Files
gen1recomp/tests/drivers/gen2_dig_anim_2101.lua

103 lines
3.1 KiB
Lua

local U = require("tests.drivers.util")
local Mon = require("src.battle.gen2.Mon")
local function battleScreen(game)
for _ = 1, 900 do
local top = game.stack:top()
if top and top.battle then return top end
U.wait(1)
end
error("battle screen never came up")
end
local function drain(game, screen, frames)
for _ = 1, (frames or 400) do
if screen.phase == "menu" and #screen.queue == 0 and not screen.anim then
return true
end
if screen.phase ~= "menu" then U.tap(game, "a") end
U.wait(3)
end
return false
end
local function giveMoves(mon, game, moves)
mon.moves = {}
for i, id in ipairs(moves) do
local def = assert(game.data.moves[id], id .. " is not in moves.lua")
mon.moves[i] = { id = id, pp = def.pp, maxPp = def.pp }
end
return mon
end
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gen2-dig-anim-2101"
U.wait(45)
local world = game.world
assert(world and world.map, "gen 2 world did not boot")
local failures = {}
local function check(ok, what)
print((ok and "[ok] " or "[FAIL] ") .. what)
if not ok then failures[#failures + 1] = what end
end
local player = Mon.new(game.data, "DUGTRIO", 30)
giveMoves(player, game, { "DIG" })
game.save.party = { player }
local foe = Mon.new(game.data, "SNORLAX", 40)
giveMoves(foe, game, { "TACKLE" })
assert(world:startBattle({ wild = foe }), "startBattle failed")
local screen = battleScreen(game)
drain(game, screen, 200)
screen:submit({ kind = "move", move = "DIG" })
local sawAnim, animEnded = false, false
for _ = 1, 600 do
if screen.anim then sawAnim = true
elseif sawAnim then animEnded = true break end
U.tap(game, "a")
U.wait(2)
end
check(sawAnim, "the charge animation ran")
check(animEnded, "and finished")
U.shot(game, out .. "/01-charge-end.png")
check(not screen.afterAnimPlayed, "no hit shake rode the charge turn")
local vol = screen.battle:volatile(screen.battle.player)
check(vol.vanished == true, "the user is underground")
local function boxEmpty()
local vol = screen.battle:volatile(screen.battle.player)
return screen:picBoxCleared("player") or (vol.vanished and true or false)
end
local revealed, revealedInAnim, shotTurn2 = false, false, false
for _ = 1, 900 do
if not boxEmpty() then
revealed = true
revealedInAnim = screen.anim ~= nil
break
end
if screen.anim and not shotTurn2 then
shotTurn2 = true
U.shot(game, out .. "/02-between-turns.png")
end
U.tap(game, "a")
U.wait(2)
end
U.shot(game, out .. "/03-turn2-latched.png")
check(revealedInAnim, "the box stays empty into the attack turn")
check(revealed, "ENTER_MON brings the user back")
U.shot(game, out .. "/04-reappear.png")
drain(game, screen, 600)
check(screen.picHidden.player == false
and next(screen.vanishReveal or {}) == nil,
"no latch left behind")
U.shot(game, out .. "/05-done.png")
if #failures > 0 then
for _, what in ipairs(failures) do print("[FAIL] " .. what) end
error(#failures .. " checks failed")
end
print("[driver] dig anim checks passed")
print("[driver] shots in " .. out)
end