-- Driver: NPC in-game trade cable animation (InternalClockTradeAnim). -- Vermilion Trade House: SPEAROW -> FARFETCH'D (DUX). -- -- POKEPORT_SHOT_DIR=/tmp/trade_shots POKEPORT_DRIVER=tests/drivers/trade_anim_test.lua love . return function(game) local U = dofile("tests/drivers/util.lua") local DIR = os.getenv("POKEPORT_SHOT_DIR") or os.getenv("SHOT_DIR") or "/tmp/trade_shots" local Pokemon = require("src.pokemon.Pokemon") local TradeAnim = require("src.ui.TradeAnim") local TextBox = require("src.render.TextBox") local PartyMenu = require("src.ui.PartyMenu") local ChoiceBox = require("src.ui.ChoiceBox") local function topIs(cls) return getmetatable(game.stack:top()) == cls end game.save.options.colors = "ogred" require("src.render.PaletteFX").setMode("ogred") -- engine/movie/trade.asm:186 -- wNameBuffer holds the SPECIES, so a -- nicknamed sender proves the dialog is not reading mon.nickname local sent = Pokemon.new(game.data, "SPEAROW", 10) sent.nickname = "CRINKLES" game.save.party = { sent } U.teleport(game, "VERMILION_TRADE_HOUSE", 3, 6, "up") U.wait(5) U.shot(game, DIR .. "/trade_00_house.png") U.tap(game, "a") U.wait(10) for _ = 1, 200 do if topIs(ChoiceBox) then break end U.tap(game, "a") U.wait(2) end U.shot(game, DIR .. "/trade_01_offer.png") U.tap(game, "a") -- YES U.wait(6) for _ = 1, 60 do if topIs(PartyMenu) then break end U.wait(1) end U.log("party menu:", topIs(PartyMenu)) U.shot(game, DIR .. "/trade_02_party.png") U.tap(game, "a") U.wait(6) for _ = 1, 200 do if topIs(TradeAnim) then break end U.tap(game, "a") U.wait(2) end local anim = game.stack:top() if getmetatable(anim) ~= TradeAnim then U.log("FAIL trade_anim_2278: TradeAnim never appeared") love.event.quit(1) return end U.log("TradeAnim phase:", anim.phase) local function ffUntil(phase, cap) for _ = 1, cap or 3000 do if anim.phase == phase or anim.phase == "done" then break end if anim.waitingText or topIs(TextBox) then U.wait(1) else anim:update(1 / 60) end end U.wait(1) end ffUntil("show_player", 1) -- engine/movie/trade.asm:245 -- rWX carries the info box in from the right -- while hSCX carries the mon in from the left while anim.phase == "show_player" and anim.sub == "slide" and anim.scx > 92 do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/2278_01_box_enters_right.png") U.log("box enter scx=", anim.scx, "sub=", anim.sub) while anim.phase == "show_player" and anim.sub == "slide" and anim.scx > 60 do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/2278_02_show_player_slide.png") U.log("slide scx=", anim.scx) while anim.phase == "show_player" and (anim.sub ~= "hold" or anim.scx > 0) do anim:update(1 / 60) end for _ = 1, 10 do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/trade_03_show_player.png") U.log("show_player sub=", anim.sub, "scx=", anim.scx) ffUntil("open_cable", 500) -- mid scroll-in while anim.phase == "open_cable" and anim.scx > 40 do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/trade_04_open_cable.png") U.log("open_cable scx=", anim.scx) ffUntil("ball_enter", 200) while anim.phase == "ball_enter" and anim.ballX < 0x80 do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/trade_05_ball_enter.png") U.log("ball at", anim.ballX, anim.ballY) ffUntil("transfer_lr", 400) for _ = 1, 24 do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/trade_06_transfer_lr.png") -- engine/movie/trade.asm:602 anim.waitingText = true anim.cableFlash = false U.shot(game, DIR .. "/2278_07_bgp_normal.png") anim.cableFlash = true U.shot(game, DIR .. "/2278_07_bgp_flash.png") anim.cableFlash = false anim.waitingText = false ffUntil("went_to", 800) -- engine/movie/trade.asm:186 -- the dialog is TradeAnim's own box, not a -- TextBox on the stack, and it draws whole (no typewriter) for _ = 1, 400 do if anim.phase == "went_to" and anim.sub == "text" and anim.dialogText then break end U.wait(1) end U.shot(game, DIR .. "/2278_09_went_to_species.png") U.log("went-to text:", anim.dialogText and anim.dialogText:gsub("\n", " / ")) for _ = 1, 600 do if anim.phase == "for_sends" and anim.sub == "sends_text" and anim.dialogText then break end U.wait(1) end U.shot(game, DIR .. "/2278_09_sends_species.png") U.log("sends text:", anim.dialogText and anim.dialogText:gsub("\n", " / ")) ffUntil("transfer_rl", 2500) for _ = 1, 16 do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/trade_08_transfer_rl.png") ffUntil("show_enemy", 800) -- engine/movie/trade.asm:358 while anim.phase == "show_enemy" and anim.sub ~= "ball_rest" do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/2278_10_ball_rest.png") U.log("ball_rest sub=", anim.sub, "box=", anim.boxVisible, "mon=", anim.monVisible, "t=", anim.t) -- engine/movie/trade.asm:361 -- the ball holds 60 frames on the box before -- the poof, so shoot the tail of the hold too while anim.phase == "show_enemy" and anim.sub == "ball_rest" and anim.t < 50 do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/2278_10_ball_rest_hold.png") U.log("ball_rest hold sub=", anim.sub, "t=", anim.t, "mon=", anim.monVisible) while anim.phase == "show_enemy" and anim.sub == "ball_rest" do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/2278_10_poof.png") while anim.phase == "show_enemy" and not anim.monVisible do anim:update(1 / 60) end for _ = 1, 30 do anim:update(1 / 60) end U.wait(1) U.shot(game, DIR .. "/trade_09_show_enemy.png") for _ = 1, 5000 do if game.stack:top() == game.overworld then break end local top = game.stack:top() if getmetatable(top) == TradeAnim and not top.waitingText then top:update(1 / 60) end U.tap(game, "a") U.wait(1) end U.shot(game, DIR .. "/trade_10_done.png") local mon = game.save.party[1] U.log("party:", mon and mon.species, "nick:", mon and mon.nickname, "ot:", mon and mon.ot) local ok = mon ~= nil and mon.species == "FARFETCHD" U.log(ok and "PASS trade_anim_2278" or "FAIL trade_anim_2278") love.event.quit(ok and 0 or 1) end