Files
gen1recomp/tests/drivers/game3_stitchcoll_dynamic_warp.lua

100 lines
3.6 KiB
Lua

local U = require("tests.drivers.util")
local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_stitchcoll_dynamic_warp"
local FLOOR = "FR_SILPH_CO_5F"
local ELEVATOR = "FR_SILPH_CO_ELEVATOR"
local DOOR_XY = { 22, 3 }
local EXIT_XY = { 2, 5 }
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()
if failures == 0 then
print("PASS stitchcoll_dynamic_warp")
love.event.quit(0)
else
print("FAIL stitchcoll_dynamic_warp failures=" .. failures)
love.event.quit(1)
end
end
return function(game)
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 Elevator = require("src.core.game3.scripting.natives_elevator")
local session = Runtime.getSession()
if not result(session ~= nil, "new game reached the game3 field") then return finish() end
local function goTo(mapId, x, y, facing)
Map.load(nil, game, mapId, { x = x, y = y, facing = facing or "down" })
if game.session then
game.session.x, game.session.y, game.session.facing = x, y, facing or "down"
end
Player.cellX, Player.cellY = x, y
Player.px, Player.py = x * 16, y * 16
Player.targetX, Player.targetY = x, y
Player.facing = facing or "down"
U.wait(30)
local Preview = package.loaded["src.ui.game3.map_preview_screen"]
for _ = 1, 240 do
if not (Preview and Preview.isActive and Preview.isActive()) then break end
U.wait(5)
end
U.wait(60)
end
local function walkUntil(btn, want, frames)
for _ = 1, frames or 12 do
if want() then return true end
U.hold(game, btn, 16)
U.wait(30)
end
return want()
end
goTo(FLOOR, DOOR_XY[1], DOOR_XY[2] + 1, "up")
result(session.map == FLOOR, "the walk starts on SILPH CO 5F, got " .. tostring(session.map))
U.shot(game, DIR .. "/stitchcoll_dynamic_warp_01_in_front_of_the_lift.png")
local entered = walkUntil("up", function() return session.map == ELEVATOR end)
result(entered, "walking north into the lift door arrives in the lift, got " ..
tostring(session.map))
-- pokefirered/src/field_control_avatar.c:982
result(Elevator.dynamicWarpMap() == FLOOR,
"entering the lift recorded the floor it was entered from, got " ..
tostring(Elevator.dynamicWarpMap()))
local dw = session.dynamicWarp
result(type(dw) == "table" and dw.x == DOOR_XY[1] and dw.y == DOOR_XY[2],
string.format("the recorded tile is the lift door (%d,%d), got %s,%s",
DOOR_XY[1], DOOR_XY[2], tostring(dw and dw.x), tostring(dw and dw.y)))
result(Player.cellX == EXIT_XY[1] and Player.cellY == EXIT_XY[2],
string.format("the player stands on the lift's exit tile, got %s,%s",
tostring(Player.cellX), tostring(Player.cellY)))
U.shot(game, DIR .. "/stitchcoll_dynamic_warp_02_inside_the_lift.png")
-- pokefirered/src/overworld.c:610
local left = walkUntil("down", function() return session.map == FLOOR end)
result(left, "walking south off the lift's MAP_DYNAMIC tile leaves the lift, got " ..
tostring(session.map))
result(Player.cellX == DOOR_XY[1] and Player.cellY == DOOR_XY[2],
string.format("the lift puts the player back on the 5F door (%d,%d), got %s,%s",
DOOR_XY[1], DOOR_XY[2], tostring(Player.cellX), tostring(Player.cellY)))
U.shot(game, DIR .. "/stitchcoll_dynamic_warp_03_back_on_5f.png")
finish()
end