big ass modding update

This commit is contained in:
bryanthaboi
2026-07-19 16:18:18 -04:00
parent b5a673b252
commit 47923d95b3
258 changed files with 31048 additions and 2310 deletions
+180 -22
View File
@@ -14,8 +14,11 @@
-- boosts don't apply on either side (divergence: Gen 1 famously kept
-- them in link battles).
local Fingerprint = require("src.link.Fingerprint")
local Handshake = require("src.link.Handshake")
local Logger = require("src.core.Logger")
local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local TurnOrder = require("src.battle.TurnOrder")
local LinkBattle = {}
@@ -47,7 +50,9 @@ local function mkBattler(data, mon, isPlayer)
}
end
-- canonical (host-side-first) state signature for desync detection
-- canonical (host-side-first) state hash, unchanged since v1: it stays on
-- the wire as `value` so a pre-mod peer still compares something it agrees
-- with, while the components below carry the real coverage
local function stateHash(self, role)
local function sig(b)
return ("%s:%d:%s"):format(b.mon.species, b.mon.hp, tostring(b.mon.status))
@@ -57,29 +62,141 @@ local function stateHash(self, role)
return sig(hostSide) .. "|" .. sig(guestSide)
end
-- The signature is split into components so a mismatch can name what
-- diverged: species:hp:status alone missed stat stages, PP, toxic counters
-- and bench damage until they happened to move an active's HP, and the
-- match then ended in a draw that explained nothing.
local STAGES = { "attack", "defense", "special", "speed", "accuracy", "evasion" }
local VOLATILE = {
"bideDamage", "bideTurns", "boundTurns", "chargeReady", "charging",
"confusedTurns", "disabledSlot", "disabledTurns", "flinched", "focusEnergy",
"invulnerable", "leechSeeded", "lightScreen", "mist", "mustRecharge",
"rageMove", "reflect", "skipMove", "sleepTurns", "substituteHP",
"thrashMove", "thrashTurns", "toxicCounter", "trapDamage", "trapMove",
"trappingTurns",
}
-- move instances ride some volatile slots; only their id is comparable
local function scalar(v)
if type(v) == "table" then return tostring(v.id or "?") end
if type(v) == "boolean" then return v and "T" or "F" end
return tostring(v)
end
local function stageStr(b)
local out = {}
for i, stat in ipairs(STAGES) do
out[i] = tostring((b.stages or {})[stat] or 0)
end
return table.concat(out, ",")
end
local function ppStr(mon)
local out = {}
for i, mv in ipairs(mon.moves or {}) do
out[i] = ("%s=%s"):format(tostring(mv.id), tostring(mv.pp or 0))
end
return table.concat(out, ",")
end
local function volStr(b)
local out = {}
for _, key in ipairs(VOLATILE) do
if b[key] ~= nil then
out[#out + 1] = key .. "=" .. scalar(b[key])
end
end
return table.concat(out, ",")
end
local function activeStr(b)
return ("%s:%d:%s:%s:%s"):format(b.mon.species, b.mon.hp,
tostring(b.mon.status), stageStr(b),
ppStr(b.mon))
end
local function benchStr(party)
local out = {}
for i, mon in ipairs(party or {}) do
out[i] = ("%s:%d:%s"):format(tostring(mon.species), mon.hp or 0,
tostring(mon.status))
end
return table.concat(out, "|")
end
-- canonical (host-side-first) per-component signature for desync detection
local function stateSig(self, role, myParty, theirParty)
local host = role == "host" and self.player or self.enemy
local guest = role == "host" and self.enemy or self.player
local hostParty = role == "host" and myParty or theirParty
local guestParty = role == "host" and theirParty or myParty
return {
actives = Fingerprint.digest(activeStr(host) .. "|" .. activeStr(guest)),
volatile = Fingerprint.digest(volStr(host) .. "|" .. volStr(guest)),
bench = Fingerprint.digest(benchStr(hostParty) .. "|" .. benchStr(guestParty)),
}
end
local PARTS = { "actives", "volatile", "bench" }
-- opts: { myParty = packed, theirParty = packed, theirName, role =
-- "host"/"guest", seed }
-- "host"/"guest", seed, verdict, strict }. Returns nil plus a reason when
-- the handshake says the two link surfaces don't match: a lockstep
-- simulation of two different rulebooks can only end in a bogus draw.
function LinkBattle.new(game, net, opts)
local BattleState = require("src.battle.BattleState")
local role = opts.role
local theirName = opts.theirName or "FOE"
if not Handshake.battleAllowed(opts.verdict) then
return nil, "Link battle needs\nthe same mods on\nboth games."
end
-- both parties pass through the same pack->unpack clamp on both
-- machines, so the copies are identical everywhere
local unpackOpts = { strict = opts.strict or false }
local myParty, theirParty = {}, {}
for _, p in ipairs(opts.myParty or {}) do
local mon = Protocol.unpackMon(game.data, p)
if mon then table.insert(myParty, mon) end
local mon = Protocol.unpackMon(game.data, p, unpackOpts)
if mon then
table.insert(myParty, mon)
elseif unpackOpts.strict then
return nil, ("Your %s can't\nbattle on the\nother game."):format(
tostring(p.species))
end
end
for _, p in ipairs(opts.theirParty or {}) do
local mon = Protocol.unpackMon(game.data, p)
if mon then table.insert(theirParty, mon) end
local mon, why = Protocol.unpackMon(game.data, p, unpackOpts)
if mon then
table.insert(theirParty, mon)
elseif unpackOpts.strict then
return nil, ("Their %s isn't\nin this game.\n(%s)"):format(
tostring(p.species), tostring(why))
end
end
if #myParty == 0 or #theirParty == 0 then
Logger.warn("link: empty party on one side")
end
-- build on a wild battle and reshape it into the lockstep link battle
-- a mod validates its own extra namespace here, the same site the trade
-- path gets in TradeSession:apply, before anything simulates with it.
