Files
gen1recomp/tests/drivers/game3_exit_mat_door.lua
2026-09-23 16:34:15 -04:00

115 lines
4.1 KiB
Lua

local U = require("tests.drivers.util")
local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_exit_mat_door"
return function(game)
local failures = 0
local function check(ok, label)
print((ok and "PASS " or "FAIL ") .. label)
if not ok then failures = failures + 1 end
return ok
end
local function finish() love.event.quit(failures == 0 and 0 or 1) end
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 Collision = require("src.core.game3.collision")
local Doors = require("src.core.game3.doors")
local Warp = require("src.core.game3.warp")
local Field = require("src.core.game3.field")
local Fade = require("src.ui.game3.fade")
local Audio = require("src.core.game3.audio")
local SE = require("src.core.game3.se_ids")
local session = Runtime.getSession()
if not check(session ~= nil, "exit_mat_new_game") then return finish() end
local sounds = {}
local realPlaySe = Audio.playSe
Audio.playSe = function(id, ...)
sounds[#sounds + 1] = id
return realPlaySe(id, ...)
end
local center = "FR_VIRIDIAN_CITY_POKEMON_CENTER_1F"
local def = game.data.maps[center]
if not check(def ~= nil, "exit_mat_center_map_exists") then return finish() end
Map.load(nil, game, center, { x = 7, y = 8, facing = "down" })
U.wait(30)
local mat
for _, w in ipairs(def.warps or {}) do
local hit = Collision.isExitWarp(game, w.x, w.y)
if hit then mat = hit break end
end
if not check(mat ~= nil, "exit_mat_found") then return finish() end
U.log("mat", mat.x, mat.y, "dest", mat.destMap, mat.destX, mat.destY)
Player.moving, Player.progress = false, 0
Player.cellX, Player.cellY, Player.targetX, Player.targetY = mat.x, mat.y, mat.x, mat.y
Player.px, Player.py, Player.facing = mat.x * 16, mat.y * 16, "down"
session.x, session.y, session.facing = mat.x, mat.y, "down"
U.wait(10)
sounds = {}
U.hold(game, "down", 3)
local started = false
for _ = 1, 30 do
if Warp.isBusy() then started = true break end
U.wait(1)
end
if not check(started, "exit_mat_warp_started") then return finish() end
local sawExit = false
for _, id in ipairs(sounds) do if id == SE.SE_EXIT then sawExit = true end end
check(sawExit, "exit_mat_plays_se_exit")
for _ = 1, 200 do
if Map.current == mat.destMap then break end
U.wait(1)
end
check(Map.current == mat.destMap, "exit_mat_loaded_destination")
check(Collision.isWarpDoor(Collision.behavior(mat.destX, mat.destY)), "exit_mat_dest_is_a_warp_door")
check(not Player.visible, "exit_mat_player_hidden_until_door_opens")
local swapAt = 0
local openAt
sounds = {}
for f = 1, 120 do
local a = Doors.getActiveAnim(mat.destMap, mat.destX, mat.destY)
if a and a.mode == "open" then openAt = f break end
U.wait(1)
swapAt = f
end
check(openAt ~= nil and openAt >= 20, "exit_mat_door_opens_after_delay (" .. tostring(openAt) .. ")")
local doorSe = false
for _, id in ipairs(sounds) do
if id == SE.SE_DOOR or id == SE.SE_SLIDING_DOOR then doorSe = true end
end
check(doorSe, "exit_mat_door_open_plays_door_se")
for _ = 1, 60 do
if Player.moving then break end
U.wait(1)
end
check(Player.moving and Player.visible and Player.facing == "down", "exit_mat_player_steps_out")
check(U.still(game, DIR .. "/exit_mat_step_out_of_door.png"), "exit_mat_step_shot")
for _ = 1, 200 do
if not Warp.isBusy() then break end
U.wait(1)
end
check(not Warp.isBusy() and not Field.locked and not Fade.isActive(), "exit_mat_released")
check(Player.cellX == mat.destX and Player.cellY == mat.destY + 1,
"exit_mat_ends_below_door (" .. tostring(Player.cellX) .. "," .. tostring(Player.cellY) .. ")")
check(Doors.getActiveAnim(mat.destMap, mat.destX, mat.destY) == nil, "exit_mat_door_closed")
Audio.playSe = realPlaySe
print(failures == 0 and "PASS game3_exit_mat_door" or "FAIL game3_exit_mat_door")
finish()
end