Files
gen1recomp/tests/drivers/game3_six_island_water_path.lua

89 lines
3.7 KiB
Lua

local U = require("tests.drivers.util")
local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_six_island_water_path"
local failures = 0
local function result(ok, label)
print((ok and "PASS " or "FAIL ") .. label)
if not ok then failures = failures + 1 end
return ok
end
local function finish()
result(failures == 0, "game3_six_island_water_path")
love.event.quit(failures == 0 and 0 or 1)
end
return function(game)
for _ = 1, 600 do
if game.phase == "boot" and game.boot then break end
U.wait(1)
end
if not result(game.phase == "boot" and game.boot ~= nil, "boot_ready") then return finish() end
game:_handleBootAction({ action = "new_game", name = "RED" })
U.wait(180)
local Runtime = require("src.core.game3.runtime")
local Map = require("src.core.game3.map")
local Player = require("src.core.game3.player")
require("src.core.game3.encounters").onStep = function() return nil end
require("src.core.game3.trainer_sight").check = function() return false end
if not result(Runtime.getSession() ~= nil, "new_game_reached_field") then return finish() end
local WP = "FR_SIX_ISLAND_WATER_PATH"
local function setup(map, x, y, facing)
Map.load(Runtime._mod, game, map, { x = x, y = y, facing = facing })
Player.surfing, Player.elevation = false, 3
U.wait(60)
return result(Map.current == map and Player.cellX == x and Player.cellY == y, "setup_" .. map .. "_" .. y)
end
local function step(dir)
local oldMap, x, y = Map.current, Player.cellX, Player.cellY
for _ = 1, 24 do
U.hold(game, dir, 1)
if Player.moving or Map.current ~= oldMap then break end
end
for _ = 1, 48 do
if not Player.moving then break end
U.wait(1)
end
return not Player.moving and (Map.current ~= oldMap or Player.cellX ~= x or Player.cellY ~= y)
end
local function at(map, x, y, label)
local session = Runtime.getSession()
return result(Map.current == map and Player.cellX == x and Player.cellY == y
and session.map == map and session.x == x and session.y == y, label)
end
local function drawsWest(row, sourceMap, sx, sy, label)
local mid, _, void = Map.worldMidAt(-1, row, Map.currentDef())
local src = game.data.maps[sourceMap].midLayout
return result(mid ~= nil and not void and mid == src:midAt(sx, sy), label)
end
if not setup("FR_SIX_ISLAND", 23, 12, "right") then return finish() end
if not result(step("right"), "six_island_east_step") then return finish() end
if not at(WP, 0, 52, "six_island_east_lands_on_water_path") then return finish() end
result(#Map.neighborList == 3, "water_path_has_three_west_neighbors")
drawsWest(52, "FR_SIX_ISLAND", 23, 12, "water_path_row52_draws_six_island")
U.wait(30)
result(U.still(game, DIR .. "/2456_water_path_six_island_west.png"), "shot_six_island_west")
if not result(step("left"), "water_path_west_step_row52") then return finish() end
at("FR_SIX_ISLAND", 23, 12, "water_path_row52_back_to_six_island")
if setup(WP, 0, 10, "left") then
drawsWest(10, "FR_SIX_ISLAND_GREEN_PATH", 71, 10, "water_path_row10_draws_green_path")
U.wait(30)
result(U.still(game, DIR .. "/2456_water_path_green_path_west.png"), "shot_green_path_west")
result(step("left"), "water_path_west_step_row10")
at("FR_SIX_ISLAND_GREEN_PATH", 71, 10, "water_path_row10_to_green_path")
end
if setup(WP, 0, 90, "left") then
drawsWest(90, "FR_SIX_ISLAND_RUIN_VALLEY", 47, 10, "water_path_row90_draws_ruin_valley")
result(step("left"), "water_path_west_step_row90")
at("FR_SIX_ISLAND_RUIN_VALLEY", 47, 10, "water_path_row90_to_ruin_valley")
end
if setup(WP, 0, 48, "left") then
result(step("left"), "water_path_west_step_row48")
at("FR_SIX_ISLAND", 23, 8, "water_path_row48_to_six_island")
end
finish()
end