mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-09-26 13:33:27 -04:00
242 lines
8.2 KiB
Lua
242 lines
8.2 KiB
Lua
local U = require("tests.drivers.util")
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local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_static_encounters"
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local POWER_PLANT = "FR_POWER_PLANT"
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local ROUTE_10 = "FR_ROUTE_10"
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local LOCAL_ZAPDOS, LOCAL_ELECTRODE_2, LOCAL_ELECTRODE_1 = 6, 7, 8
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local ZAPDOS_XY = { 5, 12 }
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local ELECTRODE_1_XY = { 30, 39 }
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local ELECTRODE_2_XY = { 36, 6 }
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-- pokefirered/include/constants/flags.h:109
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local FLAG_HIDE_ZAPDOS = 0x05D
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-- pokefirered/include/constants/flags.h:730
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local FLAG_FOUGHT_ZAPDOS = 0x2BF
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local MASTER_BALL = "FRLG_1"
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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 static_encounters")
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love.event.quit(0)
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else
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print("FAIL static_encounters 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 Objects = require("src.core.game3.objects")
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local Player = require("src.core.game3.player")
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local Party = require("src.core.game3.party")
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local Bag = require("src.core.game3.bag")
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local Battle = require("src.core.game3.battle")
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local Ui = require("src.core.game3.battle.ui")
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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.party = {}
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Party.giveMon(session, 150, 100)
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session.bag = session.bag or Bag.new()
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Bag.add(session.bag, MASTER_BALL, 5)
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local function ctx() return Space.vm and Space.vm.ctx end
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local function flag(id) return Flags.getFlag(Space.store, ctx(), id) and true or false end
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local function visible(localId)
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local eo = Objects.find(localId)
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return eo ~= nil and eo.visible == true
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end
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local function goTo(mapId, x, y, facing)
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Map.load(nil, game, mapId, { x = x, y = y, facing = facing or "up" })
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if game.session then
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game.session.x, game.session.y, game.session.facing = x, y, facing or "up"
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end
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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 or "up"
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U.wait(30)
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local Preview = package.loaded["src.ui.game3.map_preview_screen"]
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for _ = 1, 240 do
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if not (Preview and Preview.isActive and Preview.isActive()) then break end
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U.wait(5)
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end
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U.wait(60)
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end
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local function fieldBusy()
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local Message = package.loaded["src.ui.game3.message"]
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local open = Message and Message.isOpen and Message.isOpen()
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return open, (Space.vm and Space.vm:isRunning()) and true or false
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end
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local function pumpField(frames)
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for _ = 1, (frames or 300) do
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local open, running = fieldBusy()
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if not open and not running then return true end
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if open then U.tap(game, "a") end
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U.wait(10)
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end
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return false
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end
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local function atCommand()
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return Battle.isActive() and Battle._phase == "command" and Ui._mode == "menu"
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end
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local function mash(frames, stop)
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for i = 1, (frames or 2500) do
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if stop() then return true end
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if i % 300 == 0 then
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U.log("mash", i, "active=" .. tostring(Battle.isActive()),
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"phase=" .. tostring(Battle._phase), "mode=" .. tostring(Ui._mode),
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"dialog=" .. tostring(Ui.dialogPending and Ui.dialogPending()))
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end
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if Ui.dialogPending and Ui.dialogPending() then
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U.tap(game, "a")
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U.wait(8)
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elseif Battle._phase == "catch_nickname_prompt" then
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U.tap(game, "b")
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U.wait(12)
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elseif i % 16 == 0 then
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U.tap(game, "a")
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U.wait(4)
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else
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U.wait(1)
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end
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end
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return stop()
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end
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local function waitForCommand(frames)
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return mash(frames or 2500, atCommand)
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end
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local function talkTo(x, y, facing)
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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 or "up"
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U.wait(15)
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U.tap(game, "a")
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U.wait(30)
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for _ = 1, 400 do
