mirror of
https://github.com/bryanthaboi/gen1recomp
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102 lines
3.9 KiB
Lua
102 lines
3.9 KiB
Lua
-- A knocked-off item must stay marked for the rest of the battle.
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--
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-- Regression: KNOCK_OFF only set the per-battler volatile `expKnockedOff`, which
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-- dies when that battler leaves the field. pret keeps
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-- gWishFutureKnock.knockedOffMons -- one bit per party index per side -- so the
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-- guard survives switch-out: a mon whose item was knocked off cannot have an
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-- item stolen or swapped for the rest of the battle, even after it comes back
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-- holding something else.
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--
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-- These drive the real effect functions; the battle-scoped state is the adapter's
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-- `_st`, exactly as the engine carries it.
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-- luajit tests/engine/game3_knocked_off_flag_test.lua
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.harness")
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local check, eq = T.check, T.eq
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love = love or require("tests.love_stub")
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require("tests.game3_cache").mountOrSkip("game3_knocked_off_flag_test")
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local Secondary = require("src.core.game3.battle.effects.secondary")
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local Special = require("src.core.game3.battle.effects.special")
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local failures = 0
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local function adapter(st)
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return {
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_st = st,
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abilityOf = function(_, b) return b.ability end,
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hp = function(_, b) return b.hp or 100 end,
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ownSide = function() return nil end,
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foeSide = function() return nil end,
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displayName = function(_, b) return b.name or "MON" end,
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playAnim = function() end,
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say = function() end,
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sayText = function() end,
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sayFail = function() failures = failures + 1 end,
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roll = function(_, lo) return lo end,
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pushEvent = function() end,
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}
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end
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local function battler(side, partyIndex, item, ability)
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return {
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side = side, partyIndex = partyIndex, id = 0,
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name = side == "player" and "CHARMANDER" or "RATTATA",
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hp = 100, item = item, ability = ability,
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mon = item and { item = item, heldItem = item } or {},
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}
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end
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local function knock_off(st, user, target)
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return Secondary.set({ adapter = adapter(st), user = user, target = target,
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move = { moveName = "KNOCK OFF" } },
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"KNOCK_OFF", false, true, false)
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end
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local function steal(st, user, target)
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return Secondary.set({ adapter = adapter(st), user = user, target = target,
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move = { moveName = "THIEF" } },
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"STEAL_ITEM", false, true, false)
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end
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local function trick(st, user, target)
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failures = 0
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Special.trick({ adapter = adapter(st), user = user, target = target })
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return failures
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end
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-- 1. After a knock-off, Trick still refuses the victim once it has switched out
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-- and come back holding something else.
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local st = {}
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knock_off(st, battler("player", 1, 0), battler("enemy", 1, 13))
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local returning = battler("enemy", 1, 14)
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eq(trick(st, battler("player", 1, 13), returning), 1,
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"TRICK refuses a mon knocked off earlier this battle, after switch-out")
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-- 2. A different party index on the same side is unaffected.
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eq(trick(st, battler("player", 1, 13), battler("enemy", 2, 14)), 0,
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"TRICK still works against a mon that was not knocked off")
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-- 3. Thief also refuses when the *thief* had its own item knocked off earlier,
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-- which only the battle-scoped mask can remember. (The thief's hands are
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-- empty, as they must be to steal at all.)
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local st2 = {}
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knock_off(st2, battler("enemy", 1, 0), battler("player", 1, 13))
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check(not steal(st2, battler("player", 1, 0), battler("enemy", 1, 13)),
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"THIEF refuses after the user's own item was knocked off earlier this battle")
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-- 4. Control: the same Thief works when nothing was knocked off.
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local st3 = {}
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check(steal(st3, battler("player", 1, 0), battler("enemy", 1, 13)),
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"THIEF still steals when no knock-off happened")
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-- 5. The mask is per side: an enemy knock-off does not block the player.
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local st4 = {}
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knock_off(st4, battler("player", 1, 0), battler("enemy", 1, 13))
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eq(trick(st4, battler("player", 1, 14), battler("enemy", 2, 13)), 0,
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"an enemy knock-off does not block the player's own party index")
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T.finish("game3_knocked_off_flag_test")
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