Files
gen1recomp/tests/drivers/game3_field_currents.lua

111 lines
3.5 KiB
Lua

local U = require("tests.drivers.util")
local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_field_currents"
local ROUTE_20 = "FR_ROUTE_20"
local B4F = "FR_SEAFOAM_ISLANDS_B4F"
local START_X, START_Y = 9, 5
local CORNER_X = 16
local END_X, END_Y = 16, 1
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 field_currents")
love.event.quit(0)
else
print("FAIL field_currents 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 Collision = require("src.core.game3.collision")
local Space = require("src.core.game3.scripting.space")
local ForcedMovement = require("src.core.game3.forced_movement")
local session = Runtime.getSession()
if not result(session ~= nil, "new game reached the game3 field") then return finish() end
session.repelSteps = 250
local function place(x, y, facing)
Player.moving = false
Player.progress = 0
Player.cellX, Player.cellY = x, y
Player.px, Player.py = x * 16, y * 16
Player.targetX, Player.targetY = x, y
Player.facing = facing
Player.surfing = true
if game.session then
game.session.x, game.session.y, game.session.facing = x, y, facing
end
end
local function goTo(id, x, y, facing)
Map.load(nil, game, id, { x = x, y = y, facing = facing or "down" })
place(x, y, facing or "down")
U.wait(60)
end
local function push(dir)
for _ = 1, 30 do
U.hold(game, dir, 1)
if Player.moving then return true end
end
return false
end
-- pokefirered/data/maps/Route20/scripts.inc:5-27
goTo(ROUTE_20, 30, 9, "left")
goTo(B4F, START_X, START_Y, "right")
result(Space.mapId == B4F, "surfed onto Seafoam Islands B4F, map=" .. tostring(Space.mapId))
result(Player.surfing == true, "the player is on Surf")
result(Collision.behavior(START_X, START_Y) == 0x50,
"(9,5) carries MB_EASTWARD_CURRENT, got " ..
tostring(Collision.behavior(START_X, START_Y)))
result(Collision.behavior(CORNER_X, START_Y) == 0x52,
"(16,5) carries MB_NORTHWARD_CURRENT, got " ..
tostring(Collision.behavior(CORNER_X, START_Y)))
result(U.shot(game, DIR .. "/field_currents_01_before.png"), "shot the surfer in the current")
result(push("right"), "the surfer paddles one cell east")
for _ = 1, 30 do
if not Player.moving then break end
U.wait(1)
end
result(Player.cellX > START_X, "the eastward current already moved them on")
result(U.shot(game, DIR .. "/field_currents_02_carried_east.png"),
"shot the surfer being carried east")
for _ = 1, 600 do
if not Player.moving then break end
U.wait(1)
end
U.wait(4)
result(Player.cellX == END_X and Player.cellY == END_Y,
string.format("the currents deliver the surfer to (%d,%d), got (%s,%s)",
END_X, END_Y, tostring(Player.cellX), tostring(Player.cellY)))
result(ForcedMovement.forced == false, "leaving the last current cleared the forced flag")
result(U.shot(game, DIR .. "/field_currents_03_maze_end.png"),
"shot the end of the current maze")
finish()
end