Files
gen1recomp/tests/drivers/gym_leader_victory_test.lua
Shane McGovern f11b9c762f fix(audio): play the badge jingle the cartridge plays (#2339)
Badge lines are end-battle texts (SaveEndBattleTextPointers), so they are
printed while the battle sound engine is still loaded.  A text sound command
names an id rather than a sound, and that engine's SFX_Headers_2 gives those
ids different sounds: the id behind sound_get_item_1 / sound_level_up is
SFX_Level_Up there, and the id behind sound_get_key_item is SFX_Ball_Poof.
The port resolved the jingle by name, so it always played the overworld
reading (Get_Item1 / Get_Key_Item) -- the wrong jingle for receiving the
BOULDERBADGE, and the same collision for Cerulean, Saffron, Cinnabar and
Viridian in Red, Blue and Yellow alike.

Add victories.badgeSoundFor(), which answers with the jingle that is actually
audible for the badge hand-over:

  Red/Blue  Brock Level_Up, Misty Ball_Poof, Sabrina Ball_Poof,
            Blaine Ball_Poof, Giovanni Level_Up
  Yellow    the same, except Misty: CeruleanGym.asm drops the command from
            that line, so Yellow's Cascade Badge has no jingle

Vermilion, Celadon and Fuchsia carry no sound on their badge lines in any
version.  The raw `badgeSound` field keeps the overworld-engine name, which is
what the TM texts (printed in the overworld) genuinely need.

Tests: pin the literal per-version jingle and its page for all five badge
leaders in tests/engine/gym_badge_jingle_page_bug1982.lua (53 checks), and
have the #1606 and driver suites assert through badgeSoundFor.

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-09-19 23:28:31 +01:00

136 lines
5.3 KiB
Lua

-- Driver: gym-leader post-battle dialogue chain (#164).
-- Invokes checkVictoryRewards for Brock then Misty (same path as a win)
-- and screenshots pages that must include badge-effect + TM explanation
-- text -- not just a synthetic "received badge/TM" stub.
--
-- SHOT_DIR=/tmp/gym164 POKEPORT_DRIVER=tests/drivers/gym_leader_victory_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local TextBox = require("src.render.TextBox")
local OW = require("src.world.OverworldController")
local function currentPageText()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return "" end
local page = top.pages and top.pages[top.pageIndex]
if not page then return "" end
return table.concat(page, "\n")
end
local function mashUntil(cond)
for _ = 1, 1200 do
if cond() then return true end
U.tap(game, "a")
U.wait(2)
end
return false
end
local function advancePages(want, shotName)
U.log(shotName, "waiting for:", want)
local ok = mashUntil(function()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return false end
-- only match once the current page has finished typing
if not (top.waiting or top.done) then return false end
return currentPageText():find(want, 1, true) ~= nil
end)
U.log(shotName, "found:", ok, "page:", currentPageText():gsub("\n", "\\n"))
U.shot(game, DIR .. "/" .. shotName .. ".png")
assert(ok, shotName .. " missing dialogue containing: " .. want)
end
local function runLeader(mapId, x, y, class, party, shots)
while game.stack:top() do game.stack:pop() end
game.save.flags = game.save.flags or {}
game.save.inventory = game.save.inventory or {}
game.save.defeatedTrainers = game.save.defeatedTrainers or {}
game.stack:push(OW, mapId, x, y, "up")
U.wait(5)
local ow = game.stack:top()
U.shot(game, DIR .. "/" .. shots.prefix .. "_0_gym.png")
-- true: the badge line rode the battle screen on the real path (#1606)
ow:checkVictoryRewards(class, party, true)
U.wait(10)
for _, s in ipairs(shots.pages) do
advancePages(s.want, shots.prefix .. "_" .. s.name)
end
U.log(shots.prefix, "closing box:", mashUntil(function()
return game.stack:top() == ow
end))
U.shot(game, DIR .. "/" .. shots.prefix .. "_done.png")
end
game.save.player.name = game.save.player.name or "RED"
-- The REAL gym path (#1606): the badge line and jingle must ride the
-- battle it pushes (scripts/PewterGym.asm:117-119).
while game.stack:top() do game.stack:pop() end
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = { Pokemon.new(game.data, "CHARIZARD", 50) }
game.save.flags = game.save.flags or {}
game.save.inventory = game.save.inventory or {}
game.save.defeatedTrainers = game.save.defeatedTrainers or {}
game.stack:push(OW, "PEWTER_GYM", 4, 3, "up")
U.wait(5)
local realOw = game.stack:top()
local brock
for _, npc in ipairs(realOw.npcs or {}) do
if npc.def and npc.def.trainerClass == "OPP_BROCK" then brock = npc end
end
assert(brock, "Brock stands in PEWTER_GYM")
require("data.scripts.gyms").PEWTER_GYM.talk.TEXT_PEWTERGYM_BROCK(
game, realOw, brock, function() end)
local battle
for _ = 1, 600 do
local top = game.stack:top()
if top and top.oppClass == "OPP_BROCK" and top.onFinish then
battle = top
break
end
U.tap(game, "a")
U.wait(2)
end
assert(battle, "the real gym path reaches Brock's BattleState")
assert(type(battle.endBattleText) == "string" and #battle.endBattleText > 0,
"the battle carries the armed badge line (#1606)")
assert(battle.endBattleSound == "Level_Up",
"and the badge jingle beside it (sound_level_up, PewterGym.asm; the " ..
"battle sound engine is loaded, so it plays SFX_Level_Up, #2339)")
assert(battle.endBattleSoundPage == 3,
"the jingle is armed for the BOULDERBADGE page (PewterGym.asm:156)")
U.shot(game, DIR .. "/brock_real_battle.png")
U.log("force-finishing Brock's battle to run the reward chain")
battle.onFinish("win")
if game.stack:top() == battle then game.stack:pop() end
U.wait(10)
-- rewardDialogueShown: the badge line rode the battle screen, so the map
-- chain opens on the TM prelude, not on a reprint of the badge line
for _, s in ipairs({
{ want = "Wait!", name = "1_wait" },
{ want = "TM34", name = "2_tm34" },
{ want = "BIDE", name = "3_bide" },
}) do
advancePages(s.want, "brock_" .. s.name)
end
assert(game.save.flags.EVENT_BEAT_BROCK, "EVENT_BEAT_BROCK")
assert(game.save.inventory.BOULDERBADGE, "BOULDERBADGE")
assert((game.save.inventory.TM_BIDE or 0) >= 1, "TM_BIDE")
-- checkVictoryRewards direct drive, as after a battle whose badge line
-- rode the battle screen (shownOnBattleScreen = true)
runLeader("CERULEAN_GYM", 5, 5, "OPP_MISTY", 1, {
prefix = "misty",
pages = {
{ want = "CUT", name = "1_cut" },
{ want = "TM11", name = "2_tm11" },
},
})
assert(game.save.flags.EVENT_BEAT_MISTY, "EVENT_BEAT_MISTY")
assert(game.save.inventory.CASCADEBADGE, "CASCADEBADGE")
assert((game.save.inventory.TM_BUBBLEBEAM or 0) >= 1, "TM_BUBBLEBEAM")
U.log("gym_leader_victory_test: ok")
end