mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-09-26 13:33:27 -04:00
122 lines
4.2 KiB
Lua
122 lines
4.2 KiB
Lua
local U = require("tests.drivers.util")
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local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_field_spinners"
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local B2F = "FR_ROCKET_HIDEOUT_B2F"
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local STOP_X, STOP_Y = 13, 7
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local SPIN_RIGHT_X, SPIN_RIGHT_Y = 12, 7
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local RUN_X, RUN_Y = 4, 4
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local RUN_END_X, RUN_END_Y = 1, 4
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local failures = 0
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local function result(ok, label)
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print((ok and "PASS " or "FAIL ") .. label)
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if not ok then failures = failures + 1 end
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return ok
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end
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local function finish()
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if failures == 0 then
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print("PASS field_spinners")
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love.event.quit(0)
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else
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print("FAIL field_spinners failures=" .. failures)
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love.event.quit(1)
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end
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end
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return function(game)
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for _ = 1, 900 do
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if game.phase == "boot" and game.boot then break end
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U.wait(1)
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end
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game:_handleBootAction({ action = "new_game", name = "RED" })
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U.wait(240)
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local Runtime = require("src.core.game3.runtime")
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local Map = require("src.core.game3.map")
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local Player = require("src.core.game3.player")
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local Collision = require("src.core.game3.collision")
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local Space = require("src.core.game3.scripting.space")
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local ForcedMovement = require("src.core.game3.forced_movement")
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local session = Runtime.getSession()
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if not result(session ~= nil, "new game reached the game3 field") then return finish() end
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session.repelSteps = 250
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local function place(x, y, facing)
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Player.moving = false
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Player.progress = 0
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Player.cellX, Player.cellY = x, y
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Player.px, Player.py = x * 16, y * 16
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Player.targetX, Player.targetY = x, y
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Player.facing = facing
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if game.session then
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game.session.x, game.session.y, game.session.facing = x, y, facing
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end
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end
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local function goTo(id, x, y, facing)
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Map.load(nil, game, id, { x = x, y = y, facing = facing or "down" })
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place(x, y, facing or "down")
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U.wait(60)
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end
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local function push(dir)
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for _ = 1, 30 do
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U.hold(game, dir, 1)
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if Player.moving then return true end
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end
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return false
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end
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local function settle(limit)
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for _ = 1, (limit or 600) do
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if not Player.moving then break end
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U.wait(1)
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end
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U.wait(2)
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end
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goTo(B2F, STOP_X, STOP_Y, "left")
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result(Space.mapId == B2F, "stood on Rocket Hideout B2F, map=" .. tostring(Space.mapId))
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result(Collision.behavior(STOP_X, STOP_Y) == 0x58,
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"(13,7) carries MB_STOP_SPINNING, got " .. tostring(Collision.behavior(STOP_X, STOP_Y)))
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result(Collision.behavior(SPIN_RIGHT_X, SPIN_RIGHT_Y) == 0x54,
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"(12,7) carries MB_SPIN_RIGHT, got " ..
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tostring(Collision.behavior(SPIN_RIGHT_X, SPIN_RIGHT_Y)))
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U.wait(90)
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result(U.shot(game, DIR .. "/field_spinners_01_before.png"), "shot the stop tile")
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result(push("left"), "the player steps west onto the spinner")
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settle()
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result(Player.cellX == STOP_X and Player.cellY == STOP_Y,
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string.format("MB_SPIN_RIGHT threw the player back to (%d,%d), got (%s,%s)",
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STOP_X, STOP_Y, tostring(Player.cellX), tostring(Player.cellY)))
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result(ForcedMovement.forced == false, "MB_STOP_SPINNING cleared the forced flag")
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result(Player.spinning == false, "the spin animation stopped")
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result(U.shot(game, DIR .. "/field_spinners_02_thrown_back.png"),
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"shot the player back on the stop tile")
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goTo(B2F, RUN_X, RUN_Y, "left")
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result(Collision.behavior(3, 4) == 0x55,
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"(3,4) carries MB_SPIN_LEFT, got " .. tostring(Collision.behavior(3, 4)))
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result(Collision.behavior(2, 4) == 0x00,
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"(2,4) is plain floor mid-run, got " .. tostring(Collision.behavior(2, 4)))
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result(push("left"), "the player steps west onto MB_SPIN_LEFT")
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U.wait(18)
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result(Player.moving and Player.cellX < RUN_X,
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string.format("the spin carries on with no further input, at (%s,%s)",
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tostring(Player.cellX), tostring(Player.cellY)))
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result(U.shot(game, DIR .. "/field_spinners_03_mid_spin.png"), "shot the player mid-spin")
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settle()
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result(Player.cellX == RUN_END_X and Player.cellY == RUN_END_Y,
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string.format("the run ends on the stop tile (%d,%d), got (%s,%s)",
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RUN_END_X, RUN_END_Y, tostring(Player.cellX), tostring(Player.cellY)))
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result(Collision.behavior(Player.cellX, Player.cellY) == 0x58,
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"the cell under the player is MB_STOP_SPINNING")
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result(U.shot(game, DIR .. "/field_spinners_04_run_end.png"), "shot the end of the run")
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finish()
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end
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