mirror of
https://github.com/bryanthaboi/gen1recomp
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132 lines
4.0 KiB
Lua
132 lines
4.0 KiB
Lua
-- engine/items/item_effects.asm:1706-1745
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-- POKEPORT_DRIVER=tests/drivers/battle_flute_bug1938_test.lua \
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-- POKEPORT_IDENTITY=bug1938 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
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-- No POKEPORT_SPEED: the tune runs on the audio clock.
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local DIR = os.getenv("SHOT_DIR") or os.getenv("POKEPORT_SHOT_DIR")
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or "/tmp/shots"
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local Bag = require("src.inventory.Bag")
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local Pokemon = require("src.pokemon.Pokemon")
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local BattleState = require("src.battle.BattleState")
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local pass, fail = 0, 0
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local function check(label, ok)
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if ok then pass = pass + 1; U.log("PASS", label)
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else fail = fail + 1; U.log("FAIL", label) end
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return ok
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end
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local function finish()
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U.log(("RESULT pass=%d fail=%d"):format(pass, fail))
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while true do coroutine.yield() end
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end
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local vol = game.save.options and game.save.options.sfxVol
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if vol == 0 then
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U.log("sfxVol is 0; turn it up in OPTION or the ear half of this check is moot")
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end
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local lead = Pokemon.new(game.data, "CHARIZARD", 50)
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game.save.party = { lead }
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Bag.add(game.save, "POKE_FLUTE", 1)
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U.teleport(game, "ROUTE_1", 5, 5, "down")
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U.wait(20)
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local battle = BattleState.newWild(game, "PIDGEY", 8)
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battle.onFinish = function() end
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game.overworld:pushBattle(battle)
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for _ = 1, 120 do
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if battle.phase == "menu" then break end
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U.tap(game, "a")
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U.wait(4)
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end
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if not check("the wild battle reached its FIGHT menu", battle.phase == "menu") then
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finish()
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end
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lead.status = "SLP"
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local turns = 0
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local realItemUsed = battle.itemUsed
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battle.itemUsed = function(self, ...)
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turns = turns + 1
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return realItemUsed(self, ...)
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end
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local bag
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for _ = 1, 20 do
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local top = game.stack:top()
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if top and top.screenId == "BagMenu" then bag = top break end
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U.tap(game, "down"); U.wait(4)
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U.tap(game, "left"); U.wait(4)
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U.tap(game, "a"); U.wait(14)
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end
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if not check("ITEM opened the bag", bag ~= nil) then finish() end
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local row
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for i, item in ipairs(bag.items or {}) do
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if item.value == "POKE_FLUTE" then row = i end
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end
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if not check("the POKé FLUTE is in the battle bag", row ~= nil) then finish() end
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for _ = 1, 40 do
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if bag.index == row then break end
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U.tap(game, bag.index < row and "down" or "up")
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U.wait(3)
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end
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U.tap(game, "a")
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U.wait(20)
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local box
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for _ = 1, 240 do
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local top = game.stack:top()
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if top and top.isTextBox then box = top break end
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U.wait(1)
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end
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if not check("the played-flute box opened", box ~= nil) then finish() end
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for _ = 1, 240 do
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if box.done then break end
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U.tap(game, "a")
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end
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check("the line typed out", box.done == true)
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check("nothing has played yet", box.autoStarted ~= true and box.autoSrc == nil)
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U.shot(game, DIR .. "/bug1938_prompt.png")
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U.tap(game, "a")
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U.wait(2)
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check("the prompt was answered", box.autoPrompted == true)
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check("the tune started", box.autoSrc ~= nil)
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U.shot(game, DIR .. "/bug1938_tune.png")
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local heldFrames, brokeOut = 0, false
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for _ = 1, 900 do
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local playing = box.autoSrc and box.autoSrc.isPlaying and box.autoSrc:isPlaying()
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if not playing then break end
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heldFrames = heldFrames + 1
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if game.stack:top() ~= box then brokeOut = true break end
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U.tap(game, "a")
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end
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check("A never cut the tune short (.musicWaitLoop)", not brokeOut)
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check("the tune held the box for a while", heldFrames > 30)
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check("and the turn did not resolve over it", turns == 0)
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U.log(("the box stayed up for %d frames of tune"):format(heldFrames))
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U.wait(20)
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local woke = game.stack:top()
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check("FluteWokeUpText follows the tune",
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woke ~= nil and woke ~= box and woke.isTextBox == true)
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U.shot(game, DIR .. "/bug1938_woke.png")
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for _ = 1, 200 do
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if turns > 0 then break end
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U.tap(game, "a")
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U.wait(4)
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end
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check("dismissing it spends the turn", turns == 1)
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check("the lead is awake", lead.status == nil)
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U.log(("RESULT pass=%d fail=%d"):format(pass, fail))
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while true do
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coroutine.yield()
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end
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end
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