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"""
Tests for VBA automation tools
"""
import unittest
import pokemontools.vba.vba as vba
try:
import pokemontools.vba.vba_autoplayer as autoplayer
except ImportError:
import pokemontools.vba.autoplayer as autoplayer
import pokemontools.vba.keyboard as keyboard
autoplayer.vba = vba
def setup_wram():
"""
Loads up some default addresses. Should eventually be replaced with the
actual wram parser.
"""
# TODO: this should just be parsed straight out of wram.asm
wram = {}
wram["PlayerDirection"] = 0xd4de
wram["PlayerAction"] = 0xd4e1
wram["MapX"] = 0xd4e6
wram["MapY"] = 0xd4e7
wram["WarpNumber"] = 0xdcb4
wram["MapGroup"] = 0xdcb5
wram["MapNumber"] = 0xdcb6
wram["YCoord"] = 0xdcb7
wram["XCoord"] = 0xdcb8
return wram
def bootstrap():
"""
Every test needs to be run against a certain minimum context. That context
is constructed by this function.
"""
cry = vba.crystal(config=None)
runner = autoplayer.SpeedRunner(cry=cry)
# skip=False means run the skip_intro function instead of just skipping to
# a saved state.
runner.skip_intro(skip=True)
state = cry.vba.state
# clean everything up again
cry.vba.shutdown()
return state
class OtherVbaTests(unittest.TestCase):
def test_keyboard_planner(self):
button_sequence = keyboard.plan_typing("an")
expected_result = ["select", "a", "d", "r", "r", "r", "r", "a"]
self.assertEqual(len(expected_result), len(button_sequence))
self.assertEqual(expected_result, button_sequence)
class VbaTests(unittest.TestCase):
cry = None
wram = None
@classmethod
def setUpClass(cls):
cls.bootstrap_state = bootstrap()
cls.wram = setup_wram()
cls.cry = vba.crystal()
cls.vba = cls.cry.vba
cls.vba.state = cls.bootstrap_state
@classmethod
def tearDownClass(cls):
cls.vba.shutdown()
def setUp(self):
# reset to whatever the bootstrapper created
self.vba.state = self.bootstrap_state
def get_wram_value(self, name):
return self.vba.memory[self.wram[name]]
def check_movement(self, direction="d"):
"""
Check if (y, x) before attempting to move and (y, x) after attempting
to move are the same.
"""
start = (self.get_wram_value("MapY"), self.get_wram_value("MapX"))
self.cry.move(direction)
end = (self.get_wram_value("MapY"), self.get_wram_value("MapX"))
return start != end
def test_movement_changes_player_direction(self):
player_direction = self.get_wram_value("PlayerDirection")
self.cry.move("u")
# direction should have changed
self.assertNotEqual(player_direction, self.get_wram_value("PlayerDirection"))
def test_movement_changes_y_coord(self):
first_map_y = self.get_wram_value("MapY")
self.cry.move("u")
# y location should be different
second_map_y = self.get_wram_value("MapY")
self.assertNotEqual(first_map_y, second_map_y)
def test_movement_ends_in_standing(self):
# should start with standing
self.assertEqual(self.get_wram_value("PlayerAction"), 1)
self.cry.move("l")
# should be standing
player_action = self.get_wram_value("PlayerAction")
self.assertEqual(player_action, 1) # 1 = standing
def test_PlaceString(self):
self.cry.call(0, 0x1078)
# where to draw the text
self.cry.registers["hl"] = 0xc4a0
# what text to read from
self.cry.registers["de"] = 0x1276
self.cry.vba.step(count=10)
text = self.cry.get_text()
self.assertTrue("TRAINER" in text)
def test_speedrunner_constructor(self):
runner = autoplayer.SpeedRunner(cry=self.cry)
def test_speedrunner_handle_mom(self):
# TODO: why can't i pass in the current state of the emulator?
runner = autoplayer.SpeedRunner(cry=None)
runner.setup()
runner.skip_intro(skip=True)
runner.handle_mom(skip=False)
# confirm that handle_mom is done by attempting to move on the map
self.assertTrue(self.check_movement("d"))
def test_speedrunner_walk_into_new_bark_town(self):
runner = autoplayer.SpeedRunner(cry=None)
runner.setup()
runner.skip_intro(skip=True)
runner.handle_mom(skip=True)
runner.walk_into_new_bark_town(skip=False)
# test that the game is in a state such that the player can walk
self.assertTrue(self.check_movement("d"))
# check that the map is correct
self.assertEqual(self.get_wram_value("MapGroup"), 24)
self.assertEqual(self.get_wram_value("MapNumber"), 4)
def test_speedrunner_handle_elm(self):
runner = autoplayer.SpeedRunner(cry=None)
runner.setup()
runner.skip_intro(skip=True)
runner.handle_mom(skip=True)
runner.walk_into_new_bark_town(skip=False)
# go through the Elm's Lab sequence
runner.handle_elm("cyndaquil", skip=False)
# test again if the game is in a state where the player can walk
self.assertTrue(self.check_movement("u"))
# check that the map is correct
self.assertEqual(self.get_wram_value("MapGroup"), 24)
self.assertEqual(self.get_wram_value("MapNumber"), 5)
if __name__ == "__main__":
unittest.main()
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