Enable Goldenrod City and its buildings, the department store with its elevator and rooftop, the Underground and its rooms, the Radio Tower floors and the Route 35 gate. Port what their scripts need: the herb shop, bargain shop, pharmacy and rooftop sale marts with ROM stock, prices and text; the Name Rater; the haircut brothers' happiness tables; the Lucky Number show over the party and boxes with its saved number and Friday countdown (RTC day timers with the 140-day wrap); coin and money balance boxes; Game Corner prize registration through NewPokedexEntry; gift Pokémon to the box when the party is full, with OT, nickname and MAIL (Kenya's 15-letter first line now stores). Saves gain hallOfFame, timers and luckyNumber, with defaults for older saves, and wUndergroundSwitchPositions joins the saved script bytes. The playthrough continues to the Bicycle, Whitney, the PLAINBADGE and the radio card. SlotMachine and CardFlip are still refused. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
502 lines
18 KiB
TypeScript
502 lines
18 KiB
TypeScript
import { expect } from "vitest";
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import { mkdirSync, writeFileSync } from "node:fs";
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import { encodeSave } from "../src/storage/saves";
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import { CRYSTAL_ROM } from "../src/rom/validate";
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import type { CrystalAssets } from "../src/game/rom/assets";
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import { GameWorld, type NativeSave } 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 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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/** Warp mats and edges that need their direction pressed (.CheckWarp). */
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const WARP_EXITS: Partial<Record<number, Direction>> = {
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0x70: "down",
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0x76: "left",
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0x78: "up",
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0x7e: "right",
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};
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/** Plays the game through the world's own inputs, as tests/playthrough
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* does: scripts, battles and walking, with a seeded Random. A stage's save
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* can be dumped (PLAYTHROUGH_SAVES) and resumed with `resume`. */
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export class Playthrough {
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world!: GameWorld;
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readonly log: string[] = [];
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/** A wild species to throw Poké Balls at instead of fighting. */
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wanted = 0;
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seed = 0x2a;
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private stage = 0;
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readonly now = () => new Date("2026-09-22T12:00:00");
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readonly random = () => {
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this.seed = (this.seed * 1103515245 + 12345) >>> 0;
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return (this.seed >>> 16) & 255;
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};
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constructor(readonly assets: CrystalAssets) {}
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/** A new world for the introduction. */
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start() {
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this.world = new GameWorld(this.assets, this.now, this.random);
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}
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/** Continue from a dumped stage. */
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resume(dump: { save: NativeSave; seed: number }) {
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this.seed = dump.seed;
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this.world = new GameWorld(this.assets, this.now, this.random);
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this.world.restore(dump.save);
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}
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/** The usable move with the most power, or the first with PP; a move
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* Disable blocks (its slot in the side's disable count) is skipped. */
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strongest = (
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mon: { moves: readonly number[]; pp: readonly number[] },
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disableCount = 0,
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) => {
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const disabled = disableCount ? ((disableCount >> 4) & 0xf) - 1 : -1;
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let best = -1;
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mon.moves.forEach((move, i) => {
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if (!move || !(mon.pp[i] & 63) || i === disabled) return;
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if (
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best < 0 ||
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this.assets.pokemon.move(move).power >
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this.assets.pokemon.move(mon.moves[best]).power
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)
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best = i;
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});
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return Math.max(0, best);
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};
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/** Run scripts and battles until the player is free again. Battles use
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* the strongest 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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play = (answers: (number | string)[] = []) => {
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const world = this.world,
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log = this.log;
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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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const ball = world.liveState.bag.balls.findIndex(
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(slot) => slot.item === C.POKE_BALL,
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);
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if (
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engine.battleMode === C.WILD_BATTLE &&
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engine.enemy.mon.species === this.wanted &&
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!world.liveState.party.some((member) => member.species === this.wanted) &&
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ball >= 0
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)
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world.battleAction({ action: "item", item: C.POKE_BALL, slot: ball });
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else 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: this.strongest(mon, engine.player.disableCount),
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});
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} else if (prompt?.kind === "yesno") world.battleChoose(1);
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// SHIFT's party menu: keep the Pokémon out (or send the first
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// that can fight when one must go).
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else if (prompt?.kind === "party")
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world.battleChoose(
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prompt.cancel
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? -1
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: world.liveState.party.findIndex(
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(mon, i) =>
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i !== battle.engine.curBattleMon && !mon.egg && mon.hp > 0,
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),
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);
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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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/** 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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walk = (x: number, y: number) => {
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const world = this.world,
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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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this.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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this.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}: ${world.notice}`,
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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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cross = (direction: Direction, target: string) => {
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const world = this.world,
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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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this.walk(x, y);
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if (world.move(direction)) {
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this.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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enter = (target: string, direction: Direction) => {
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const world = this.world;
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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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this.walk(warp.x - dx, warp.y - dy);
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expect(world.move(direction)).toBe(true);
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this.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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exit = (target: string, direction: Direction = "down") => {
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const world = this.world;
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const warp = world.map.warps.find((warp) => warp.targetMap === target)!;
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this.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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this.play();
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}
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expect(world.mapId).toBe(target);
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};
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/** Serialize the save to JSON and load it into a fresh world. */
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reload = () => {
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const saved = JSON.parse(JSON.stringify(this.world.save()));
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// PLAYTHROUGH_SAVES=dir keeps every stage's save, for debugging a
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// later stage from where the run reached.
