Files
gen1recomp/tests/engine/game3_map_def_less_bind_test.lua
T
Shane McGovern 2c356f28ea fix(game3): save, item, map, script and importer bugs found in review
The rest of the Gen 3 review fixes, each with a gated suite in tests/engine/.
ROM semantics were checked against pret/pokefirered.

Scripts
- givemon carried the wrong operand layout, found earlier; four more layout
  desyncs came out of pret asm/macros/event.inc: comparestat is {byte,word},
  and setptr / loadbytefromptr / setptrbyte each carry a leading byte plus a
  word. A wrong size mis-decodes every instruction after the bad one, so
  Versions.CACHE_VERSION moves to 113 and existing caches re-import.
- handlers for previously handler-less verbs: comparestat,
  bufferitemnameplural, setmonmove, setmonmetlocation, the modern
  fateful-encounter pair, the script-locals family (copylocal, setptr,
  loadbytefromptr, setptrbyte, copybyte, compare_local_to_* and
  compare_ptr_to_*), the RAM-script family (setvaddress, vgoto, vcall,
  vgoto_if, vcall_if, vmessage, vbuffermessage, vbufferstring, endram,
  returnram) and the same-map forms of the *at verbs.
- setdooropen / setdoorclosed read their coordinates through VarGet.

Battles
- Knock Off and Thief / Trick persist the item change instead of only
  touching the in-battle copy.
- knocked-off party slots are tracked in a bitmask, so a slot reused later
  does not inherit the flag.

Field and UI
- Player.reset restores facing and clears the surf flags.
- a definition-less Map.load no longer leaves collision unbound.
- an unresolved region-map section no longer reports PALLET TOWN.
- the naming screen splits input from the timer, so update(dt) stops
  indexing a number.
- the hall of fame commits through the engine save path and serializes its
  fields.

Persistence
- gameStats, the link-battle records and the trainer card are serialized.
- the PC deposit refuses at the 999 cap instead of destroying the overflow.

Robustness
- Data.load runs cached modules sandboxed.
- the file browser quotes shell arguments.
- .meta dimensions are bounds-checked and mids.idx validates its header.
2026-09-22 03:28:39 +01:00

76 lines
3.2 KiB
Lua

-- A map loaded without a def must release the previous map's collision grid.
--
-- Regression: Map.load bound collision only when a def existed
-- (`if def then Collision.bindMap(...) end`), so loading a known-but-def-less id
-- kept the PREVIOUS map's grid live while Map.current, the session and the
-- player all moved on. Movement was then validated against the map we left.
-- Collision.canEnter only falls back to the host map when no grid is bound
-- (collision.lua "Prefer owned grid; fall back to host map if unbound"), so the
-- def-less case must clear the binding.
--
-- Map.load's unrelated boundaries are stubbed; the collision binding is real.
-- luajit tests/engine/game3_map_def_less_bind_test.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
package.preload["src.core.game3.ghosts"] = function()
return { capture = function() end, adopt = function() end }
end
package.preload["src.core.game3.scripting.space"] = function()
return {
bundle = {}, ensureBundle = function() end, attachEventsToMaps = function() end,
activate = function() end, runEnterScripts = function() end,
}
end
package.preload["src.core.game3.field"] = function()
return { lock = function() end, unlock = function() end,
clearMetatiles = function() end, metatileOverrides = {} }
end
package.preload["src.core.game3.runtime"] = function()
return { isActive = function() return false end,
getSession = function() return nil end, _mod = {} }
end
package.preload["src.core.game3.player"] = function()
return { cellX = 0, cellY = 0, px = 0, py = 0, facing = "down", biking = false,
reset = function() end, syncSavePosition = function() end }
end
package.preload["src.core.game3.objects"] = function() return { loadMap = function() end } end
package.preload["src.core.game3.audio"] = function()
return { setSavedSong = function() end, playMapSong = function() end }
end
package.preload["src.core.game3.encounters"] = function()
return { resetRateModifiers = function() end }
end
package.preload["src.core.game3.field_effects"] = function() return {} end
package.preload["src.core.game3.vs_seeker"] = function() return { mapReset = function() end } end
package.preload["src.core.game3.field_view"] = function()
return { setDefaultFlashLevel = function() end }
end
local Map = require("src.core.game3.map")
local Collision = require("src.core.game3.collision")
local game = { data = { maps = {} }, save = {} }
-- Stage a binding as it would be after loading any real map.
Collision._grid = { 0, 0, 0, 0 }
Collision._mapId = "FR_PREV"
Collision._mapDef = { id = "FR_PREV" }
Collision._warps = {}
Collision._widthCells = 2
Collision._heightCells = 2
check(Collision._grid ~= nil, "a previous map's collision grid is bound")
-- game.data.maps has no entry for FR_MISSING, so Map.load resolves no def.
Map.load({}, game, "FR_MISSING", { seamless = true })
eq(Collision._grid, nil, "a def-less map load releases the previous collision grid")
eq(Collision._mapId, nil, "and forgets which map was bound")
eq(Collision._mapDef, nil, "and drops the previous map def")
T.finish("game3_map_def_less_bind_test")