local U = require("tests.drivers.util") local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_stitchcoll_dynamic_warp" local FLOOR = "FR_SILPH_CO_5F" local ELEVATOR = "FR_SILPH_CO_ELEVATOR" local DOOR_XY = { 22, 3 } local EXIT_XY = { 2, 5 } 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 stitchcoll_dynamic_warp") love.event.quit(0) else print("FAIL stitchcoll_dynamic_warp 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 Player = require("src.core.game3.player") local Elevator = require("src.core.game3.scripting.natives_elevator") local session = Runtime.getSession() if not result(session ~= nil, "new game reached the game3 field") then return finish() 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(30) local Preview = package.loaded["src.ui.game3.map_preview_screen"] for _ = 1, 240 do if not (Preview and Preview.isActive and Preview.isActive()) then break end U.wait(5) end U.wait(60) end local function walkUntil(btn, want, frames) for _ = 1, frames or 12 do if want() then return true end U.hold(game, btn, 16) U.wait(30) end return want() end goTo(FLOOR, DOOR_XY[1], DOOR_XY[2] + 1, "up") result(session.map == FLOOR, "the walk starts on SILPH CO 5F, got " .. tostring(session.map)) U.shot(game, DIR .. "/stitchcoll_dynamic_warp_01_in_front_of_the_lift.png") local entered = walkUntil("up", function() return session.map == ELEVATOR end) result(entered, "walking north into the lift door arrives in the lift, got " .. tostring(session.map)) -- pokefirered/src/field_control_avatar.c:982 result(Elevator.dynamicWarpMap() == FLOOR, "entering the lift recorded the floor it was entered from, got " .. tostring(Elevator.dynamicWarpMap())) local dw = session.dynamicWarp result(type(dw) == "table" and dw.x == DOOR_XY[1] and dw.y == DOOR_XY[2], string.format("the recorded tile is the lift door (%d,%d), got %s,%s", DOOR_XY[1], DOOR_XY[2], tostring(dw and dw.x), tostring(dw and dw.y))) result(Player.cellX == EXIT_XY[1] and Player.cellY == EXIT_XY[2], string.format("the player stands on the lift's exit tile, got %s,%s", tostring(Player.cellX), tostring(Player.cellY))) U.shot(game, DIR .. "/stitchcoll_dynamic_warp_02_inside_the_lift.png") -- pokefirered/src/overworld.c:610 local left = walkUntil("down", function() return session.map == FLOOR end) result(left, "walking south off the lift's MAP_DYNAMIC tile leaves the lift, got " .. tostring(session.map)) result(Player.cellX == DOOR_XY[1] and Player.cellY == DOOR_XY[2], string.format("the lift puts the player back on the 5F door (%d,%d), got %s,%s", DOOR_XY[1], DOOR_XY[2], tostring(Player.cellX), tostring(Player.cellY))) U.shot(game, DIR .. "/stitchcoll_dynamic_warp_03_back_on_5f.png") finish() end