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if Battle.isActive() then return true end
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local open = fieldBusy()
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if open then U.tap(game, "a") end
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U.wait(6)
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end
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return Battle.isActive()
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end
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local function endBattle(command, label)
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for _ = 1, 20 do
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if not Battle.isActive() then break end
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if not waitForCommand(1800) then break end
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Ui._pendingCommand = command()
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Ui._mode = "none"
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mash(2500, function() return (not Battle.isActive()) or atCommand() end)
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end
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mash(600, function() return not Battle.isActive() end)
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U.wait(60)
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pumpField(300)
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return result(not Battle.isActive(), label)
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end
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goTo(POWER_PLANT, ELECTRODE_1_XY[1], ELECTRODE_1_XY[2], "up")
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result(visible(LOCAL_ELECTRODE_1), "the Power Plant spawns Electrode 1")
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U.shot(game, DIR .. "/static_encounters_01_electrode_present.png")
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if not result(talkTo(ELECTRODE_1_XY[1], ELECTRODE_1_XY[2], "up"),
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"talking to the item ball started the Electrode battle") then
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return finish()
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end
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result(waitForCommand(2500), "the Electrode battle reached the command menu")
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U.shot(game, DIR .. "/static_encounters_02_electrode_battle.png")
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endBattle(function()
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return { kind = "bag", user = "player", itemId = MASTER_BALL }
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end, "the Master Ball ended the Electrode battle")
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result(session.battleOutcome == 7,
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"the battle return hook recorded B_OUTCOME_CAUGHT, got "
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.. tostring(session.battleOutcome))
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result(visible(LOCAL_ELECTRODE_1) == false,
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"ON_RESUME removed the caught Electrode from the map")
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U.shot(game, DIR .. "/static_encounters_03_electrode_gone.png")
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goTo(ROUTE_10, 10, 10, "down")
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goTo(POWER_PLANT, ELECTRODE_1_XY[1], ELECTRODE_1_XY[2], "up")
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result(visible(LOCAL_ELECTRODE_1) == false,
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"the caught Electrode is still gone after leaving and coming back")
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U.shot(game, DIR .. "/static_encounters_04_electrode_still_gone.png")
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if result(talkTo(ELECTRODE_2_XY[1], ELECTRODE_2_XY[2], "up"),
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"talking to the second item ball started its battle") then
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local st = Battle.getState()
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local slot = 1
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if st and st.player and st.player.mon and st.player.mon.moves then
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for i, mv in ipairs(st.player.mon.moves) do
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if (tonumber(mv) or 0) > 0 then slot = i break end
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end
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end
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endBattle(function()
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local s = Battle.getState()
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local mon = s and s.player and s.player.mon
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return { kind = "move", user = "player", slot = slot,
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move = mon and mon.moves and mon.moves[slot] }
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end, "the second Electrode was beaten in battle")
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result(visible(LOCAL_ELECTRODE_2) == false,
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"the defeated Electrode is off the map")
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U.shot(game, DIR .. "/static_encounters_05_electrode2_defeated.png")
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end
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goTo(POWER_PLANT, ZAPDOS_XY[1], ZAPDOS_XY[2], "up")
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result(visible(LOCAL_ZAPDOS), "Zapdos is on the map")
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if result(talkTo(ZAPDOS_XY[1], ZAPDOS_XY[2], "up"),
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"talking to Zapdos started the legendary battle") then
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result(waitForCommand(2500), "the Zapdos battle reached the command menu")
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U.shot(game, DIR .. "/static_encounters_06_zapdos_battle.png")
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endBattle(function()
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return { kind = "run", user = "player" }
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end, "the player ran from Zapdos")
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result(session.battleOutcome == 4,
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"the battle return hook recorded B_OUTCOME_RAN, got "
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.. tostring(session.battleOutcome))
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result(flag(FLAG_FOUGHT_ZAPDOS) == false,
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"fleeing never sets FLAG_FOUGHT_ZAPDOS")
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result(visible(LOCAL_ZAPDOS) == false,
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"EventScript_MonFlewAway took Zapdos off the map")
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result(flag(FLAG_HIDE_ZAPDOS) == true, "and set his hide flag")
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U.shot(game, DIR .. "/static_encounters_07_zapdos_flew_away.png")
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goTo(ROUTE_10, 10, 10, "down")
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goTo(POWER_PLANT, ZAPDOS_XY[1], ZAPDOS_XY[2], "up")
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result(visible(LOCAL_ZAPDOS),
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"ON_TRANSITION clears the hide flag again, so Zapdos is back")
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U.shot(game, DIR .. "/static_encounters_08_zapdos_back.png")
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end
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finish()
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end
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