mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-09-26 13:33:27 -04:00
123feef3a1
CLOSES #2425, CLOSES #2428, CLOSES #2431, CLOSES #2432, CLOSES #2433, CLOSES #2435, CLOSES #2436, CLOSES #2437, CLOSES #2440
115 lines
4.1 KiB
Lua
115 lines
4.1 KiB
Lua
local U = require("tests.drivers.util")
|
|
local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_exit_mat_door"
|
|
|
|
return function(game)
|
|
local failures = 0
|
|
local function check(ok, label)
|
|
print((ok and "PASS " or "FAIL ") .. label)
|
|
if not ok then failures = failures + 1 end
|
|
return ok
|
|
end
|
|
local function finish() love.event.quit(failures == 0 and 0 or 1) end
|
|
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 Collision = require("src.core.game3.collision")
|
|
local Doors = require("src.core.game3.doors")
|
|
local Warp = require("src.core.game3.warp")
|
|
local Field = require("src.core.game3.field")
|
|
local Fade = require("src.ui.game3.fade")
|
|
local Audio = require("src.core.game3.audio")
|
|
local SE = require("src.core.game3.se_ids")
|
|
local session = Runtime.getSession()
|
|
if not check(session ~= nil, "exit_mat_new_game") then return finish() end
|
|
|
|
local sounds = {}
|
|
local realPlaySe = Audio.playSe
|
|
Audio.playSe = function(id, ...)
|
|
sounds[#sounds + 1] = id
|
|
return realPlaySe(id, ...)
|
|
end
|
|
|
|
local center = "FR_VIRIDIAN_CITY_POKEMON_CENTER_1F"
|
|
local def = game.data.maps[center]
|
|
if not check(def ~= nil, "exit_mat_center_map_exists") then return finish() end
|
|
Map.load(nil, game, center, { x = 7, y = 8, facing = "down" })
|
|
U.wait(30)
|
|
|
|
local mat
|
|
for _, w in ipairs(def.warps or {}) do
|
|
local hit = Collision.isExitWarp(game, w.x, w.y)
|
|
if hit then mat = hit break end
|
|
end
|
|
if not check(mat ~= nil, "exit_mat_found") then return finish() end
|
|
U.log("mat", mat.x, mat.y, "dest", mat.destMap, mat.destX, mat.destY)
|
|
|
|
Player.moving, Player.progress = false, 0
|
|
Player.cellX, Player.cellY, Player.targetX, Player.targetY = mat.x, mat.y, mat.x, mat.y
|
|
Player.px, Player.py, Player.facing = mat.x * 16, mat.y * 16, "down"
|
|
session.x, session.y, session.facing = mat.x, mat.y, "down"
|
|
U.wait(10)
|
|
|
|
sounds = {}
|
|
U.hold(game, "down", 3)
|
|
local started = false
|
|
for _ = 1, 30 do
|
|
if Warp.isBusy() then started = true break end
|
|
U.wait(1)
|
|
end
|
|
if not check(started, "exit_mat_warp_started") then return finish() end
|
|
local sawExit = false
|
|
for _, id in ipairs(sounds) do if id == SE.SE_EXIT then sawExit = true end end
|
|
check(sawExit, "exit_mat_plays_se_exit")
|
|
|
|
for _ = 1, 200 do
|
|
if Map.current == mat.destMap then break end
|
|
U.wait(1)
|
|
end
|
|
check(Map.current == mat.destMap, "exit_mat_loaded_destination")
|
|
check(Collision.isWarpDoor(Collision.behavior(mat.destX, mat.destY)), "exit_mat_dest_is_a_warp_door")
|
|
check(not Player.visible, "exit_mat_player_hidden_until_door_opens")
|
|
|
|
local swapAt = 0
|
|
local openAt
|
|
sounds = {}
|
|
for f = 1, 120 do
|
|
local a = Doors.getActiveAnim(mat.destMap, mat.destX, mat.destY)
|
|
if a and a.mode == "open" then openAt = f break end
|
|
U.wait(1)
|
|
swapAt = f
|
|
end
|
|
check(openAt ~= nil and openAt >= 20, "exit_mat_door_opens_after_delay (" .. tostring(openAt) .. ")")
|
|
local doorSe = false
|
|
for _, id in ipairs(sounds) do
|
|
if id == SE.SE_DOOR or id == SE.SE_SLIDING_DOOR then doorSe = true end
|
|
end
|
|
check(doorSe, "exit_mat_door_open_plays_door_se")
|
|
|
|
for _ = 1, 60 do
|
|
if Player.moving then break end
|
|
U.wait(1)
|
|
end
|
|
check(Player.moving and Player.visible and Player.facing == "down", "exit_mat_player_steps_out")
|
|
check(U.still(game, DIR .. "/exit_mat_step_out_of_door.png"), "exit_mat_step_shot")
|
|
|
|
for _ = 1, 200 do
|
|
if not Warp.isBusy() then break end
|
|
U.wait(1)
|
|
end
|
|
check(not Warp.isBusy() and not Field.locked and not Fade.isActive(), "exit_mat_released")
|
|
check(Player.cellX == mat.destX and Player.cellY == mat.destY + 1,
|
|
"exit_mat_ends_below_door (" .. tostring(Player.cellX) .. "," .. tostring(Player.cellY) .. ")")
|
|
check(Doors.getActiveAnim(mat.destMap, mat.destX, mat.destY) == nil, "exit_mat_door_closed")
|
|
|
|
Audio.playSe = realPlaySe
|
|
print(failures == 0 and "PASS game3_exit_mat_door" or "FAIL game3_exit_mat_door")
|
|
finish()
|
|
end
|