local U = require("tests.drivers.util") local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_stitchcoll_fall_shake" 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 stitchcoll_fall_shake") love.event.quit(0) else print("FAIL stitchcoll_fall_shake 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 Field = require("src.core.game3.field") local FieldView = require("src.core.game3.field_view") local Warp = require("src.core.game3.warp") 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, "walked into Icefall Cave 1F") -- pokefirered/src/field_tasks.c:51 sIcefallCaveIceCoords while Player.cellY < 14 do if not step("down") then break end end result(Player.cellX == 8 and Player.cellY == 14, "standing on the cracking ice at (" .. Player.cellX .. "," .. Player.cellY .. ")") U.still(game, DIR .. "/stitchcoll_fall_shake_01_on_the_ice.png") -- pokefirered/src/field_tasks.c:173 IcefallCaveIcePerStepCallback U.wait(12) while Player.cellY > 13 do if not step("up") then break end end 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 back onto the cracked ice") for _ = 1, 30 do if (tonumber(Flags.getVar(Space.store, ctx(), VAR_TEMP_1)) or 0) == 1 then break end U.wait(1) end result((tonumber(Flags.getVar(Space.store, ctx(), VAR_TEMP_1)) or 0) == 1, "breaking the ice set VAR_TEMP_1") -- pokefirered/src/field_control_avatar.c:212 TryRunOnFrameMapScript local started = false for _ = 1, 120 do U.wait(1) if Space.vm and Space.vm:isRunning() then started = true break end end result(started, "the hole script started") -- pokefirered/src/field_effect.c:1249 FallWarpEffect_5 local arrived, shookAt = false, nil for frame = 1, 900 do U.wait(1) if Runtime.getSession().map == CAVE_B1F then arrived = true end if arrived and (FieldView.cameraPanY or 0) ~= 0 then shookAt = frame break end end result(arrived, "the player fell through to B1F, map=" .. tostring(Runtime.getSession().map)) result(shookAt ~= nil, "the screen shakes when the player hits the floor, pan=" .. tostring(FieldView.cameraPanY)) -- pokefirered/src/field_effect.c:1274 FallWarpEffect_7 result(Warp.isBusy() == true, "the fall sequence still owns the player while the screen shakes") print("[driver] Field.locked during the shake: " .. tostring(Field.locked)) U.still(game, DIR .. "/stitchcoll_fall_shake_02_landing_shake.png") print("[driver] pan right after the shake shot: " .. tostring(FieldView.cameraPanY)) result((FieldView.cameraPanY or 0) ~= 0 and Warp.isBusy() == true, "the shake is still running and the player is still held after the shot") local settled = false for _ = 1, 120 do U.wait(1) if (FieldView.cameraPanY or 0) == 0 and not Warp.isBusy() then settled = true break end end result(settled, "the shake settled and the fall sequence ended") result((FieldView.cameraPanY or 0) == 0, "the camera pan is back to zero, pan=" .. tostring(FieldView.cameraPanY)) U.wait(30) U.shot(game, DIR .. "/stitchcoll_fall_shake_03_control_back.png") result(step("down") or step("left") or step("up"), "control came back to the player on B1F") finish() end