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if (process.env.PLAYTHROUGH_SAVES) {
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mkdirSync(process.env.PLAYTHROUGH_SAVES, { recursive: true });
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writeFileSync(
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`${process.env.PLAYTHROUGH_SAVES}/${String(++this.stage).padStart(3, "0")}.json`,
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JSON.stringify({ save: saved, seed: this.seed }),
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);
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}
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this.world = new GameWorld(this.assets, this.now, this.random);
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this.world.restore(saved);
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expect(this.world.save()).toEqual(saved);
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};
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lead = () => this.world.state.party[0];
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/** With MAKE_TEST_SAVES, a backup for the board's manual checks, as
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* tests/human-test-saves.test.ts writes them (kept out of git). */
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writeTestSave = (name: string) => {
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if (!process.env.MAKE_TEST_SAVES) return;
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mkdirSync("test-saves", { recursive: true });
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writeFileSync(
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`test-saves/${name}.crystal-save.json`,
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encodeSave({
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version: 1,
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romHash: CRYSTAL_ROM.sha1,
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coreId: "crystal-native-world-v1",
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savedAt: new Date().toISOString(),
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state: new TextEncoder().encode(JSON.stringify(this.world.save())),
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}),
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);
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};
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/** PokecenterNurseScript from in front of the counter, then back out. */
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heal = (center: string, city: string) => {
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this.enter(center, "up");
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this.walk(3, 3);
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this.world.move("up"); // the counter: this only turns the player
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this.world.interact();
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this.play();
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expect(
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this.world.state.party.every((mon) => mon.egg || mon.hp === mon.stats[0]),
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).toBe(true);
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this.exit(city);
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};
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/** Pace between two neighbouring grass tiles (the nearest pair) until
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* the lead reaches `level`. `rest` heals and comes back here. */
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train = (level: number, rest: () => void) => {
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const world = this.world,
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map = world.mapId,
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grass = world.assets.grassCollisions();
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const isGrass = (x: number, y: number) =>
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x >= 0 &&
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y >= 0 &&
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x < world.map.width &&
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y < world.map.height &&
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grass.includes(world.assets.collision(world.map, x, y));
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for (let round = 0; round < 2000 && this.lead().level < level; round++) {
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if (this.lead().hp * 2 < this.lead().stats[0]) {
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rest();
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expect(this.world.mapId).toBe(map);
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}
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const pairs: { x: number; y: number; length: number }[] = [];
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for (let y = 0; y < world.map.height; y++)
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for (let x = 0; x < world.map.width; x++)
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if (isGrass(x, y) && isGrass(x + 1, y))
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try {
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pairs.push({ x, y, length: findPath(world, x, y).length });
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} catch {
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/* unreachable */
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}
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pairs.sort((a, b) => a.length - b.length);
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const { x, y } = pairs[0];
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this.walk(x, y);
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this.walk(x + 1, y);
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}
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expect(this.lead().level).toBeGreaterThanOrEqual(level);
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};
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/** Take the stairs (or another warp) to `target`, trying each. A warp
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* mat or cave edge needs its exit direction pressed (.CheckWarp). */
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stairs = (target: string) => {
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const world = this.world;
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for (const warp of world.map.warps.filter((warp) => warp.targetMap === target)) {
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try {
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findPath(world, warp.x, warp.y);
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} catch {
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continue;
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}
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this.walk(warp.x, warp.y);
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if (world.mapId === target) return;
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const exit = WARP_EXITS[world.assets.collision(world.map, warp.x, warp.y)];
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if (exit && world.move(exit)) {
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this.play();
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if (world.mapId === target) return;
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}
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}
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throw new Error(`No way from ${world.mapId} to ${target}`);
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};
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/** Find a way through warps among `maps` to `target`, as a player
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* trying staircases would: depth first, backing out of dead ends. */
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route = (
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target: string,
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maps: string[],
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depth = 6,
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goal?: { x: number; y: number },
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): boolean => {
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const world = this.world;
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const reachable = () => {
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if (!goal) return true;
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try {
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findPath(world, goal.x, goal.y);
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return true;
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} catch {
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return false;
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}
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};
