mirror of
https://github.com/bryanthaboi/gen1recomp
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f07ebfe423
CELADON_TM/MON and GOLDENROD_TM/MON stored each Game Corner row as one hand-padded "NAME COST" literal; a translated name of a different length than the English original shifted or overlapped the price that used to be right-aligned by the padding alone. Split each row into a translatable name and the existing numeric cost field, print them as two separate calls (the cost right-aligned against a fixed priceRight column per counter, the same column-aware approach MartMenu.printPriceOpaque already uses), and clamp the name to the tile budget before the price column with Font.split (glyph-aware, so a <PK><MN> macro or multi-byte UTF-8 character -- including one whose expansion straddles the clamp boundary -- is never cut mid-sequence). TEXTS (SlotMachine.lua) kept a hand-typed English line array next to each entry's Strings.source() template; derive the array from source once at load instead, and cache localizedLines()'s parsed split per source table so the bet/result screens do not re-run the same gmatch split every draw() call. ContestMenu.TEXT.alreadyCaught's line split now uses the same gmatch loop the rest of this file's line-parsing already uses (an anchored ^(.-)\n(.*)$ match assumed exactly one \n and left a nil hole when a translation merges the two lines into one clause). Four of PrizeMenu.TEXTS' Game Corner vendor messages (Celadon's and Goldenrod's prize-vendor intros, Goldenrod's quit line, and the coin vendor's no-COIN-CASE refusal) used \f where the real cart text (poke-corpus GoldSilver, e.g. gs.CeladonGameCornerPrizeRoom. CeladonPrizeRoom_PrizeVendorIntroText) ends in \v: a plain page clear instead of a scroll, so the vendor's last line appeared alone with no lead-in instead of continuing under the previous one. Found and confirmed against the corpus while auditing this branch for the same class of bug as CenterPcMenu.lua's \n-vs-\v fix.
119 lines
4.2 KiB
Lua
119 lines
4.2 KiB
Lua
-- TrainerCard had two palette gaps: its own text drew through flat
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-- Chrome.print/cursor, fixed with a print/:cursor pair routed through
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-- printThrough/cursorThrough via self:colorsAt; and drawPanel() painted
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-- the screen with a flat white rectangle before anything else, leaving the
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-- NAME/ID/MONEY/STATUS/BADGES interiors white, fixed by routing that fill
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-- through Chrome.paletteFill.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.harness")
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love = require("tests.love_stub")
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require("src.core.Logger").warn = function() end
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local GbcPalette = require("src.render.GbcPalette")
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local TrainerCard = require("src.ui.gen2.TrainerCard")
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local Strings = require("src.core.Strings")
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GbcPalette.available = function() return true end
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GbcPalette.setCustomRamp({ { 255, 0, 255 }, { 200, 0, 200 }, { 100, 0, 100 },
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{ 0, 0, 0 } })
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local calls
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local function spy(name)
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local original = GbcPalette[name]
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GbcPalette[name] = function(...)
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calls[name] = (calls[name] or 0) + 1
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return original(...)
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end
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end
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local function fakeCard()
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return {
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colorsAt = function() return { { 255, 255, 255 }, { 200, 0, 200 },
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{ 100, 0, 100 }, { 0, 0, 0 } } end,
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}
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end
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do
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calls = {}
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spy("resolve"); spy("use"); spy("with")
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TrainerCard.print(fakeCard(), "NAME/", 2, 2)
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T.check((calls.resolve or 0) > 0 or (calls.use or 0) > 0 or (calls.with or 0) > 0,
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"TrainerCard:print() reaches the GbcPalette seam via self:colorsAt")
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end
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do
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calls = {}
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spy("resolve"); spy("use"); spy("with")
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TrainerCard.cursor(fakeCard(), 18, 15)
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T.check((calls.resolve or 0) > 0 or (calls.use or 0) > 0 or (calls.with or 0) > 0,
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"TrainerCard:cursor() reaches the GbcPalette seam via self:colorsAt")
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end
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-- drawPanel() painted the whole screen with a flat white rectangle before
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-- drawing the card, and self:frame only draws border tiles, so panel
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-- interiors stayed white regardless of the picked palette. drawCard is
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-- stubbed here to isolate that base fill from the print/cursor seam
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-- covered above.
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do
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local fake = { styled = function() return true end, page = 1,
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drawCard = function() end }
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calls = {}
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spy("resolve"); spy("use"); spy("with")
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TrainerCard.drawPanel(fake)
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T.check((calls.resolve or 0) > 0 or (calls.use or 0) > 0 or (calls.with or 0) > 0,
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"TrainerCard:drawPanel()'s base fill reaches the GbcPalette seam")
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end
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-- Text labels are catalog-backed, while the player's chosen name is content
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-- and must remain verbatim.
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do
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local Chrome = require("src.ui.gen2.Chrome")
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local priorPrintThrough = Chrome.printThrough
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local printed = {}
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Chrome.printThrough = function(text) printed[#printed + 1] = text end
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Strings.load({ strings = {
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["NAME/"] = "NOM/", MONEY = "ARGENT", ["POKéDEX"] = "DEX-FR",
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["PLAY TIME"] = "TEMPS", BADGES = "BADGES-FR", GOLD = "INTERDIT",
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} })
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TrainerCard.drawPlain({
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page = 1,
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save = { player = { name = "GOLD", id = 7, money = 12 }, playTime = {} },
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caughtCount = function() return 0 end,
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})
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local all = table.concat(printed, "|")
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T.check(all:find("NOM/", 1, true) and all:find("ARGENT", 1, true)
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and all:find("DEX-FR", 1, true) and all:find("TEMPS", 1, true),
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"Trainer Card's finite labels pass through Strings")
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T.check(all:find("GOLD", 1, true) and not all:find("INTERDIT", 1, true),
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"the player's name stays raw")
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Strings.load({})
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Chrome.printThrough = priorPrintThrough
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end
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-- Badge names are finite UI labels too; unlike the player's name above they
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-- must be looked up when the page is drawn (and then shortened to four chars).
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do
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local Chrome = require("src.ui.gen2.Chrome")
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local priorPrintThrough = Chrome.printThrough
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local printed = {}
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Chrome.printThrough = function(text) printed[#printed + 1] = text end
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Strings.load({ strings = {
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["JOHTO BADGES"] = "BADGES JOHTO",
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ZEPHYR = "ÉCLAIR",
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} })
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TrainerCard.drawPlain({
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page = 2,
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save = { player = { badges = { ZEPHYR = true } } },
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})
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local all = table.concat(printed, "|")
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T.check(all:find("BADGES JOHTO", 1, true) and all:find("ÉCLA", 1, true),
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"Trainer Card translates and clips badge names on font-glyph boundaries")
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Strings.load({})
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Chrome.printThrough = priorPrintThrough
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end
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T.finish()
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