mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-09-26 13:33:27 -04:00
235 lines
8.6 KiB
Lua
235 lines
8.6 KiB
Lua
local U = require("tests.drivers.util")
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local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_stitchseam_elevator"
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local SILPH = "FR_SILPH_CO_ELEVATOR"
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local HIDEOUT = "FR_ROCKET_HIDEOUT_ELEVATOR"
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local SIGN_XY = { 1, 2 }
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local VAR_ELEVATOR_FLOOR = 0x403A -- pokefirered/include/constants/vars.h:108
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-- pokefirered/include/constants/flags.h:702
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local FLAG_CAN_USE_ROCKET_HIDEOUT_LIFT = 0x2A5
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-- pokefirered/include/constants/items.h:428
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local ITEM_LIFT_KEY = 356
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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 stitchseam_elevator")
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love.event.quit(0)
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else
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print("FAIL stitchseam_elevator 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 Bag = require("src.core.game3.bag")
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local Gfx = require("src.core.game3.gfx")
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local Choice = require("src.ui.game3.choice")
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local ElevatorWindow = require("src.ui.game3.elevator_window")
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local ListMenu = require("src.core.game3.scripting.natives_listmenu")
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local Menu = ListMenu.Menu
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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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result(type(Gfx.drawUi) == "function", "the field HUD compositor is reachable")
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local paints = 0
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local realDraw = ElevatorWindow.draw
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ElevatorWindow.draw = function(...)
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paints = paints + 1
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return realDraw(...)
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end
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local function ctx() return Space.vm and Space.vm.ctx end
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local function var(id) return tonumber(Flags.getVar(Space.store, ctx(), id)) or 0 end
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local function scriptRunning()
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return Space.vm and Space.vm.isRunning and Space.vm:isRunning() or false
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end
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local function menuUp()
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return Menu.isOpen() or Choice.active or false
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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 "down" })
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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 "down"
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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 "down"
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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 talkToPanel()
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for _ = 1, 20 do
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if scriptRunning() or menuUp() then return true end
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U.tap(game, "a")
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U.wait(12)
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end
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return scriptRunning() or menuUp()
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end
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local function waitForMenu()
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for _ = 1, 400 do
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if menuUp() then return true end
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local Message = package.loaded["src.ui.game3.message"]
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if Message and Message.isOpen and Message.isOpen() and not menuUp() then
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U.tap(game, "a")
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end
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U.wait(4)
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end
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return menuUp()
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end
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local function waitIdle()
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for _ = 1, 900 do
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if not scriptRunning() and not menuUp() then return true end
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U.wait(4)
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end
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return false
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end
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print("[driver] scene 1: the Rocket Hideout lift, multichoice plus the floor window")
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-- pokefirered/data/maps/RocketHideout_B4F/scripts.inc:61
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Flags.setFlag(Space.store, ctx(), FLAG_CAN_USE_ROCKET_HIDEOUT_LIFT, true)
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if session.bag then pcall(Bag.add, session.bag, ITEM_LIFT_KEY, 1) end
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goTo(HIDEOUT, SIGN_XY[1], SIGN_XY[2], "left")
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if not result(talkToPanel(), "the Rocket Hideout panel answers") then return finish() end
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if not result(waitForMenu(), "the B-floor multichoice opened") then return finish() end
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-- pokefirered/data/maps/RocketHideout_Elevator/scripts.inc:9
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result(ElevatorWindow.isVisible(),
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"DrawElevatorCurrentFloorWindow left the floor window open under the multichoice")
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result(Choice.active, "the multichoice owns input at the same time")
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paints = 0
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U.wait(60)
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print("[driver] ElevatorWindow.draw calls over 60 visible frames: " .. paints)
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result(paints > 0, "the open floor window is painted every frame by Gfx.drawUi")
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result(Choice.active, "and the multichoice still owns input, the window never stole it")
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for _ = 1, 2 do
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U.tap(game, "down")
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U.wait(10)
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end
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result(Choice.cursor == 3, "the cursor is on B4F, got " .. tostring(Choice.cursor))
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U.tap(game, "a")
