Merge pull request #965 from crusty/feat/worldapi-start-wild-battle

Add mod.world:startWildBattle
This commit is contained in:
bryanthaboi
2026-08-10 14:09:28 -04:00
committed by GitHub
2 changed files with 114 additions and 0 deletions
+44
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@@ -8,6 +8,7 @@
local Logger = require("src.core.Logger")
local Assets = require("src.render.Assets")
local MapLoader = require("src.world.MapLoader")
local Party = require("src.pokemon.Party")
local Runtime = require("src.mods.Runtime")
local WorldAPI = {}
@@ -265,6 +266,49 @@ function WorldAPI:queueScript(rows, extra)
return true
end
-- The supported way to start a wild encounter. Hand-rolling this -- build a
-- BattleState, push it -- silently costs evolutions and blackout-on-loss
-- (both hang off onFinish -> afterBattle) plus the entry wipe and battle
-- theme (both owned by pushBattle). Nothing raises when they are missing.
function WorldAPI:startWildBattle(species, level)
local ow = self:overworld()
if not ow then return nil, NO_OVERWORLD end
if not self.game.data.pokemon[species] then
return nil, "unknown species: " .. tostring(species)
end
-- Pokemon.new writes the level through verbatim -- into level, the stat
-- calc and the exp curve -- so a fraction has to be refused here rather
-- than round somewhere downstream. The % test also catches NaN, which
-- passes both range comparisons.
level = tonumber(level)
if not level or level % 1 ~= 0 or level < 1 or level > 100 then
return nil, "level must be a whole number 1..100"
end
-- overworld() resolves the world from UNDER whatever sits on top of it,
-- so from a battle hook this would otherwise stack a second battle over
-- the live one -- and on a loss its afterBattle blacks out and warps
-- with the outer battle still on the stack.
local BattleTransition = require("src.render.BattleTransition")
for _, state in ipairs(self.game.stack and self.game.stack.states or {}) do
if state.awardExp or getmetatable(state) == BattleTransition then
return nil, "a battle is already running"
end
end
if ow.transitioning then return nil, "the world is mid-warp" end
-- BattleState.newWild marks the species SEEN before it reports an empty
-- party, so the party check comes first: a refused call must not leave a
-- Pokedex entry behind.
local save = self.game.save
if not (save and Party.firstHealthy(save.party or {})) then
return nil, "no healthy party"
end
local battle = require("src.battle.BattleState")
.newWild(self.game, species, level)
battle.onFinish = function(result) ow:afterBattle(result, battle) end
ow:pushBattle(battle)
return true
end
-- drop a map's cached instance so the next load re-reads its record; when
-- it is the active map the world reloads around the player in place
function WorldAPI:invalidateMap(mapId)