Finish the opening milestone's switching, items and acceptance run
- Decode evolution lists from the ROM; all 251 match the pinned PRET source. - Compare CalcMonStats and CalcExpAtLevel against the original routines in the reference emulator. - Add a continuous opening playthrough from the intro to the catching tutorial, reloading a JSON save after every stage. - Port player switching in battle: the PKMN menu, forced choices after a faint, Shift mode's offer and double faints, with the original texts. - Port HP and status healing items in battle through the ROM's ItemEffects, HealingHPAmounts and StatusHealingActions tables. - Add the battle party menu and the Items pocket to the UI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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import { beforeEach, describe, expect, it, onTestFailed } 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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import type { Direction } from "../src/game/world/types";
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import { C } from "../src/game/battle/constants";
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import { findPath } from "./world-driver";
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const romPath =
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process.env.CRYSTAL_ROM_PATH ??
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"Pokemon - Crystal Version (UE) (V1.1) [C][!].gbc";
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const NEW_BARK = "24:4",
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ELMS_LAB = "24:5",
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ROUTE_29 = "24:3",
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CHERRYGROVE = "26:3",
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ROUTE_30 = "26:1",
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MR_POKEMONS_HOUSE = "26:10";
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/** The acceptance run for PLAN section 2: a new game played from the
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* introduction to the catching tutorial through the world's own inputs,
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* without fixtures or story flags set by hand. Every stage ends with a
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* save serialized to JSON and loaded into a fresh world. The stages share
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* one world and run in order, so run the file rather than a single stage. */
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describe.skipIf(!existsSync(romPath))(
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"a continuous opening playthrough",
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() => {
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const bytes = existsSync(romPath)
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? new Uint8Array(readFileSync(romPath))
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: new Uint8Array();
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const now = () => new Date("2026-09-22T12:00:00");
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let seed = 0x2a;
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const random = () => {
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seed = (seed * 1103515245 + 12345) >>> 0;
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return (seed >>> 16) & 255;
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};
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const assets = existsSync(romPath) ? new CrystalAssets(bytes) : undefined;
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let world: GameWorld;
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const log: string[] = [];
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/** Run scripts and battles until the player is free again. Battles use
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* the first move with PP; a wild battle below half HP is run from, as
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* a cautious player would. New moves are learned when there is room,
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* and other questions take the queued answers or their defaults. */
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const play = (answers: (number | string)[] = []) => {
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for (let tick = 0; tick < 100_000; tick++) {
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expect(world.notice, world.diagnostic).toBe("");
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const battle = world.battle;
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if (battle) {
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if (battle.message && log.at(-1) !== battle.message.text)
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log.push(battle.message.text);
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const prompt = battle.prompt;
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if (prompt?.kind === "action") {
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const { engine } = battle,
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mon = engine.player.mon;
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if (engine.battleMode === C.WILD_BATTLE && mon.hp * 2 < mon.maxHp)
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world.battleAction({ action: "run" });
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else
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world.battleAction({
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action: "fight",
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move: Math.max(
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0,
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mon.pp.findIndex((pp, i) => mon.moves[i] && pp & 63),
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),
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});
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} else if (prompt?.kind === "yesno") world.battleChoose(1);
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else if (prompt?.kind === "forget") world.battleChoose(4);
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else if (prompt?.kind === "name") world.battleName("");
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else if (prompt?.kind === "stats" || battle.message?.prompt)
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world.interact();
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else world.tick();
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continue;
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}
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const dialogue = world.dialogue;
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if (dialogue) {
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const page = dialogue.pages[dialogue.index];
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const last = dialogue.index === dialogue.pages.length - 1;
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if (log.at(-1) !== page) log.push(page);
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if (last && dialogue.choice) {
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const answer = answers.shift();
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if (dialogue.choice.kind === "name")
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world.choose(typeof answer === "string" ? answer : "");
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else
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world.choose(
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typeof answer === "number"
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? answer
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: dialogue.choice.kind === "yesno"
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? 1
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: dialogue.choice.kind === "clock"
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? dialogue.choice.selected
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: 0,
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);
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} else if (last && dialogue.holdTicks !== undefined) world.tick();
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else world.advanceDialogue();
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continue;
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}
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if (!world.busy) {
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world.tick(); // scene scripts and phone calls start on idle ticks