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U.wait(10)
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result(waitIdle(), "the Rocket Hideout ride finished")
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result(var(VAR_ELEVATOR_FLOOR) == 0,
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"VAR_ELEVATOR_FLOOR is B4F after the ride, got " .. tostring(var(VAR_ELEVATOR_FLOOR)))
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-- pokefirered/data/maps/RocketHideout_Elevator/scripts.inc:73
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result(not ElevatorWindow.isVisible(),
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"CloseElevatorCurrentFloorWindow took the window off the field")
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paints = 0
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U.wait(30)
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result(paints == 0, "the compositor stopped painting it, " .. paints .. " calls")
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goTo(HIDEOUT, SIGN_XY[1], SIGN_XY[2], "left")
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if not result(talkToPanel(), "the panel answers a second time") then return finish() end
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if not result(waitForMenu(), "the multichoice reopened") then return finish() end
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-- pokefirered/src/field_specials.c:1106
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result(ElevatorWindow.label() == "B4F",
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"the window reads the floor the lift is on, got " .. tostring(ElevatorWindow.label()))
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U.shot(game, DIR .. "/stitchseam_elevator_01_hideout_b4f_window.png")
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U.tap(game, "b")
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U.wait(10)
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waitIdle()
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print("[driver] scene 2: the Silph Co lift, ListMenu plus the floor window")
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goTo(SILPH, SIGN_XY[1], SIGN_XY[2], "left")
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if not result(talkToPanel(), "the Silph lift panel answers") then return finish() end
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if not result(waitForMenu(), "special ListMenu opened the floor list") then return finish() end
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result(Menu.isOpen(), "the twelve-floor list is up")
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result(ElevatorWindow.isVisible(), "with the floor window beside it")
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-- pokefirered/src/field_specials.c:836
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result(var(VAR_ELEVATOR_FLOOR) == 0,
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"GetElevatorFloor still reads B4F from the dynamic warp, got " ..
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tostring(var(VAR_ELEVATOR_FLOOR)))
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result(ElevatorWindow.label() == "B4F",
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"the floor list and Now on: B4F are on screen together, got " ..
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tostring(ElevatorWindow.label()))
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paints = 0
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U.wait(30)
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result(paints > 0, "the compositor paints it over the Silph list too, " .. paints .. " calls")
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U.shot(game, DIR .. "/stitchseam_elevator_02_silph_list_and_window.png")
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for _ = 1, 14 do
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if Menu.selection() == 6 then break end
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U.tap(game, "down")
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U.wait(8)
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end
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result(Menu.selection() == 6, "the cursor is on 5F, index " .. tostring(Menu.selection()))
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U.tap(game, "a")
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U.wait(10)
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for _ = 1, 900 do
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if not scriptRunning() then break end
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U.wait(4)
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end
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result(not scriptRunning(), "the Silph elevator script finished")
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result(var(VAR_ELEVATOR_FLOOR) == 8,
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"VAR_ELEVATOR_FLOOR is 5F after the ride, got " .. tostring(var(VAR_ELEVATOR_FLOOR)))
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-- pokefirered/data/maps/SilphCo_Elevator/scripts.inc:132
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result(not ElevatorWindow.isVisible(), "and the floor window closed with the script")
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paints = 0
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U.wait(30)
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result(paints == 0, "nothing paints it afterwards, " .. paints .. " calls")
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print("[driver] scene 3: a soft reset with the floor window up")
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goTo(SILPH, SIGN_XY[1], SIGN_XY[2], "left")
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if not result(talkToPanel(), "the Silph panel answers a second time") then return finish() end
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if not result(waitForMenu(), "the floor list opened again") then return finish() end
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result(ElevatorWindow.isVisible(), "the floor window is up when the reset comes")
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for _ = 1, 40 do
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for _, b in ipairs({ "a", "b", "start", "select" }) do game.input.state[b] = true end
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coroutine.yield()
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if game.phase == "boot" then break end
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end
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for _, b in ipairs({ "a", "b", "start", "select" }) do game.input.state[b] = false end
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U.wait(30)
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if not result(game.phase == "boot", "A+B+START+SELECT returned to the title") then
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return finish()
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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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paints = 0
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U.wait(60)
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U.shot(game, DIR .. "/stitchseam_elevator_03_after_soft_reset.png")
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result(not ElevatorWindow.isVisible(),
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"the floor window did not survive the soft reset")
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result(paints == 0,
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"and nothing paints it on the new session's field, " .. paints .. " calls in 60 frames")
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ElevatorWindow.draw = realDraw
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finish()
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end
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