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if (world.mapId === target && reachable()) return true;
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if (!depth) return false;
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const here = world.save();
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for (const warp of world.map.warps) {
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if (!maps.includes(warp.targetMap) && warp.targetMap !== target) continue;
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try {
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findPath(world, warp.x, warp.y);
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} catch {
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continue;
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}
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const from = world.mapId;
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this.walk(warp.x, warp.y);
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if (world.mapId !== from && this.route(target, maps, depth - 1, goal))
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return true;
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world.restore(here);
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}
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return false;
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};
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/** Advance to the next menu choice, keeping its pages in the log. */
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toChoice = () => {
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const world = this.world,
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log = this.log;
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for (let tick = 0; tick < 2000; tick++) {
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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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if (log.at(-1) !== page) log.push(page);
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if (dialogue.index === dialogue.pages.length - 1 && dialogue.choice)
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return dialogue.choice;
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if (dialogue.holdTicks !== undefined) world.tick();
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else world.advanceDialogue();
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} else world.tick();
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}
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throw new Error(`No choice appeared: ${world.diagnostic}`);
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};
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/** Choose a menu item by its label (or a pattern). */
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choose = (label: string | RegExp) => {
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const choice = this.toChoice();
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if (choice.kind !== "menu")
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throw new Error(`Expected a menu, got ${choice.kind}`);
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const index = choice.items.findIndex((item) =>
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typeof label === "string" ? item === label : label.test(item),
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);
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expect(index, `${label} in ${choice.items.join(", ")}`).toBeGreaterThanOrEqual(0);
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this.world.choose(index);
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};
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/** Choose an item in the pack. */
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choosePack = (item: number) => {
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const choice = this.toChoice();
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if (choice.kind !== "pack")
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throw new Error(`Expected the pack, got ${choice.kind}`);
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for (const [pocket, { entries }] of choice.pockets.entries()) {
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const index = entries.findIndex((entry) => entry.item === item);
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if (index >= 0) return this.world.choosePackEntry(pocket, index);
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}
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throw new Error(`Item ${item} is not in the pack.`);
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};
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/** Talk to an object wherever it stands. A trainer who spots the player
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* on the way battles and moves, so the approach is planned again. */
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talkTo = (id: number) => {
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const world = this.world;
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const COUNTER = 0x90;
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for (let attempt = 0; attempt < 4; attempt++)
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for (const [dx, dy, face] of [
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[-1, 0, "right"],
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[1, 0, "left"],
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[0, 1, "up"],
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[0, -1, "down"],
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] as const) {
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const target = world.objects().find((object) => object.id === id)!;
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// Across a counter the player stands one tile further away.
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const across =
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world.assets.collision(world.map, target.x + dx, target.y + dy) === COUNTER;
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const x = target.x + dx * (across ? 2 : 1),
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y = target.y + dy * (across ? 2 : 1);
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try {
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if (!(world.x === x && world.y === y)) this.walk(x, y);
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} catch {
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continue;
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}
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const now = world.objects().find((object) => object.id === id)!;
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if (now.x !== target.x || now.y !== target.y) break;
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world.move(face);
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world.interact();
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return;
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}
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throw new Error(`No way to talk to object ${id}`);
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};
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/** PACK, the TM/HM pocket's `item`, USE, YES, then party slot `slot`;
|
|
* a full move list forgets the first move. */
|
|
teach = (item: number, slot: number) => {
|
|
const world = this.world;
|
|
expect(world.openStartMenu()).toBe(true);
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|
this.choose("PACK");
|
|
this.choosePack(item);
|
|
this.choose("USE");
|
|
expect(this.toChoice().kind).toBe("yesno");
|
|
world.choose(1);
|
|
const party = this.toChoice();
|
|
expect(party.kind === "menu" && party.details?.[slot]).toBe("ABLE");
|
|
world.choose(slot);
|
|
if (world.liveState.party[slot].moves.every(Boolean)) {
|
|
expect(this.toChoice().kind).toBe("yesno");
|
|
world.choose(1);
|
|
this.toChoice();
|
|
world.choose(0);
|
|
}
|
|
for (let i = 0; i < 10 && world.dialogue?.choice?.kind !== "pack"; i++)
|
|
this.toChoice();
|
|
// The menus work on a draft that is kept once they close.
|
|
for (let i = 0; i < 10 && world.busy; i++) {
|
|
if (world.dialogue?.choice) world.advanceDialogue();
|
|
else world.tick();
|
|
}
|
|
this.play();
|
|
};
|
|
/** Cut the tree at (x, y) from a walkable side (TryCutOW, then YES). */
|
|
cut = (x: number, y: number) => {
|
|
const world = this.world;
|
|
for (const [face, [dx, dy]] of Object.entries(STEP) as [Direction, [number, number]][]) {
|
|
try {
|
|
this.walk(x - dx, y - dy);
|
|
} catch {
|
|
continue;
|
|
}
|
|
world.move(face);
|
|
world.interact();
|
|
this.play([1]);
|
|
return;
|
|
}
|
|
throw new Error(`No side to cut ${x},${y} from`);
|
|
};
|
|
/** The current location and party, then the last pages, for a failure. */
|
|
trace = () =>
|
|
`${this.world.mapId} ${this.world.x},${this.world.y}; party ${JSON.stringify(
|
|
this.world.state.party.map(({ species, level, hp }) => ({
|
|
species,
|
|
level,
|
|
hp,
|
|
})),
|
|
)}\n${this.log.slice(-30).join("\n---\n")}`;
|
|
}
|