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if (!world.busy) return;
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continue;
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}
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world.tick();
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}
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throw new Error(`The world did not settle: ${world.diagnostic}`);
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};
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const STEP: Record<Direction, [number, number]> = {
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up: [0, -1],
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down: [0, 1],
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left: [-1, 0],
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right: [1, 0],
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};
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/** Walk to a tile on the current map, replanning after ledges, roaming
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* NPCs and scenes that move the player. A warp target leaves the map. */
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const walk = (x: number, y: number) => {
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const map = world.mapId,
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warp = world.map.warps.some((warp) => warp.x === x && warp.y === y);
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for (let attempt = 0; attempt < 40; attempt++) {
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play();
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if (warp && world.mapId !== map) return;
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expect(world.mapId, `walking to ${x},${y}`).toBe(map);
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if (world.x === x && world.y === y) return;
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for (const direction of findPath(world, x, y)) {
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const [dx, dy] = STEP[direction];
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const from = [world.x, world.y];
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if (!world.move(direction)) {
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for (let tick = 0; tick < 64; tick++) world.tick();
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break;
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}
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play();
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if (
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world.mapId !== map ||
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world.x !== from[0] + dx ||
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world.y !== from[1] + dy
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)
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break;
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}
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}
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throw new Error(
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`Could not reach ${x},${y} on ${map} from ${world.x},${world.y}`,
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);
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};
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/** Step across a map connection from the nearest usable edge tile. */
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const cross = (direction: Direction, target: string) => {
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const map = world.mapId;
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const [dx, dy] = STEP[direction];
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const edge = Array.from(
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{ length: dx ? world.map.height : world.map.width },
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(_, i) =>
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dx
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? [dx < 0 ? 0 : world.map.width - 1, i]
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: [i, dy < 0 ? 0 : world.map.height - 1],
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).flatMap(([x, y]) => {
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try {
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return [{ x, y, length: findPath(world, x, y).length }];
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} catch {
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return [];
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}
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});
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edge.sort((a, b) => a.length - b.length);
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for (const { x, y } of edge) {
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walk(x, y);
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if (world.move(direction)) {
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play();
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if (world.mapId === target) return;
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}
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if (world.mapId !== map) break;
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}
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throw new Error(
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`Could not cross ${direction} from ${map} to ${target}: now ${world.mapId}`,
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);
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};
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/** Stand in front of a warp leading to `target` and take it. */
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const enter = (target: string, direction: Direction) => {
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const warp = world.map.warps.find((warp) => warp.targetMap === target)!;
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expect(warp, `a warp to ${target}`).toBeDefined();
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const [dx, dy] = STEP[direction];
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walk(warp.x - dx, warp.y - dy);
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expect(world.move(direction)).toBe(true);
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play();
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expect(world.mapId).toBe(target);
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};
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/** Leave through an exit mat, which needs the exit direction pressed. */
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const exit = (target: string, direction: Direction = "down") => {
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const warp = world.map.warps.find((warp) => warp.targetMap === target)!;
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walk(warp.x, warp.y);
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if (world.mapId !== target) {
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expect(world.move(direction)).toBe(true);
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play();
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}
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expect(world.mapId).toBe(target);
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};
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const reload = () => {
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const saved = JSON.parse(JSON.stringify(world.save()));
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world = new GameWorld(assets!, now, random);
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world.restore(saved);
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expect(world.save()).toEqual(saved);
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};
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beforeEach(() => {
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log.length = 0;
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});
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const traceFailures = () =>
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onTestFailed(() => {
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console.log(
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`${world.mapId} ${world.x},${world.y}; party ${JSON.stringify(
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world.state.party.map(({ species, level, hp }) => ({
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species,
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level,
