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feat(mod-api): expose field residual descriptors
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# RFC 0016: Engine-owned field residual descriptors
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## Status
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Proposed.
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## Motivation
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Battle-rule mods can keep deterministic data-only state in the public battle
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field and observe `battle.turn_ended`, but that event fires after the engine's
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residual and faint pipeline. A listener cannot safely deal end-of-round field
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damage: directly changing live HP bypasses bar drains, faint messages,
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experience, replacements, double-faint resolution, and checkpoint continuation.
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Putting callbacks into `battle.field` is also rejected by the checkpoint
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serializer, correctly, because executable state is not save-safe.
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## Decision and plan extended
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This implements **D-AT-004: public engine-owned field residual execution**, the
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consuming decision required by Adaptive Trainers capability `ENGINE-FIELD-
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RESIDUALS`. The plan is
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[`docs/superpowers/plans/2026-08-14-adaptive-trainers.md`](https://github.com/MaxTomahawk/gen1recomp-adaptive-trainers/blob/main/docs/superpowers/plans/2026-08-14-adaptive-trainers.md),
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Task 8. The engine delta defines only a generic end-of-round extension point;
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it contains no weather names, immunities, damage formula, trainer identity, or
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Adaptive Trainers policy.
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## Exact API delta
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Add the guarded Gen 1 hook:
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```lua
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mod.hooks:wrap("battle.field_residual", function(next, context)
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local rows = next(context)
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rows[#rows + 1] = {
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side = "enemy",
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amount = 7,
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message = context.battlers.enemy.name .. " is buffeted!",
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}
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return rows
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end)
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```
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The hook runs once during an undecided battle's end-of-round processing, after
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vanilla status residuals and before field/side token expiry and
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`battle.turn_ended`. With no subscriber, the guarded site builds no context and
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changes nothing. Vanilla contributes an empty list.
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`context` is `{ field, battlers, turn }`. `field` is a strictly data-only view
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with the same `{ weather, tokens }` shape captured by battle checkpoints. Its
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recursive projection retains raw tables and finite numbers, strings, and
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booleans under scalar keys. It strips metatables and omits functions, userdata,
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threads, unsupported keys, and cyclic edges. Thus it exposes neither
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`field.sides` nor a graph or executable callback back into live engine state.
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`battlers.player` and `battlers.enemy` are detached snapshots with `{ side,
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name, hp, maxHp, types, vanished }`. Changing either detached view cannot
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change the live battle. `turn` is the current Gen 1 turn counter.
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A result row is `{ side = "player"|"enemy", amount =
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positive_finite_integer_number, message = optional_string }`. Numeric strings,
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zero, negatives, fractions, NaN, infinities, malformed sides, and non-string
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messages fail closed. Damage is clamped to current HP. The engine owns
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mutation, HP-bar drain rows, and its existing faint pipeline. It applies every
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accepted row before scheduling newly fainted battlers. If this hook batch
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terminally faints the player with no healthy reserve, it queues only the player
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faint authority, so descriptor order cannot race a blackout against an enemy
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EXP/replacement path. Otherwise it schedules newly fainted battlers in fixed
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player/enemy order. This precedence is scoped to this hook response; native
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faint paths, including `enemyMonFainted`, keep their existing no-hook behavior.
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Wrappers compose by calling `next(context)` and appending their own rows.
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Callbacks are not part of the descriptor contract and hook functions are never
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stored in the battle.
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Gold already owns native weather and a generation-specific between-turn order;
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this first additive call site is Gen 1-only. A future Gold site must keep the
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same context and descriptor contract and choose its native ordering explicitly.
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## Migration and compatibility
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Existing mods change nothing. No hook name or payload changes. With no wrapper,
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Gen 1 performs the same residual, token, event, and faint work as before,
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including native simultaneous-faint resolution, and allocates no context. Gen
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2 is unchanged. Existing and new checkpoints keep
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serializing only the data stored in `battle.field`; hook callbacks remain
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process-local loader state and are never serialized.
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The v1 surface remains unchanged: `content.X:register/override/get`,
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`events:on`, `hooks:wrap`, `mod.log`, `mod:read`, manifest v1 fields, and
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`pokemon.before_give` keep their existing behavior.
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## Verification
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- The catalog hook parity gate proves null and live-empty buses return the
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vanilla list unchanged.
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- A sandboxed fixture mod exercises the seam through `mod.hooks`, verifies the
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detached checkpoint-shaped context, applies damage, and reaches the engine
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faint pipeline.
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- Engine validation tests cover strict number validation (including numeric
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strings, NaN, infinities, zero, and negatives), nested mutation isolation,
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omission of functions/userdata/threads/cycles and metatables from the public
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field projection, optional messages, non-table results, clamping, and
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settled-battle suppression.
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- Both descriptor orders are driven through queue completion for a simultaneous
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terminal residual. Each proves player blackout loss with no EXP event,
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enemy replacement, or replacement UI.
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- A disabled-bus sentinel proves the guard performs no `Runtime.call` or field
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context construction. An ordering probe proves the enabled hook runs after
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vanilla status residuals and before token expiry and `battle.turn_ended`.
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- A no-hook native regression proves a simultaneous zero-HP state still enters
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the pre-existing enemy-faint EXP and win authority outside this hook batch.
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- Capture/restore/capture evidence proves checkpointed field state round-trips
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while the enabled process-local hook remains installed and callable.
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## Docs with the change
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`docs/modding.md` documents the Gen 1 timing, detached payload, descriptor
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validation, simultaneous-terminal result, and checkpoint boundary.
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`docs/mod-api-gen2-compat.md` records that Gold does not yet expose the hook.
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No registry or schema changes are involved, so generated registry docs do not
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change.
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## Deprecation etiquette
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Nothing is deprecated. The hook is additive.
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