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
186 lines
6.2 KiB
Lua
186 lines
6.2 KiB
Lua
local U = require("tests.drivers.util")
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local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_field_victory_road"
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-- pokefirered/include/constants/vars.h:152
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local VAR_MAP_SCENE_VICTORY_ROAD_1F = 0x4064
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local VR1F = "FR_VICTORY_ROAD_1F"
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-- pokefirered/data/maps/Route23/scripts.inc:8
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local VR2F = "FR_VICTORY_ROAD_2F"
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-- pokefirered/data/maps/VictoryRoad_1F/scripts.inc:11
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local BARRIER_X, BARRIER_TOP, BARRIER_BOTTOM = 12, 14, 15
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local SWITCH_X, SWITCH_Y = 20, 16
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local BOULDER_ID = 5
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local PATH = {
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"left", "left", "left", "left", "left", "up", "up", "right", "down", "left",
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"down", "right", "right", "right", "right", "right", "down", "right", "up", "up",
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"left", "up", "right", "right", "right", "right", "right", "right", "right", "down",
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"right", "up", "up", "down", "left", "left", "up", "up", "right", "right",
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"up", "right", "down",
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}
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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_victory_road")
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love.event.quit(0)
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else
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print("FAIL field_victory_road 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 Space = require("src.core.game3.scripting.space")
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local Flags = require("src.core.game3.scripting.flags")
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local Player = require("src.core.game3.player")
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local Objects = require("src.core.game3.objects")
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local Field = require("src.core.game3.field")
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local Collision = require("src.core.game3.collision")
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local FieldMoves = require("src.core.game3.field_moves")
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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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local function ctx() return Space.vm and Space.vm.ctx end
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local function getVar(id) return Flags.getVar(Space.store, ctx(), id) end
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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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-- pokefirered/include/constants/vars.h:47 VAR_REPEL_STEP_COUNT
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local party = session.party
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if type(party) == "table" and type(party[1]) == "table" then
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party[1].level = 60
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end
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session.repelSteps = 250
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local function armStrength()
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Flags.setFlag(Space.store, ctx(), FieldMoves.SYS_FLAGS.USE_STRENGTH, true)
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session.repelSteps = 250
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end
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local function barrierShut()
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local o = Field.metatileOverrideAt(VR1F, BARRIER_X, BARRIER_TOP)
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return o ~= nil and o.impassable == true
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end
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local function canPass()
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return Collision.canEnter(game, BARRIER_X, BARRIER_BOTTOM,
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{ fromX = BARRIER_X - 1, fromY = BARRIER_BOTTOM, dir = "right" }) == true
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end
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local function walk(dir)
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local sx, sy = Player.cellX, Player.cellY
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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 break end
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if Player.boulderPush then
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for _ = 1, 40 do
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if not Player.boulderPush then break end
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U.hold(game, dir, 1)
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end
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end
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end
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for _ = 1, 48 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(1)
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return Player.cellX ~= sx or Player.cellY ~= sy
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end
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local function runScript(secs)
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local deadline = love.timer.getTime() + (secs or 8)
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while love.timer.getTime() < deadline do
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if not (Space.vm and Space.vm:isRunning()) then break end
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U.wait(1)
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end
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end
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goTo(VR1F, 11, 15, "right")
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armStrength()
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result(Space.mapId == VR1F, "stood on Victory Road 1F, map=" .. tostring(Space.mapId))
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result(getVar(VAR_MAP_SCENE_VICTORY_ROAD_1F) == 0,
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"VAR_MAP_SCENE_VICTORY_ROAD_1F starts at 0, got " ..
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tostring(getVar(VAR_MAP_SCENE_VICTORY_ROAD_1F)))
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result(barrierShut(), "ON_LOAD walled the rock barrier at (12,14)/(12,15)")
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result(not canPass(), "the barrier blocks the way north")
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U.shot(game, DIR .. "/field_victory_road_01_barrier_up.png")
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goTo(VR1F, 11, 19, "up")
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armStrength()
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local boulder = Objects.find(BOULDER_ID)
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result(boulder ~= nil and boulder.cellX == 7 and boulder.cellY == 18,
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"the strength boulder sits at (7,18)")
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local walked = 0
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for i, dir in ipairs(PATH) do
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if walk(dir) then
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walked = walked + 1
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else
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U.log(string.format("step %d (%s) went nowhere at (%s,%s)", i, dir,
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tostring(Player.cellX), tostring(Player.cellY)))
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end
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if Space.vm and Space.vm:isRunning() then runScript() end
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end
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U.log("walked " .. walked .. "/" .. #PATH .. " steps, player at (" ..
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tostring(Player.cellX) .. "," .. tostring(Player.cellY) .. ")")
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boulder = Objects.find(BOULDER_ID)
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result(boulder ~= nil and boulder.cellX == SWITCH_X and boulder.cellY == SWITCH_Y,
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"the boulder was pushed onto the floor switch, at (" ..
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tostring(boulder and boulder.cellX) .. "," .. tostring(boulder and boulder.cellY) .. ")")
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runScript()
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U.wait(60)
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result(getVar(VAR_MAP_SCENE_VICTORY_ROAD_1F) == 100,
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"the floor-switch script ran, var=" .. tostring(getVar(VAR_MAP_SCENE_VICTORY_ROAD_1F)))
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U.shot(game, DIR .. "/field_victory_road_02_switch_pressed.png")
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result(not barrierShut(), "the rock barrier is gone")
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result(canPass(), "the way north is walkable")
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goTo(VR2F, 1, 10, "down")
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U.wait(30)
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goTo(VR1F, 11, 15, "right")
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U.wait(30)
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result(getVar(VAR_MAP_SCENE_VICTORY_ROAD_1F) == 100,
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"the var survived the reload, var=" .. tostring(getVar(VAR_MAP_SCENE_VICTORY_ROAD_1F)))
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result(not barrierShut(), "ON_LOAD did not re-wall the barrier")
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result(canPass(), "the way north is still walkable after the reload")
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U.shot(game, DIR .. "/field_victory_road_03_barrier_open_after_reload.png")
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finish()
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end
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