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hp,
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})),
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)}\n${log.slice(-30).join("\n---\n")}`,
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);
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});
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it("plays the introduction and Mom's scene", () => {
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world = new GameWorld(assets!, now, random);
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traceFailures();
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world.beginIntro();
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play([0, "", 1, "", 1, 0, "KAWA"]);
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expect(world.intro).toBe(false);
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expect(world.name).toBe("KAWA");
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reload();
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walk(7, 0);
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expect(world.mapId).toBe("24:6");
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walk(9, 3);
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expect(world.move("down")).toBe(true);
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play([1, 1, 1, 1, 1]);
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expect(log).toContain("KAWA received\nPOKéGEAR.");
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reload();
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});
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it("meets Elm, takes Cyndaquil and the aide's Potion", () => {
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traceFailures();
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walk(6, 7);
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expect(world.move("down")).toBe(true);
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play();
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expect(world.mapId).toBe(NEW_BARK);
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enter(ELMS_LAB, "up");
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play([0, 1]);
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walk(6, 4);
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world.move("up");
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world.interact();
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play([1, 1, ""]);
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expect(world.state.party.map((mon) => mon.species)).toEqual([155]);
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walk(4, 7);
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expect(world.move("down")).toBe(true);
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play();
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expect(world.state.bag.items).toEqual([{ item: 18, quantity: 1 }]);
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reload();
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});
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it("walks to Mr. Pokémon's house through Route 29, Cherrygrove and Route 30", () => {
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traceFailures();
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exit(NEW_BARK);
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cross("left", ROUTE_29);
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cross("left", CHERRYGROVE);
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reload();
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cross("up", ROUTE_30);
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enter(MR_POKEMONS_HOUSE, "up");
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play();
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expect(world.state.bag.keyItems).toEqual([0x45]); // MYSTERY_EGG
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expect(world.state.flags.has(11)).toBe(true); // the Pokédex
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reload();
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});
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it("takes Elm's call outside and meets the rival in Cherrygrove", () => {
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traceFailures();
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exit(ROUTE_30);
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expect(log.join("\n")).toContain("It's a disaster!");
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expect(world.state.events.has(67)).toBe(true); // ELM_CALLED_ABOUT_STOLEN_POKEMON
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reload();
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cross("down", CHERRYGROVE);
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// The rival's scene blocks the way east to Route 29.
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cross("right", ROUTE_29);
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const rival = log.join("\n");
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expect(rival).toContain("RIVAL ?");
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expect(rival).toContain("My name's ???.");
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expect(world.state.scenes[CHERRYGROVE]).toBe(0);
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reload();
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});
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it("names the rival for the officer and returns the Egg to Elm", () => {
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traceFailures();
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cross("right", NEW_BARK);
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enter(ELMS_LAB, "up");
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walk(4, 6);
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expect(world.move("up")).toBe(true);
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play(["SILVER"]);
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expect(world.state.rivalName).toBe("SILVER");
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reload();
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walk(5, 3);
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world.move("up"); // Elm stands at 5,2: this only turns the player.
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world.interact();
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play();
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expect(world.state.bag.keyItems).toEqual([]);
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walk(4, 8);
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expect(world.state.bag.balls).toEqual([
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{ item: C.POKE_BALL, quantity: 5 },
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]);
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reload();
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});
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it("watches the catching tutorial on Route 29 and reaches Cherrygrove", () => {
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traceFailures();
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exit(NEW_BARK);
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cross("left", ROUTE_29);
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cross("left", CHERRYGROVE);
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const pages = log.join("\n").replace(/\n/g, " ");
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expect(pages).toContain("show you how to catch POKéMON?");
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expect(pages).toContain("That's how you do it");
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expect(world.state.events.has(66)).toBe(true); // LEARNED_TO_CATCH_POKEMON
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expect(world.state.scenes[ROUTE_29]).toBe(0);
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reload();
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const save = world.save();
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expect(save.party[0].species).toBe(155);
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expect(save.pokedex.caught).toContain(155);
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expect(save.rivalName).toBe("SILVER");
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expect(save.intro).toBe(false);
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});
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},
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);
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