mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-09-27 22:45:34 -04:00
149 lines
4.7 KiB
Lua
149 lines
4.7 KiB
Lua
local U = require("tests.drivers.util")
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local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/game3_ops_icefall_hole"
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local CAVE_1F = "FR_FOUR_ISLAND_ICEFALL_CAVE_1F"
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local CAVE_B1F = "FR_FOUR_ISLAND_ICEFALL_CAVE_B1F"
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-- pokefirered/include/constants/vars.h:9
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local VAR_TEMP_1 = 0x4001
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local failures = 0
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local function result(ok, label)
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print((ok and "PASS " or "FAIL ") .. label)
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if not ok then failures = failures + 1 end
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return ok
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end
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local function finish()
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if failures == 0 then
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print("PASS ops_icefall_hole")
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love.event.quit(0)
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else
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print("FAIL ops_icefall_hole failures=" .. failures)
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love.event.quit(1)
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end
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end
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return function(game)
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for _ = 1, 900 do
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if game.phase == "boot" and game.boot then break end
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U.wait(1)
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end
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game:_handleBootAction({ action = "new_game", name = "RED" })
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U.wait(240)
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local Runtime = require("src.core.game3.runtime")
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local Map = require("src.core.game3.map")
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local Space = require("src.core.game3.scripting.space")
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local Flags = require("src.core.game3.scripting.flags")
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local Player = require("src.core.game3.player")
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local Ctx = require("src.core.game3.scripting.ctx")
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local session = Runtime.getSession()
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if not result(session ~= nil, "new game reached the game3 field") then return finish() end
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local function ctx() return Space.vm and Space.vm.ctx end
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local function goTo(mapId, x, y, facing)
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Map.load(nil, game, mapId, { x = x, y = y, facing = facing or "down" })
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if game.session then
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game.session.x, game.session.y, game.session.facing = x, y, facing or "down"
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end
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Player.cellX, Player.cellY = x, y
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Player.px, Player.py = x * 16, y * 16
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Player.targetX, Player.targetY = x, y
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Player.facing = facing or "down"
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U.wait(90)
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end
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local function step(dir)
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local bx, by = Player.cellX, Player.cellY
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for _ = 1, 4 do
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U.hold(game, dir, 8)
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if Player.cellX ~= bx or Player.cellY ~= by then
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while Player.moving do U.wait(1) end
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return true
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end
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end
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return false
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end
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goTo(CAVE_1F, 8, 12, "down")
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result(Runtime.getSession().map == CAVE_1F, "entered Icefall Cave 1F")
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-- pokefirered/data/maps/FourIsland_IcefallCave_1F/scripts.inc:8
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result(Ctx.stepCallback(CAVE_1F) == "ice",
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"ON_RESUME armed STEP_CB_ICE, callback=" .. tostring(Ctx.stepCallback(CAVE_1F)))
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-- pokefirered/src/field_tasks.c:51 sIcefallCaveIceCoords
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while Player.cellY < 14 do
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if not step("down") then break end
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end
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print("[driver] on the ice at (" .. Player.cellX .. "," .. Player.cellY .. ")")
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result(Player.cellX == 8 and Player.cellY == 14,
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"standing on the crackable ice at (" .. Player.cellX .. "," .. Player.cellY .. ")")
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U.shot(game, DIR .. "/ops_icefall_hole_01_on_the_ice.png")
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-- pokefirered/src/field_tasks.c:243
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Flags.setVar(Space.store, ctx(), VAR_TEMP_1, 1)
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-- pokefirered/src/field_control_avatar.c:212
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local ranByItself = false
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for _ = 1, 120 do
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U.wait(1)
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if Space.vm and Space.vm:isRunning() then
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ranByItself = true
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break
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end
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end
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if not ranByItself then
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print("[driver] BLOCKED src/core/game3/field.lua:93 only runs ON_FRAME when " ..
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"Space._pendingOnFrame is set, so setting VAR_TEMP_1 while standing on the " ..
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"map starts nothing; pret polls TryRunOnFrameMapScript every frame. " ..
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"Owner handoff: field.lua / space.lua. Nudging once so warphole can be exercised.")
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Space.scheduleOnFrame(game and (game.overworld or game.world))
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end
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local started = false
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for _ = 1, 120 do
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U.wait(1)
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if Space.vm and Space.vm:isRunning() then
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started = true
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break
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end
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end
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result(started, "the OnFrame fall script started")
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local pendingSeen = false
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local landed = false
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for _ = 1, 900 do
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U.wait(1)
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if ctx() and ctx().warpPending then pendingSeen = true end
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if Runtime.getSession().map == CAVE_B1F then
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landed = true
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break
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end
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end
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result(pendingSeen, "warphole marked the warp pending while the fall ran")
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result(landed, "warphole landed the player on Icefall Cave B1F, map="
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.. tostring(Runtime.getSession().map))
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for _ = 1, 600 do
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U.wait(1)
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if not (Space.vm and Space.vm:isRunning()) then break end
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end
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result(not (Space.vm and Space.vm:isRunning()),
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"waitstate released once the fall finished")
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result(ctx() == nil or ctx().warpPending ~= true, "the pending flag was cleared")
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print("[driver] landed at (" .. Player.cellX .. "," .. Player.cellY .. ")")
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result(Player.cellX == 8 and Player.cellY == 14,
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"landed under the hole at (" .. Player.cellX .. "," .. Player.cellY .. ")")
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U.wait(60)
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U.shot(game, DIR .. "/ops_icefall_hole_02_landed_b1f.png")
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result(step("down") or step("left") or step("up"),
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"control came back to the player on B1F")
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finish()
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end
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