Files
gen1recomp/tests/game3_evolution_scene_test.lua
T
1jamie 03db72b70e Fixed evolution soft lock
fixed keyboard special keys highlighting
fixed audio flow for evolution
fixed town map
fixed pause menu not pausing tick
2026-09-18 20:44:18 -05:00

437 lines
15 KiB
Lua

#!/usr/bin/env luajit
-- Dedicated Gen 3 Evolution Scene & Core Parity Tests
package.path = "./?.lua;./?/init.lua;" .. package.path
local failed = 0
local function check(cond, msg)
if cond then
print("[ok] " .. msg)
else
failed = failed + 1
print("[FAIL] " .. msg)
end
end
local Pokemon = require("src.core.game3.pokemon")
local Evolution = require("src.core.game3.evolution")
local EvolutionScene = require("src.ui.game3.evolution_scene")
local Bag = require("src.core.game3.bag")
print("=== [TEST 1] Nickname Matching & Sanitization (EvolutionRenameMon) ===")
do
-- 1. Un-nicknamed (nil)
local mon1 = { species = 1, speciesId = 1, nickname = nil, name = "BULBASAUR" }
Evolution.renameMon(mon1, 1, 2)
check(mon1.nickname == "IVYSAUR" and mon1.name == "IVYSAUR", "un-nicknamed (nil) renamed to IVYSAUR")
-- 2. Un-nicknamed matching pre-evo name
local mon2 = { species = 1, speciesId = 1, nickname = "BULBASAUR", name = "BULBASAUR" }
Evolution.renameMon(mon2, 1, 2)
check(mon2.nickname == "IVYSAUR" and mon2.name == "IVYSAUR", "un-nicknamed matching pre-evo renamed to IVYSAUR")
-- 3. Un-nicknamed with null-padding / trailing spaces
local mon3 = { species = 1, speciesId = 1, nickname = "BULBASAUR\0\0 ", name = "BULBASAUR" }
Evolution.renameMon(mon3, 1, 2)
check(mon3.nickname == "IVYSAUR" and mon3.name == "IVYSAUR", "padded un-nicknamed renamed to IVYSAUR")
-- 4. Custom nickname preserved
local mon4 = { species = 1, speciesId = 1, nickname = "SPROUT", name = "SPROUT" }
Evolution.renameMon(mon4, 1, 2)
check(mon4.nickname == "SPROUT" and mon4.name == "SPROUT", "custom nickname SPROUT preserved on evolution")
end
print("=== [TEST 2] Everstone Protection ===")
do
local monNormal = { species = 1, speciesId = 1, level = 16, heldItem = 0 }
local target, _ = Evolution.levelTarget(monNormal)
check(target == 2, "normal Lv 16 Bulbasaur evolves into Ivysaur (species 2)")
local monEverstone = { species = 1, speciesId = 1, level = 16, heldItem = 197 } -- ITEM_EVERSTONE
local blockedTarget = Evolution.levelTarget(monEverstone)
check(blockedTarget == nil, "Everstone blocks level-up evolution")
-- Evolutionary stone bypasses Everstone
local clefairy = { species = 35, speciesId = 35, level = 16, heldItem = 197 }
local clefableTarget = Evolution.itemTarget(clefairy, 94) -- ITEM_MOON_STONE (94)
check(clefableTarget == 36, "Moon Stone bypasses Everstone on Clefairy (evolves to Clefable 36)")
end
print("=== [TEST 3] Stat Recalculation & HP Delta ===")
do
-- Alive mon gains HP delta
local monAlive = { species = 1, speciesId = 1, level = 16, hp = 15, maxHp = 40, iv = { 15, 15, 15, 15, 15, 15 }, ev = { 0, 0, 0, 0, 0, 0 } }
Evolution.apply(monAlive, 2)
check(monAlive.species == 2, "mutated to species 2 (Ivysaur)")
check(monAlive.maxHp > 40, "maxHp increased on evolution")
local delta = monAlive.maxHp - 40
check(monAlive.hp == 15 + delta, "current HP gained exact maxHp delta (" .. tostring(monAlive.hp) .. ")")
-- Fainted mon preserves 0 HP
local monFainted = { species = 1, speciesId = 1, level = 16, hp = 0, maxHp = 40, iv = { 15, 15, 15, 15, 15, 15 }, ev = { 0, 0, 0, 0, 0, 0 } }
Evolution.apply(monFainted, 2)
check(monFainted.hp == 0, "fainted mon remains at 0 HP after evolution")
end
print("=== [TEST 4] Shedinja Cloning & Sanitization (Nincada Lv 20 -> Ninjask + Shedinja) ===")
do
local bag = Bag.new()
Bag.add(bag, 4, 5) -- 5 standard Poké Balls
local party = {
{
species = 290, speciesId = 290, level = 20,
hp = 45, maxHp = 45,
