Port Reflect and Light Screen
BattleCommand_Screen and HandleScreens run natively. Each side owns independent five-turn counters that include the setup turn, do not refresh on repeated use and survive enemy send-outs. Screens expire in the original non-Link order with ROM messages; the existing damage path already doubles the right defense and keeps the critical/stage rule. This closes the only refusal found by the Route 30 stress run (Chikorita's Reflect). The NPC movement test now reads the ROM in beforeAll, so it skips cleanly without one. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -1,4 +1,4 @@
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import { describe, expect, it } from "vitest";
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import { beforeAll, describe, expect, it } from "vitest";
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import { existsSync, readFileSync } from "node:fs";
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import { CrystalAssets } from "../src/game/rom/assets";
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import { GameWorld } from "../src/game/world/world";
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@@ -15,7 +15,10 @@ const TEACHER = 4; // 15,11 SPRITEMOVEDATA_WALK_LEFT_RIGHT, radius 1, 0
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const DUDE = 2; // 50,12 SPRITEMOVEDATA_SPINRANDOM_SLOW
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describe.skipIf(!existsSync(romPath))("NPC movement with the local ROM", () => {
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const assets = new CrystalAssets(new Uint8Array(readFileSync(romPath)));
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let assets: CrystalAssets;
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beforeAll(() => {
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assets = new CrystalAssets(new Uint8Array(readFileSync(romPath)));
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});
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/** A seeded Random so every run takes the same steps. */
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const at = (x: number, y: number, direction: Direction = "down") => {
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let seed = 7;
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