Files
gen1recomp/tests/drivers/game3_collision_npc_draw.lua

134 lines
4.5 KiB
Lua

local U = require("tests.drivers.util")
local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_collision_npc_draw"
local TUNNEL = "FR_ROCK_TUNNEL_B1F"
local CINNABAR = "FR_CINNABAR_ISLAND"
local TUTOR, BILL = 9, 3
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 collision_npc_draw")
love.event.quit(0)
else
print("FAIL collision_npc_draw 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 Player = require("src.core.game3.player")
local Objects = require("src.core.game3.objects")
local OwSprites = require("src.core.game3.ow_sprites")
local Space = require("src.core.game3.scripting.space")
local Flags = require("src.core.game3.scripting.flags")
local FlagsTable = require("src.core.game3.scripting.flags_table")
local Message = require("src.ui.game3.message")
if not result(Runtime.getSession() ~= nil, "new game reached the game3 field") then
return finish()
end
local function settle(limit)
for _ = 1, (limit or 240) do
local busy = (Space.vm and Space.vm:isRunning())
or (Message.isOpen and Message.isOpen())
if not busy then return true end
if Message.isOpen and Message.isOpen() then U.tap(game, "a") end
U.wait(4)
end
return false
end
local function place(x, y, facing)
Player.cellX, Player.cellY = x, y
Player.px, Player.py = x * 16, y * 16
Player.targetX, Player.targetY = x, y
Player.moving = false
Player.progress = 0
Player.facing = facing or "down"
if game.session then
game.session.x, game.session.y, game.session.facing = x, y, facing or "down"
end
end
local function goTo(mapId, x, y, facing)
Map.load(nil, game, mapId, { x = x, y = y, facing = facing or "down" })
place(x, y, facing)
U.wait(90)
settle(600)
place(x, y, facing)
U.wait(30)
end
local function drawn(localId)
for _, eo in ipairs(Objects.forDraw()) do
if eo.localId == localId then return eo end
end
return nil
end
result(OwSprites.ready() == true, "the FRLG overworld sprite sheets are mounted")
print("[driver] 1. the Rock Tunnel B1F move tutor")
goTo(TUNNEL, 3, 29, "left")
local tutor = drawn(TUTOR)
if result(tutor ~= nil, "the tutor is in the draw list") then
result(tutor.cellX == 2 and tutor.cellY == 29,
string.format("and stands at (%d,%d)", tutor.cellX, tutor.cellY))
result(OwSprites.get(tutor.graphicsId) ~= nil,
"OBJ_EVENT_GFX " .. tostring(tutor.graphicsId) .. " has a loaded sheet")
result(tutor.px == 2 * 16 and tutor.py == 29 * 16,
string.format("his draw origin is (%s,%s)",
tostring(tutor.px), tostring(tutor.py)))
end
U.shot(game, DIR .. "/collision_npc_draw_01_rock_tunnel_tutor.png")
print("[driver] 2. Bill on Cinnabar Island")
local billFlag = FlagsTable.FLAGS.FLAG_HIDE_CINNABAR_BILL
result(billFlag ~= nil, "FLAG_HIDE_CINNABAR_BILL is in the flag table")
if billFlag and Space.store and Space.vm then
Flags.setFlag(Space.store, Space.vm.ctx, billFlag, false)
end
goTo(CINNABAR, 21, 8, "left")
result(Flags.getFlag(Space.store, Space.vm.ctx, billFlag) == false,
"FLAG_HIDE_CINNABAR_BILL is clear on arrival")
local bill = drawn(BILL)
if result(bill ~= nil, "Bill is in the draw list") then
result(bill.cellX == 20 and bill.cellY == 7,
string.format("and stands at (%d,%d)", bill.cellX, bill.cellY))
result(OwSprites.get(bill.graphicsId) ~= nil,
"OBJ_EVENT_GFX " .. tostring(bill.graphicsId) .. " has a loaded sheet")
result(bill.px == 20 * 16 and bill.py == 7 * 16,
string.format("his draw origin is (%s,%s)",
tostring(bill.px), tostring(bill.py)))
end
U.shot(game, DIR .. "/collision_npc_draw_02_cinnabar_bill.png")
print("[driver] 3. standing due south of an NPC covers its legs, not the NPC")
goTo(TUNNEL, 2, 30, "up")
local under = drawn(TUTOR)
result(under ~= nil, "the tutor is still drawn with the player one cell south")
result(under ~= nil and (under.py or 0) < (Player.py or 0),
"and sorts before the player, whose 16x32 sprite covers his lower half")
U.shot(game, DIR .. "/collision_npc_draw_03_tutor_overlapped.png")
finish()
end