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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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392 lines
15 KiB
Lua
392 lines
15 KiB
Lua
-- STADIUM battles: the one-time build, on screen.
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--
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-- A pushed game state, so it draws in the Game Boy's own 160x144 and stops
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-- everything under it -- which is what it should do, because it is doing real
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-- work and the player should not be walking around while it happens.
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--
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-- ------- why a species a frame
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--
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-- A species takes roughly fifty milliseconds to extract, and there are 151 of
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-- them. That is ten seconds, which has to go somewhere. Doing them one per
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-- frame puts the whole cost on this screen where it is explained, keeps the
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-- bar moving at a visible rate, and leaves the frame free to draw between
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-- them. Batching more per frame would finish no sooner -- the work is the
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-- same -- and would only make the bar jump.
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--
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-- ------- what it says
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--
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-- Three things, and each of them is answering a question the player would
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-- otherwise have to guess at while the game sits there:
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--
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-- WHAT is happening -- "STADIUM EXTRACTION", which is what it is.
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--
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-- HOW FAR through it is -- a bar, filled by species written rather than by
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-- elapsed time, so it cannot lie about the remaining work.
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--
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-- THAT IT IS ALIVE -- which Pokemon it is on, by name. Not decoration: it
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-- is the difference between a progress bar the player trusts and one they
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-- suspect has hung, and it costs one lookup a frame.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local StadiumInstall = V.require("StadiumInstall")
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local StadiumScreen = {}
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StadiumScreen.__index = StadiumScreen
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-- The Game Boy frame this draws in.
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local W, H = 160, 144
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-- How long the finished message stays up before the screen retires itself.
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StadiumScreen.HOLD = 1.1
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local Font = nil
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local function font()
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if Font then return Font end
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local ok, F = pcall(require, "src.render.Font")
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if ok then Font = F end
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return Font
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end
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-- Black glyphs, because that is the only colour the Game Boy font sheets
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-- have -- they are black on transparent, so setColor cannot lighten one.
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-- Everything here is therefore laid out dark-on-light.
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local function text(str, x, y)
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local F = font()
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if not F then return end
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love.graphics.setColor(0, 0, 0, 1)
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F.draw(str, math.floor(x), math.floor(y))
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end
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local function centred(str, y)
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local F = font()
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if not F then return end
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text(str, (W - F.width(str)) / 2, y)
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end
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-- How many glyphs fit across the frame. The font is a fixed eight pixels, so
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-- twenty is the line -- and a centred string longer than that does not
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-- overflow tidily off one side, it clips off BOTH and loses its first word as
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-- well as its last ("that is not a Pokemon Stadium ROM" came out as "at is
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-- not a Pokemon").
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--
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-- Fixed, and it stays fixed: shrinking the text to fit more in was tried and
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-- the font will not take it. These are 1-bit 8x8 bitmaps, so a fractional
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-- downscale drops whole pixel rows out of every glyph -- at 0.75 the last
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-- line of an Android save path came out as mush. Long strings get more LINES
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-- instead (see the note layout in draw).
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local COLS = 20
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-- Break a string into lines that fit, on word boundaries, and never more than
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-- `limit` of them.
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local function wrapped(str, limit, cols)
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limit = limit or 2
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cols = cols or COLS
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local lines, line = {}, nil
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local function push(text)
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if #lines < limit then lines[#lines + 1] = text end
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end
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for word in tostring(str):gmatch("%S+") do
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local try = line and (line .. " " .. word) or word
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if #try <= cols then
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line = try
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else
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if line then push(line) end
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-- A word longer than the line is BROKEN ACROSS lines rather than cut.
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-- It is always a path, and a path is the one thing here that has to be
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-- readable in full -- an absolute Android save directory runs to
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-- ninety-odd characters with no spaces in it at all, so truncating at
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-- twenty told the player almost nothing.
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while #word > cols do
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push(word:sub(1, cols))
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word = word:sub(cols + 1)
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end
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line = word
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end
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if #lines >= limit then break end
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end
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if line then push(line) end
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return lines
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end
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-- ------- dex number -> the engine's own species key
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--
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-- Built once, from the loaded data rather than from a list of names carried
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-- here: a list would be a second place for the same 151 facts to live, and
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-- would go stale against a mod that renames one.
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local dexNames = nil
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local function speciesName(dex)
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if not dex then return nil end
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if not dexNames then
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dexNames = {}
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local ok, data = pcall(function()
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return require("src.core.Game").data
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end)
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if ok and data and data.pokemon then
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for key, def in pairs(data.pokemon) do
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if type(def) == "table" and def.dex then dexNames[def.dex] = key end
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end
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end
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end
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return dexNames[dex]
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end
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-- `adopt` means the caller has ALREADY started the build, or already decided
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-- it cannot start -- which is the imported path (StadiumRomPick opens the
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-- picked file itself, because love.filesystem cannot read an absolute path).
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-- Without it this screen would call begin() on the way in and throw away the
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-- job it was pushed to display, or overwrite the failure it was pushed to
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-- explain with a fresh "no ROM in baseroms" -- which would be true, and would
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-- have nothing to do with what just went wrong.
