Files
gen1recomp/tests/drivers/game3_stitchseam_elevator.lua

235 lines
8.6 KiB
Lua

local U = require("tests.drivers.util")
local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_stitchseam_elevator"
local SILPH = "FR_SILPH_CO_ELEVATOR"
local HIDEOUT = "FR_ROCKET_HIDEOUT_ELEVATOR"
local SIGN_XY = { 1, 2 }
local VAR_ELEVATOR_FLOOR = 0x403A -- pokefirered/include/constants/vars.h:108
-- pokefirered/include/constants/flags.h:702
local FLAG_CAN_USE_ROCKET_HIDEOUT_LIFT = 0x2A5
-- pokefirered/include/constants/items.h:428
local ITEM_LIFT_KEY = 356
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 stitchseam_elevator")
love.event.quit(0)
else
print("FAIL stitchseam_elevator 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 Bag = require("src.core.game3.bag")
local Gfx = require("src.core.game3.gfx")
local Choice = require("src.ui.game3.choice")
local ElevatorWindow = require("src.ui.game3.elevator_window")
local ListMenu = require("src.core.game3.scripting.natives_listmenu")
local Menu = ListMenu.Menu
local session = Runtime.getSession()
if not result(session ~= nil, "new game reached the game3 field") then return finish() end
result(type(Gfx.drawUi) == "function", "the field HUD compositor is reachable")
local paints = 0
local realDraw = ElevatorWindow.draw
ElevatorWindow.draw = function(...)
paints = paints + 1
return realDraw(...)
end
local function ctx() return Space.vm and Space.vm.ctx end
local function var(id) return tonumber(Flags.getVar(Space.store, ctx(), id)) or 0 end
local function scriptRunning()
return Space.vm and Space.vm.isRunning and Space.vm:isRunning() or false
end
local function menuUp()
return Menu.isOpen() or Choice.active or false
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 talkToPanel()
for _ = 1, 20 do
if scriptRunning() or menuUp() then return true end
U.tap(game, "a")
U.wait(12)
end
return scriptRunning() or menuUp()
end
local function waitForMenu()
for _ = 1, 400 do
if menuUp() then return true end
local Message = package.loaded["src.ui.game3.message"]
if Message and Message.isOpen and Message.isOpen() and not menuUp() then
U.tap(game, "a")
end
U.wait(4)
end
return menuUp()
end
local function waitIdle()
for _ = 1, 900 do
if not scriptRunning() and not menuUp() then return true end
U.wait(4)
end
return false
end
print("[driver] scene 1: the Rocket Hideout lift, multichoice plus the floor window")
-- pokefirered/data/maps/RocketHideout_B4F/scripts.inc:61
Flags.setFlag(Space.store, ctx(), FLAG_CAN_USE_ROCKET_HIDEOUT_LIFT, true)
if session.bag then pcall(Bag.add, session.bag, ITEM_LIFT_KEY, 1) end
goTo(HIDEOUT, SIGN_XY[1], SIGN_XY[2], "left")
if not result(talkToPanel(), "the Rocket Hideout panel answers") then return finish() end
if not result(waitForMenu(), "the B-floor multichoice opened") then return finish() end
-- pokefirered/data/maps/RocketHideout_Elevator/scripts.inc:9
result(ElevatorWindow.isVisible(),
"DrawElevatorCurrentFloorWindow left the floor window open under the multichoice")
result(Choice.active, "the multichoice owns input at the same time")
paints = 0
U.wait(60)
print("[driver] ElevatorWindow.draw calls over 60 visible frames: " .. paints)
result(paints > 0, "the open floor window is painted every frame by Gfx.drawUi")
result(Choice.active, "and the multichoice still owns input, the window never stole it")
for _ = 1, 2 do
U.tap(game, "down")
U.wait(10)
end
result(Choice.cursor == 3, "the cursor is on B4F, got " .. tostring(Choice.cursor))
U.tap(game, "a")
U.wait(10)
result(waitIdle(), "the Rocket Hideout ride finished")
result(var(VAR_ELEVATOR_FLOOR) == 0,
