levels_accept/
levels_accept.rs1use std::path::{Path, PathBuf};
21
22use dotzuki_engine::render::{FrameBuffer, Rgba};
23use dotzuki_engine::render_config::RenderConfig;
24use dotzuki_renderer::input::{GbButton, InputState};
25use dotzuki_runner::headless::save_png;
26use dotzuki_runner::{LoadedProject, RunnerGame, RunnerOptions, SCREEN_H, SCREEN_W};
27
28fn snap(game: &mut RunnerGame, dir: &Option<PathBuf>, name: &str) {
30 let Some(dir) = dir else { return };
31 let mut fb = FrameBuffer::new(
32 RenderConfig::new(SCREEN_W as u32, SCREEN_H as u32),
33 Rgba::BLACK,
34 );
35 game.draw(&mut fb);
36 let path = dir.join(format!("{name}.png"));
37 save_png(&fb, &path).expect("screenshot");
38 println!(" [shot] {}", path.display());
39}
40
41fn frame(game: &mut RunnerGame, mask: u8) {
42 let mut input = InputState::new();
43 input.set_from_bitmask(mask);
44 game.update(&input);
45}
46
47fn idle(game: &mut RunnerGame, n: u32) {
48 for _ in 0..n {
49 frame(game, 0);
50 }
51}
52
53fn press_a(game: &mut RunnerGame) {
54 frame(game, GbButton::A.bit_mask());
55 idle(game, 1);
56}
57
58fn print_party(game: &RunnerGame, when: &str) {
59 let Some(party) = game.party_state() else { return };
60 println!("party state {when}:");
61 for m in party {
62 println!(
63 " {} level {} exp {} hp {} mp {} status {:?}",
64 m.id, m.level, m.exp, m.hp, m.mp, m.status
65 );
66 }
67}
68
69fn main() {
70 let mut args = std::env::args().skip(1);
71 let dir = args.next().expect("usage: levels_accept <project-dir> [shot-dir]");
72 let shot_dir = args.next().map(PathBuf::from);
73
74 let save_file = Path::new(&dir).join(".dotzuki-save.json");
75 let project = LoadedProject::load(Path::new(&dir)).expect("load project");
76 let mut game = RunnerGame::new(
77 project,
78 RunnerOptions {
79 headless: true,
80 fresh: true,
81 write_saves: true,
82 save_file: Some(save_file.clone()),
83 rng_script: Some(vec![50, 100, 1]),
85 ..RunnerOptions::default()
86 },
87 )
88 .expect("boot game");
89
90 let mut battle_no = 0usize;
95 let mut completed = 0usize;
96 let mut last_log: Vec<String> = Vec::new();
97 let mut was_in_battle = false;
98 let mut snapped_battle = false;
99
100 for frame_no in 0..6000u32 {
101 if frame_no % 4 == 0 {
102 frame(&mut game, GbButton::A.bit_mask());
103 } else {
104 idle(&mut game, 1);
105 }
106
107 let in_battle = game.battle().is_some();
108 if in_battle {
109 let log_len = game.battle().unwrap().log().len();
110 let new_battle = !was_in_battle || log_len < last_log.len();
111 if new_battle {
112 if was_in_battle {
113 completed += 1;
116 println!("\nbattle {completed} log:");
117 for line in &last_log {
118 println!(" {line}");
119 }
120 print_party(&game, &format!("after battle {completed}"));
121 println!();
122 if completed == 2 {
123 break;
124 }
125 }
126 battle_no += 1;
127 let battle = game.battle().unwrap();
128 println!("battle {battle_no} starts:");
129 for c in battle.party() {
130 println!(
131 " {} level {} exp {} hp {}/{} mp {}/{} atk {}",
132 c.name, c.level, c.exp, c.hp, c.max_hp, c.mp, c.max_mp, c.attack
133 );
134 }
135 if battle_no == 2 && !snapped_battle {
136 snapped_battle = true;
137 snap(&mut game, &shot_dir, "battle2-start");
138 }
139 }
140 last_log = game.battle().unwrap().log().to_vec();
141 } else if was_in_battle {
142 completed += 1;
143 println!("\nbattle {completed} log:");
144 for line in &last_log {
145 println!(" {line}");
146 }
147 print_party(&game, &format!("after battle {completed}"));
148 println!();
149 last_log.clear();
150 if completed == 2 {
151 break;
152 }
153 }
154 was_in_battle = in_battle;
155 }
156 if completed < 2 {
157 eprintln!("harness: only {completed} battle(s) completed within the frame cap");
158 std::process::exit(1);
159 }
160
161 for _ in 0..40 {
164 if game.dialogue_text().is_none() {
165 break;
166 }
167 press_a(&mut game);
168 }
169 assert!(game.flag("SLIMES_BEATEN"), "the scene ran to its end");
170
171 frame(&mut game, GbButton::Start.bit_mask());
173 idle(&mut game, 1);
174 press_a(&mut game); println!("party view:");
176 for line in game.menu_lines().expect("party view open") {
177 println!(" {line}");
178 }
179 snap(&mut game, &shot_dir, "party-view");
180 frame(&mut game, GbButton::B.bit_mask());
181 idle(&mut game, 1);
182 frame(&mut game, GbButton::B.bit_mask());
183 idle(&mut game, 1);
184
185 println!("\nsave round trip ({}):", save_file.display());
187 let project = LoadedProject::load(Path::new(&dir)).expect("reload project");
188 let game = RunnerGame::new(
189 project,
190 RunnerOptions {
191 headless: true,
192 save_file: Some(save_file),
193 rng_script: Some(vec![50, 100, 1]),
194 ..RunnerOptions::default()
195 },
196 )
197 .expect("boot from save");
198 print_party(&game, "resumed from the save");
199 assert!(
200 game.party_state().is_some_and(|p| p[0].level > 1),
201 "level must survive the save round trip"
202 );
203 println!("\nacceptance OK");
204}