Files
Crystal/tests/movement-fixture.ts
T
Sébastien QUEROLandClaude Opus 5.5 451464f7c6
Checks / web (push) Canceled after 0s
Complete the overworld foundation
Port forced movement (turn delays, bumps, ice, currents, pits), dynamic
return warps, elevators, Surf, Cut, Strength and cycling rules, working
map blocks with changeblock/changemapblocks, and the remaining NPC
movement types and movement commands.

Add tileset animation from the ROM's command tables, grass sprite
priority and special map palettes; room decorations with ownership, the
bedroom PC and save migration; and Key Items access to the Bicycle.

Fourteen original-engine traces compare positions, facing, actors, event
flags and scripted poses. Tile animation matches original VRAM for four
tilesets, and LoadMapPals matches 192 palette cases. skyfall_top now
keeps the $60 sprite offset its step function leaves behind.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:47:29 +02:00

91 lines
2.8 KiB
TypeScript

import { emptyDecorations } from "../src/game/world/decorations";
import { CrystalAssets } from "../src/game/rom/assets";
import { GameWorld } from "../src/game/world/world";
import type { GameMap } from "../src/game/world/types";
/** Synthetic maps and script bytes: these tests run without a private ROM. */
export class MovementAssets extends CrystalAssets {
readonly fixtures = new Map<string, GameMap>();
readonly tiles = new Map<string, number>();
readonly bytes: Uint8Array;
constructor() {
const bytes = new Uint8Array(0xa0000);
bytes[0] = 0x50; // Empty weekday name for synthetic script hosts.
super(bytes);
this.bytes = bytes;
for (const id of ["24:7", "24:6"]) {
this.fixtures.set(id, {
id,
group: 24,
number: Number(id.split(":")[1]),
name: id,
location: id,
landmark: 1,
width: 8,
height: 8,
border: 0,
tileset: 1,
environment: 1,
paletteMode: 1,
blocks: new Uint8Array(16),
warps: [],
backgroundEvents: [],
objects: [],
connections: [],
sceneScripts: [],
callbacks: [],
coordinateEvents: [],
});
}
}
override map(id: string) {
return this.fixtures.get(id)!;
}
override isPorted(id: string) {
return this.fixtures.has(id);
}
override sceneOwner() {
return undefined;
}
override collision(map: GameMap, x: number, y: number) {
if (x < 0 || y < 0 || x >= map.width || y >= map.height) return 7;
return this.tiles.get(`${map.id}:${x},${y}`) ?? 0;
}
/** CollisionPermissionTable in brief: walls, then the water rows
* ($2x, $3x, buoys $cx) apart from ice and the wall-like buoy tiles. */
override permission(collision: number) {
if (collision === 7 || collision === 0x27 || collision === 0x2f) return 15;
if (collision === 0x23 || collision === 0x2b) return 0;
return [0x20, 0x30, 0xc0].includes(collision & 0xf0) ? 1 : 0;
}
override grassCollisions() {
return [];
}
override sprite(id: number) {
return id ? { graphics: new Uint8Array(0), palette: 0, walking: false } : undefined;
}
tile(x: number, y: number, collision: number, map = "24:7") {
this.tiles.set(`${map}:${x},${y}`, collision);
}
}
export function fixture() {
const assets = new MovementAssets();
const world = new GameWorld(
assets,
() => new Date("2026-09-22T12:00:00"),
() => 0,
);
world.state.decorations = emptyDecorations();
return { assets, world };
}
export function connectWarp(assets: MovementAssets, x = 3, y = 4) {
assets.map("24:7").warps.push({ x, y, targetMap: "24:6", targetWarp: 1 });
assets
.map("24:6")
.warps.push({ x: 2, y: 2, targetMap: "24:7", targetWarp: 1 });
assets.tile(2, 2, 0x70, "24:6");
}