"VAR_ELEVATOR_FLOOR is B4F after the ride, got " .. tostring(var(VAR_ELEVATOR_FLOOR)))
-- pokefirered/data/maps/RocketHideout_Elevator/scripts.inc:73
result(not ElevatorWindow.isVisible(),
"CloseElevatorCurrentFloorWindow took the window off the field")
paints = 0
U.wait(30)
result(paints == 0, "the compositor stopped painting it, " .. paints .. " calls")
goTo(HIDEOUT, SIGN_XY[1], SIGN_XY[2], "left")
if not result(talkToPanel(), "the panel answers a second time") then return finish() end
if not result(waitForMenu(), "the multichoice reopened") then return finish() end
-- pokefirered/src/field_specials.c:1106
result(ElevatorWindow.label() == "B4F",
"the window reads the floor the lift is on, got " .. tostring(ElevatorWindow.label()))
U.shot(game, DIR .. "/stitchseam_elevator_01_hideout_b4f_window.png")
U.tap(game, "b")
U.wait(10)
waitIdle()
print("[driver] scene 2: the Silph Co lift, ListMenu plus the floor window")
goTo(SILPH, SIGN_XY[1], SIGN_XY[2], "left")
if not result(talkToPanel(), "the Silph lift panel answers") then return finish() end
if not result(waitForMenu(), "special ListMenu opened the floor list") then return finish() end
result(Menu.isOpen(), "the twelve-floor list is up")
result(ElevatorWindow.isVisible(), "with the floor window beside it")
-- pokefirered/src/field_specials.c:836
result(var(VAR_ELEVATOR_FLOOR) == 0,
"GetElevatorFloor still reads B4F from the dynamic warp, got " ..
tostring(var(VAR_ELEVATOR_FLOOR)))
result(ElevatorWindow.label() == "B4F",
"the floor list and Now on: B4F are on screen together, got " ..
tostring(ElevatorWindow.label()))
paints = 0
U.wait(30)
result(paints > 0, "the compositor paints it over the Silph list too, " .. paints .. " calls")
U.shot(game, DIR .. "/stitchseam_elevator_02_silph_list_and_window.png")
for _ = 1, 14 do
if Menu.selection() == 6 then break end
U.tap(game, "down")
U.wait(8)
end
result(Menu.selection() == 6, "the cursor is on 5F, index " .. tostring(Menu.selection()))
U.tap(game, "a")
U.wait(10)
for _ = 1, 900 do
if not scriptRunning() then break end
U.wait(4)
end
result(not scriptRunning(), "the Silph elevator script finished")
result(var(VAR_ELEVATOR_FLOOR) == 8,
"VAR_ELEVATOR_FLOOR is 5F after the ride, got " .. tostring(var(VAR_ELEVATOR_FLOOR)))
-- pokefirered/data/maps/SilphCo_Elevator/scripts.inc:132
result(not ElevatorWindow.isVisible(), "and the floor window closed with the script")
paints = 0
U.wait(30)
result(paints == 0, "nothing paints it afterwards, " .. paints .. " calls")
print("[driver] scene 3: a soft reset with the floor window up")
goTo(SILPH, SIGN_XY[1], SIGN_XY[2], "left")
if not result(talkToPanel(), "the Silph panel answers a second time") then return finish() end
if not result(waitForMenu(), "the floor list opened again") then return finish() end
result(ElevatorWindow.isVisible(), "the floor window is up when the reset comes")
for _ = 1, 40 do
for _, b in ipairs({ "a", "b", "start", "select" }) do game.input.state[b] = true end
coroutine.yield()
if game.phase == "boot" then break end
end
for _, b in ipairs({ "a", "b", "start", "select" }) do game.input.state[b] = false end
U.wait(30)
if not result(game.phase == "boot", "A+B+START+SELECT returned to the title") then
return finish()
end
game:_handleBootAction({ action = "new_game", name = "RED" })
U.wait(240)
paints = 0
U.wait(60)
U.shot(game, DIR .. "/stitchseam_elevator_03_after_soft_reset.png")
result(not ElevatorWindow.isVisible(),
"the floor window did not survive the soft reset")
result(paints == 0,
"and nothing paints it on the new session's field, " .. paints .. " calls in 60 frames")
ElevatorWindow.draw = realDraw
finish()
end