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function StadiumScreen.new(game, adopt)
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return setmetatable({ game = game, hold = 0, started = adopt and true or false,
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adopted = adopt and true or false }, StadiumScreen)
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end
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-- ------- the same plate, saying something instead of doing something
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--
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-- A NOTE: title, a wrapped body, and a key to dismiss it. It exists because
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-- the one piece of information a player on a platform with no file dialog
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-- actually needs -- the absolute path of the folder to put the cartridge in
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-- -- is long, machine-specific, and was only ever written to the console,
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-- which nobody on a phone can read.
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--
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-- Same state shape and the same plate as the build screen, so there is one
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-- look and one set of stack manners rather than two.
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function StadiumScreen.newNote(game, title, lead, body)
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return setmetatable({ game = game,
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note = { title = title, lead = lead, body = body } },
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StadiumScreen)
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end
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-- Opaque: the loading screen owns the frame, so the map underneath is not
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-- drawn and not paying for a render it cannot be seen through.
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StadiumScreen.isOpaque = true
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function StadiumScreen:enter()
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if self.note or self.adopted then return end
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local ok, err = StadiumInstall.begin()
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self.started = ok and true or false
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if not ok then
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StadiumInstall.status.state = "failed"
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StadiumInstall.status.error = err
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end
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end
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-- The buttons that dismiss a note. Every face button and START, because the
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-- prompt says ANY and a player who has to hunt for the right one on a phone
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-- has been lied to.
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local DISMISS = { "a", "b", "start", "select" }
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function StadiumScreen:update()
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-- ------- a note is dismissed by a BUTTON, not by a key
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--
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-- `onKeyPressed` is the keyboard, and a phone has none: the touch overlay
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-- feeds the engine's Input as virtual buttons (Input.overlayPressed), so a
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-- state that only listens for keys cannot be closed by touch at all. That
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-- stranded a player on this screen with no way off it -- the one screen in
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-- the mod whose entire job is to tell somebody something and then get out
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-- of the way.
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--
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-- Polled here rather than handled as an event because `wasPressed` is the
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-- edge test the engine's own battle screens use, and it is fed by the
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-- keyboard, the gamepad AND the overlay through one path.
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if self.note then
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local input = self.game and self.game.input
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if input and input.wasPressed then
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for _, btn in ipairs(DISMISS) do
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if input:wasPressed(btn) then
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if self.game.stack and self.game.stack:top() == self then
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self.game.stack:pop()
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end
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return
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end
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end
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end
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return
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end
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local status = StadiumInstall.status
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if status.state == "building" then
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if not StadiumInstall.step() then
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-- fell out of building: either finished or failed, both of which hold
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-- for a moment so the player sees which
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self.hold = 0
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end
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return
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end
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self.hold = self.hold + 1 / 60
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-- a failure stays up longer, because it is the one the player has to read
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local wait = StadiumScreen.HOLD
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if status.state == "failed" then
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wait = StadiumScreen.HOLD * 4
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elseif status.wrongVersion then
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-- a warning nobody can read is not a warning
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wait = StadiumScreen.HOLD * 3
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end
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if self.hold >= wait then
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if self.game and self.game.stack and self.game.stack:top() == self then
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self.game.stack:pop()
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end
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end
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end
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-- Let the player out of a build that has gone wrong, or that they would
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-- rather not wait for. Cancelling leaves the packs unbuilt, so the STADIUM
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-- rungs stay off the row until the next boot offers again -- which is
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-- honest, and better than a half-built set.
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local function pop(self)
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if self.game and self.game.stack and self.game.stack:top() == self then
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self.game.stack:pop()
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end
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end
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function StadiumScreen:onKeyPressed(key)
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-- A note takes any key too. This is the KEYBOARD path and it is not the
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-- one that matters on a phone -- see update, which polls the engine's
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-- Input so the touch overlay's virtual buttons work as well.
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if self.note then pop(self) return true end
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if key == "escape" or key == "x" or key == "backspace" then
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StadiumInstall.cancel()
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if self.game and self.game.stack and self.game.stack:top() == self then
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self.game.stack:pop()
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end
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return true
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end
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return false
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end
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function StadiumScreen:draw()
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local status = StadiumInstall.status
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love.graphics.setColor(0.93, 0.94, 0.90, 1)
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love.graphics.rectangle("fill", 0, 0, W, H)
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if self.note then
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centred(self.note.title, 12)
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-- The sentence is kept SHORT so the path can have the rest of the plate
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-- at full size. Shrinking the path was tried first and does not survive
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-- the font: these are 1-bit 8x8 bitmaps, so a fractional downscale drops
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-- whole pixel rows out of every glyph and the last line came out as
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-- mush. Nine rows of twenty characters is 180, which is longer than any
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-- real save path, so nothing has to be shrunk to fit.