heldItem = 197, -- Leftovers / Everstone
status = "PSN",
pokeball = 2, -- Ultra Ball
ability = 1,
moves = { 10, 20, 30, 40 },
iv = { 31, 31, 31, 31, 31, 31 },
ev = { 0, 0, 0, 0, 0, 0 },
}
}
local session = { party = party, dex = { seen = {}, caught = {} }, bag = bag }
local nincada = party[1]
Evolution.apply(nincada, 291, session, bag)
check(#party == 2, "Shedinja spawned into party (party size = 2)")
check(party[1].species == 291, "primary mon evolved into Ninjask (species 291)")
local shedinja = party[2]
check(shedinja.species == 292, "shedinja species is 292")
check(shedinja.maxHp == 1 and shedinja.hp == 1, "shedinja maxHp and hp are exactly 1")
check(shedinja.heldItem == 0, "shedinja heldItem is sanitized to 0 (no duplicate items)")
check(shedinja.status == 0, "shedinja status condition is sanitized to 0")
check(shedinja.pokeball == 4, "shedinja pokeball is standardized to ITEM_POKE_BALL (4)")
check(shedinja.ability == 25, "shedinja ability is Wonder Guard (25)")
check(Bag.get(bag, 4) == 4, "exactly 1 Poké Ball was deducted from bag (5 -> 4)")
check(session.dex.caught[292] == true, "Shedinja registered as Caught in Pokédex")
end
print("=== [TEST 5] EvolutionScene State Machine & B-Button Cancellation ===")
do
local mon = { species = 1, speciesId = 1, level = 16, hp = 40, maxHp = 40 }
local cancelled = false
local evolved = false
-- Start EvolutionScene with canStop = true
local ok = EvolutionScene.start(mon, 2, {
canStop = true,
onDone = function(result)
if result == "stopped" then cancelled = true end
if result == "evolved" then evolved = true end
end
})
check(ok == true, "EvolutionScene started")
check(EvolutionScene.isOpen() == true, "EvolutionScene is open")
-- Advance frames into cycle phase (reaches cycle at frame 156)
for _ = 1, 180 do
EvolutionScene.update(1 / 60)
end
check(EvolutionScene._state == "cycle", "entered cycle phase")
-- Simulate B-button press to cancel
local mockInput = {
isDown = function(_, k) return k == "b" end,
wasPressed = function(_, k) return k == "b" end,
}
EvolutionScene.handleInput(mockInput)
check(EvolutionScene._state == "cancel", "state transitioned to cancel on B-button")
check(mon.species == 1, "species remained Bulbasaur (species 1) after cancellation")
-- Advance text dismiss (first press skips typewriter, second dismisses)
EvolutionScene.handleInput(mockInput)
EvolutionScene.handleInput(mockInput)
check(EvolutionScene.isOpen() == false, "EvolutionScene closed after cancel")
check(cancelled == true, "onDone called with result 'stopped'")
end
print("=== [TEST 6] EvolutionScene Point-of-No-Return Completion ===")
do
local mon = { species = 1, speciesId = 1, level = 16, hp = 40, maxHp = 40 }
local completed = false
EvolutionScene.start(mon, 2, {
canStop = false,
headless = true,
onDone = function(result)
if result == "evolved" then completed = true end
end
})
-- Run through entire animation cycle past acceleration cutoff (speed >= 128)
for _ = 1, 800 do
EvolutionScene.update(1 / 60)
if EvolutionScene._state == "congrats" or EvolutionScene._state == "learn_moves" then
local mockInput = {
wasPressed = function(_, k) return k == "a" end,
isDown = function() return false end,
}
EvolutionScene.handleInput(mockInput)
end
end
check(mon.species == 2, "species successfully mutated to Ivysaur (species 2)")
check(mon.nickname == "IVYSAUR", "nickname updated to IVYSAUR")
check(completed == true, "onDone called with result 'evolved'")
end
print("=== [TEST 7] EvolutionScene Audio Sequence & Map Music Restoration ===")
do
local Audio = require("src.core.game3.audio")
local playedSongs = {}
local origPlaySong = Audio.playSong
Audio.playSong = function(id, opts)
playedSongs[#playedSongs + 1] = id
return origPlaySong(id, opts)
end
Audio._mapSong = 279 -- Pallet Town
