Files
gen1recomp/tests/drivers/game3_stitchcoll_fall_shake.lua
2026-09-23 16:34:15 -04:00

156 lines
5.0 KiB
Lua

local U = require("tests.drivers.util")
local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_stitchcoll_fall_shake"
local CAVE_1F = "FR_FOUR_ISLAND_ICEFALL_CAVE_1F"
local CAVE_B1F = "FR_FOUR_ISLAND_ICEFALL_CAVE_B1F"
-- pokefirered/include/constants/vars.h:9
local VAR_TEMP_1 = 0x4001
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_fall_shake")
love.event.quit(0)
else
print("FAIL stitchcoll_fall_shake 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 Space = require("src.core.game3.scripting.space")
local Flags = require("src.core.game3.scripting.flags")
local Player = require("src.core.game3.player")
local Field = require("src.core.game3.field")
local FieldView = require("src.core.game3.field_view")
local Warp = require("src.core.game3.warp")
local session = Runtime.getSession()
if not result(session ~= nil, "new game reached the game3 field") then return finish() end
local function ctx() return Space.vm and Space.vm.ctx 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(90)
end
local function step(dir)
local bx, by = Player.cellX, Player.cellY
for _ = 1, 4 do
U.hold(game, dir, 8)
if Player.cellX ~= bx or Player.cellY ~= by then
while Player.moving do U.wait(1) end
return true
end
end
return false
end
goTo(CAVE_1F, 8, 12, "down")
result(Runtime.getSession().map == CAVE_1F, "walked into Icefall Cave 1F")
-- pokefirered/src/field_tasks.c:51 sIcefallCaveIceCoords
while Player.cellY < 14 do
if not step("down") then break end
end
result(Player.cellX == 8 and Player.cellY == 14,
"standing on the cracking ice at (" .. Player.cellX .. "," .. Player.cellY .. ")")
U.still(game, DIR .. "/stitchcoll_fall_shake_01_on_the_ice.png")
-- pokefirered/src/field_tasks.c:173 IcefallCaveIcePerStepCallback
U.wait(12)
while Player.cellY > 13 do
if not step("up") then break end
end
U.wait(8)
while Player.cellY < 14 do
if not step("down") then break end
end
result(Player.cellX == 8 and Player.cellY == 14, "stepped back onto the cracked ice")
for _ = 1, 30 do
if (tonumber(Flags.getVar(Space.store, ctx(), VAR_TEMP_1)) or 0) == 1 then break end
U.wait(1)
end
result((tonumber(Flags.getVar(Space.store, ctx(), VAR_TEMP_1)) or 0) == 1,
"breaking the ice set VAR_TEMP_1")
-- pokefirered/src/field_control_avatar.c:212 TryRunOnFrameMapScript
local started = false
for _ = 1, 120 do
U.wait(1)
if Space.vm and Space.vm:isRunning() then
started = true
break
end
end
result(started, "the hole script started")
-- pokefirered/src/field_effect.c:1249 FallWarpEffect_5
local arrived, shookAt = false, nil
for frame = 1, 900 do
U.wait(1)
if Runtime.getSession().map == CAVE_B1F then arrived = true end
if arrived and (FieldView.cameraPanY or 0) ~= 0 then
shookAt = frame
break
end
end
result(arrived, "the player fell through to B1F, map="
.. tostring(Runtime.getSession().map))
result(shookAt ~= nil,
"the screen shakes when the player hits the floor, pan="
.. tostring(FieldView.cameraPanY))
-- pokefirered/src/field_effect.c:1274 FallWarpEffect_7
result(Warp.isBusy() == true,
"the fall sequence still owns the player while the screen shakes")
print("[driver] Field.locked during the shake: " .. tostring(Field.locked))
U.still(game, DIR .. "/stitchcoll_fall_shake_02_landing_shake.png")
print("[driver] pan right after the shake shot: " .. tostring(FieldView.cameraPanY))
result((FieldView.cameraPanY or 0) ~= 0 and Warp.isBusy() == true,
"the shake is still running and the player is still held after the shot")
local settled = false
for _ = 1, 120 do
U.wait(1)
if (FieldView.cameraPanY or 0) == 0 and not Warp.isBusy() then
settled = true
break
end
end
result(settled, "the shake settled and the fall sequence ended")
result((FieldView.cameraPanY or 0) == 0,
"the camera pan is back to zero, pan=" .. tostring(FieldView.cameraPanY))
U.wait(30)
U.shot(game, DIR .. "/stitchcoll_fall_shake_03_control_back.png")
result(step("down") or step("left") or step("up"),
"control came back to the player on B1F")
finish()
end