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local lead = wrapped(self.note.lead or "", 2)
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for i, line in ipairs(lead) do centred(line, 30 + (i - 1) * 10) end
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local y = 30 + #lead * 10 + 6
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for i, line in ipairs(wrapped(self.note.body or "", 9)) do
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centred(line, y + (i - 1) * 9)
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end
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centred("PRESS ANY KEY", 130)
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love.graphics.setColor(1, 1, 1, 1)
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return
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end
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-- One line, and it is the whole heading: eighteen glyphs at the font's
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-- fixed eight pixels is 144 of the frame's 160.
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centred("STADIUM EXTRACTION", 34)
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if status.state == "failed" then
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centred("COULD NOT BUILD", 68)
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local lines = wrapped(status.error or "unknown", 2)
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for i, line in ipairs(lines) do centred(line, 82 + (i - 1) * 10) end
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centred("STADIUM IS OFF", 110)
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love.graphics.setColor(1, 1, 1, 1)
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return
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end
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local done = status.done or 0
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local total = status.total or StadiumInstall.COUNT
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local frac = (total > 0) and (done / total) or 1
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if status.state == "done" then frac = 1 end
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if frac < 0 then frac = 0 elseif frac > 1 then frac = 1 end
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-- The bar: a dark frame, an EMPTY interior the same colour as the plate,
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-- and a dark fill growing left to right.
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--
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-- The track has to be the plate's own white rather than a light grey. This
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-- draws inside the Game Boy frame, so the colorization pass quantises
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-- everything here into the four GB shades and paints them -- and a grey
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-- track lands one shade down, which comes out as a bar that is GREEN where
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-- the work is still to do and dark where it is done. The eye reads colour
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-- as the filled part and gets the progress exactly backwards.
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local bx, by, bw, bh = 24, 68, W - 48, 9
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love.graphics.setColor(0.06, 0.05, 0.09, 1)
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love.graphics.rectangle("fill", bx - 1, by - 1, bw + 2, bh + 2)
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love.graphics.setColor(0.93, 0.94, 0.90, 1)
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love.graphics.rectangle("fill", bx, by, bw, bh)
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love.graphics.setColor(0.06, 0.05, 0.09, 1)
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love.graphics.rectangle("fill", bx, by, math.floor(bw * frac + 0.5), bh)
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if status.state == "done" then
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centred("READY", 86)
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-- and say so if it was built from something other than the revision every
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-- offset in the reader was measured against: it may look fine, it may be
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-- subtly wrong, and the player is the only one who can swap the file
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if status.wrongVersion then
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centred("NOT US 1.0 --", 104)
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centred("MODELS MAY BE WRONG", 114)
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end
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else
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local name = speciesName(status.species)
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centred(("%d/%d"):format(done, total), 86)
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if name then centred(name, 98) end
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end
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love.graphics.setColor(1, 1, 1, 1)
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end
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-- ------- when this comes up
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--
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-- The first frame the player is actually IN the world, rather than at boot.
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-- Two reasons. The engine has its own launcher and ROM importer before the
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-- game starts, and pushing over those would be fighting them for the screen.
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-- And `Game.data` has to be loaded for the species names above to resolve.
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--
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-- Asked once. If the player cancels, or there is no ROM, this does not come
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-- back until the next run -- a loading screen that reappears every time you
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-- step outside would be worse than no stadium models.
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local asked = false
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function StadiumScreen.maybePush()
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if asked then return false end
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local ok, Game = pcall(require, "src.core.Game")
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if not (ok and Game and Game.stack and Game.overworld) then return false end
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if Game.stack:top() ~= Game.overworld then return false end
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asked = true
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if not StadiumInstall.pending() then
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-- Say where to put a cartridge, ONCE, and only when there is nothing to
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-- build from and nothing already built. The two STADIUM rungs are simply
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-- absent in that case (ModSetting.setGate), which is the right thing for
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-- a row to do and tells the player nothing about why -- and the answer
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-- they need is an absolute path that depends on how the game was
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-- installed, so it cannot be written into the options help text.
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if not StadiumInstall.available() then
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-- The IMPORT row is the answer wherever a file dialog can be opened,
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-- and it is the better one: no folder to create, no path to get right,
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-- no restart. The folder is still said, once, for the platforms with no
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-- dialog (Android, a handheld Linux with neither zenity nor kdialog)
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-- and for anyone who would rather drop a file than click through one.
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-- The STADIUM ROM row is on the OPTIONS menu on every platform now, so
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-- point at it rather than reciting a path here: where a file dialog can
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-- be opened it opens one, and where it cannot it shows this same folder
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-- on screen -- which is the part a phone could not otherwise find out.
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local okPick, pick = pcall(V.require, "StadiumRomPick")
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local label = (okPick and pick and pick.LABEL) or "STADIUM ROM"
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local how = (okPick and pick and pick.canDialog())
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and "opens a file picker" or "says where to put one"
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V.mod.log:info("stadium: no Pokemon Stadium (US) 1.0 ROM found, so the "
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.. "STADIUM battle rungs are off. OPTIONS -> %s %s; the "
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.. "folder is %s", label, how, StadiumInstall.romHint())
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end
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return false
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end
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Game.stack:push(StadiumScreen.new(Game))
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return true
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end
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-- named for the suite, which drives the screen without a boot
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function StadiumScreen._reset()
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asked = false
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end
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return StadiumScreen
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