Audio._currentSong = { id = 279 }
local mon = { species = 19, speciesId = 19, level = 20, hp = 40, maxHp = 40, moves = { 33, 39, 43, 99 } }
local completed = false
EvolutionScene.start(mon, 20, {
canStop = false,
headless = true,
savedSong = 279,
onDone = function(result)
if result == "evolved" then completed = true end
end
})
check(EvolutionScene._savedSong == 279, "EvolutionScene savedSong preserved as 279")
-- Progress past congrats
for _ = 1, 800 do
EvolutionScene.update(1 / 60)
if EvolutionScene._state == "congrats" or EvolutionScene._state == "learn_moves" then
local mockInput = {
wasPressed = function(_, k) return k == "a" end,
isDown = function() return false end,
}
EvolutionScene.handleInput(mockInput)
end
end
check(completed == true, "evolution completed")
check(playedSongs[#playedSongs] == 279, "Pallet Town map BGM (279) restored at end of evolution sequence")
Audio.playSong = origPlaySong
end
print("=== [TEST 8] EvolutionScene Post-Battle Victory Theme Resumption ===")
do
local Audio = require("src.core.game3.audio")
local playedSongs = {}
local origPlaySong = Audio.playSong
Audio.playSong = function(id, opts)
playedSongs[#playedSongs + 1] = id
return origPlaySong(id, opts)
end
Audio._mapSong = 279 -- Pallet Town
Audio._currentSong = { id = 311 } -- MUS_VICTORY_WILD
local mon = { species = 19, speciesId = 19, level = 20, hp = 40, maxHp = 40, moves = { 33, 39 } }
local completed = false
local EvoSeq = require("src.core.game3.battle.evo_seq")
local session = { party = { mon } }
EvoSeq.begin({ { mon = mon, target = 20 } }, {
session = session,
onDone = function() completed = true end
})
-- Advance frames and dismiss dialogs
for _ = 1, 800 do
EvoSeq.update()
EvolutionScene.update(1 / 60)
local Choice = package.loaded["src.ui.game3.choice"]
if Choice and Choice.active then
Choice.cancel()
end
if EvolutionScene._state == "congrats" or EvolutionScene._state == "learn_moves" then
local mockInput = {
wasPressed = function(_, k) return k == "a" end,
isDown = function() return false end,
}
EvolutionScene.handleInput(mockInput)
end
end
EvoSeq.update()
check(completed == true, "battle evolution sequence finished")
check(playedSongs[#playedSongs] == 311, "Victory theme (311) resumed during and after post-battle evolution")
Audio.playSong = origPlaySong
end
print("=== [TEST 9] In-Battle Evolution Flow, Input Routing & Ending Transition ===")
do
local Battle = require("src.core.game3.battle")
local mon = { species = 10, speciesId = 10, level = 7, hp = 20, maxHp = 20, moves = { 33, 81 } }
local session = { party = { mon } }
-- Initialize battle state
Battle.start({
playerParty = { mon },
foe = { species = 16, level = 3, hp = 10, maxHp = 10, moves = { 33 } },
session = session,
headless = false,
wild = true,
})
-- Simulate winning battle with level-up to 7 (Caterpie evolves at 7 -> Metapod)
Battle._leveledUp = { [1] = true }
Battle._pendingEnd = "win"
Battle._phase = "awarding"
local EvoSeq = require("src.core.game3.battle.evo_seq")
local Evolution = require("src.core.game3.evolution")
local pending = Evolution.pending(session.party, Battle._leveledUp, session)
local hooks = Battle._choiceHooksForTests()
hooks.session = session
local started = EvoSeq.begin(pending, hooks)
check(started == true, "EvoSeq began pending evolution for Caterpie")
Battle._phase = "evolving"
local mockGame = {
input = {
wasPressed = function(_, k) return k == "a" end,
isDown = function() return false end,
}
}
-- First tick of Battle.update runs EvoSeq.update() -> launches EvolutionScene.start()
Battle.update(1 / 60, mockGame)
check(Battle._phase == "evolving", "Battle transitioned to 'evolving' phase")
check(EvolutionScene.isOpen() == true, "EvolutionScene opened during battle")
