BREAK])) result((seCount[SE.SE_FALL] or 0) == 2, "SE_FALL played once on each side of the warp, n=" .. tostring(seCount[SE.SE_FALL])) result(step("down") or step("left") or step("up"), "control came back to the player on B1F") finish() end