-- Pump Battle.update through all animation frames until evolution completes
local guard = 0
while (Battle._phase == "evolving" or EvolutionScene.isOpen()) and guard < 1000 do
guard = guard + 1
Battle.update(1 / 60, mockGame)
if EvolutionScene.isOpen() then
EvolutionScene.update(1 / 60)
end
end
check(EvolutionScene.isOpen() == false, "EvolutionScene closed cleanly without softlock")
check(mon.species == 11, "Caterpie evolved into Metapod (species 11)")
check(Battle._phase == "ending", "Battle transitioned to 'ending' phase after evolution")
end
print("=== [TEST 10] Evolution Audio Choreography Flow (pokefirered Parity) ===")
do
local Audio = require("src.core.game3.audio")
local events = {}
local origPlaySong = Audio.playSong
local origPlayFanfare = Audio.playFanfare
local origPlaySe = Audio.playSe
local origPlayCry = Audio.playCry
Audio.playSong = function(id, opts)
events[#events + 1] = { kind = "song", id = id }
return origPlaySong(id, opts)
end
Audio.playFanfare = function(id)
events[#events + 1] = { kind = "fanfare", id = id }
return origPlayFanfare(id)
end
Audio.playSe = function(id)
events[#events + 1] = { kind = "se", id = id }
return origPlaySe(id)
end
Audio.playCry = function(species)
events[#events + 1] = { kind = "cry", species = species }
return origPlayCry(species)
end
Audio._mapSong = 279
Audio._currentSong = { id = 279 }
local mon = { species = 1, speciesId = 1, level = 16, hp = 40, maxHp = 40, moves = { 33, 39, 43, 99 } }
EvolutionScene.start(mon, 2, {
canStop = false,
headless = true,
savedSong = 279,
})
for _ = 1, 800 do
EvolutionScene.update(1 / 60)
if EvolutionScene._state == "congrats" or EvolutionScene._state == "learn_moves" then
local mockInput = {
wasPressed = function(_, k) return k == "a" end,
isDown = function() return false end,
}
EvolutionScene.handleInput(mockInput)
end
end
-- Verify audio event sequence:
-- 1. Pre-evo cry
-- 2. MUS_EVOLUTION_INTRO (263)
-- 3. MUS_EVOLUTION (264)
-- 4. Stop evolution BGM (song 0) + SE_M_PETAL_DANCE (195) (NOT SE_EXP!)
-- 5. Post-evo cry
-- 6. MUS_EVOLVED (259)
local foundPreCry, foundIntroSong, foundEvoSong, foundBurstSe, foundPostCry, foundEvolvedFanfare = false, false, false, false, false, false
local hasWrongSeExp = false
for _, ev in ipairs(events) do
if ev.kind == "se" and ev.id == 27 then -- SE_EXP
hasWrongSeExp = true
end
end
check(not hasWrongSeExp, "SE_EXP (27) is NOT played before or during evolution fanfare")
-- Check ordering
local idx = 1
for _, ev in ipairs(events) do
if idx == 1 and ev.kind == "cry" and ev.species == 1 then
foundPreCry = true
idx = 2
elseif idx == 2 and ev.kind == "song" and ev.id == 263 then
foundIntroSong = true
idx = 3
elseif idx == 3 and ev.kind == "song" and ev.id == 264 then
foundEvoSong = true
idx = 4
elseif idx == 4 and ev.kind == "se" and ev.id == 195 then -- SE_M_PETAL_DANCE
foundBurstSe = true
idx = 5
elseif idx == 5 and ev.kind == "cry" and ev.species == 2 then
foundPostCry = true
idx = 6
elseif idx == 6 and (ev.kind == "song" or ev.kind == "fanfare") and ev.id == 259 then
foundEvolvedFanfare = true
idx = 7
end
end
check(foundPreCry, "1. Pre-evo cry played first")
check(foundIntroSong, "2. MUS_EVOLUTION_INTRO (263) played")
check(foundEvoSong, "3. MUS_EVOLUTION (264) played")
check(foundBurstSe, "4. SE_M_PETAL_DANCE (195) played on burst")
check(foundPostCry, "5. Post-evo cry played after burst")
check(foundEvolvedFanfare, "6. MUS_EVOLVED (259) fanfare played on congratulations")
Audio.playSong = origPlaySong
Audio.playFanfare = origPlayFanfare
Audio.playSe = origPlaySe
Audio.playCry = origPlayCry
end
if failed > 0 then
print(string.format("\n[FAILED] %d test(s) failed", failed))
os.exit(1)
else
print("\nALL 10 EVOLUTION SCENE TESTS PASSED CLEANLY!")
end