-- Both parties go through it on both machines and in the canonical
-- host-first order: a validator that strips a field from one side only,
-- or in a different order, leaves the two simulations holding different
-- mons and desyncs on the first turn the difference matters.
local function announceReceived(party)
for _, mon in ipairs(party) do
Runtime.emit("pokemon.received",
{ mon = mon, from = "link", peerName = theirName })
end
end
announceReceived(role == "host" and myParty or theirParty)
announceReceived(role == "host" and theirParty or myParty)
-- build on a wild battle and reshape it into the lockstep link battle.
-- The RATTATA scaffold is unreachable on the negotiated path: an empty or
-- unrebuildable party is refused above, so it only ever covers a caller
-- that skipped the handshake.
local self = BattleState.newWild(game, theirParty[1] and theirParty[1].species
or "RATTATA", 5)
self.kind = "link"
@@ -99,6 +216,9 @@ function LinkBattle.new(game, net, opts)
self.introText = ("%s wants\nto battle!"):format(theirName)
self.remoteHashes = {}
self.localHashes = {}
self.remoteParts = {}
self.localParts = {}
self.checkedTurns = {}
local send = function(msg) net:send(msg) end
@@ -128,17 +248,40 @@ function LinkBattle.new(game, net, opts)
return nil
end
-- with the handshake guaranteeing both games share a link surface, a
-- mismatch here is RNG non-determinism -- almost always a mod rolling
-- love.math.random inside battle logic instead of the injected s.rng
local function reportDesync(s, turn, component, localH, remoteH)
Logger.warn("link: desync turn %s component=%s (%s vs %s)",
tostring(turn), component, tostring(localH), tostring(remoteH))
Runtime.emit("link.desync", { turn = turn, component = component,
localHash = localH, remoteHash = remoteH })
endAsDraw(s, ("Link desync!\n%s differs.\fAre both games\nrunning the same\nmods?")
:format(component))
end
-- a verified turn stays recorded: consuming it here left a finished
-- battle holding 0-1 entries, so the whole-battle sweep the link suite
-- runs over localHashes had nothing left to compare
local function checkHashes(s)
for turn, localH in pairs(s.localHashes) do
local remoteH = s.remoteHashes[turn]
if remoteH and remoteH ~= localH then
Logger.warn("link: desync on turn %d (%s vs %s)", turn, localH, remoteH)
endAsDraw(s, "Link error!\nThe battle ends\nin a draw.")
return
end
if remoteH then
s.localHashes[turn] = nil
s.remoteHashes[turn] = nil
if remoteH and not s.checkedTurns[turn] then
s.checkedTurns[turn] = true
local mine, theirs = s.localParts[turn], s.remoteParts[turn]
if mine and theirs then
for _, component in ipairs(PARTS) do
if mine[component] ~= theirs[component] then
reportDesync(s, turn, component, mine[component], theirs[component])
return
end
end
end
-- a v1 peer sends the combined value only
if remoteH ~= localH then
reportDesync(s, turn, "state", localH, remoteH)
return
end
end
end
end
@@ -178,12 +321,25 @@ function LinkBattle.new(game, net, opts)
s:act(function()
local theirAction = decodeTheirAction(s, theirMsg)
Runtime.emit("battle.turn_started", {
battle = s, turn = s.turnCount,
playerAction = myAction, enemyAction = theirAction,
})
if myAction and theirAction then
-- the tie-break roll is shared: the guest inverts it so both
-- machines agree on who goes first
local first = TurnOrder.firstMover(s.player, orderMove(myAction),
s.enemy, orderMove(theirAction),
s.rng, role == "guest")
-- machines agree on who goes first. A modded ordering rule has
-- to run here too, or the two peers order the turn differently.
local first
local myMove, theirMove = orderMove(myAction), orderMove(theirAction)
if Runtime.wantsHook("battle.turn_order") then
first = Runtime.call("battle.turn_order", function(a, aMove, b, bMove, c)
return TurnOrder.firstMover(a, aMove, b, bMove, c.rng, c.invertTie)
end, s.player, myMove, s.enemy, theirMove,
{ rng = s.rng, invertTie = role == "guest" })
else
first = TurnOrder.firstMover(s.player, myMove, s.enemy, theirMove,
s.rng, role == "guest")
end
local order
if first then
order = { { s.player, s.enemy, myAction },
@@ -203,9 +359,11 @@ function LinkBattle.new(game, net, opts)
s:act(function() s:endOfTurn() end)
s:act(function()
if s.linkEnded then return end
local parts = stateSig(s, role, myParty, theirParty)
local h = stateHash(s, role)
s.localHashes[s.turnCount] = h
send({ type = "hash", turn = s.turnCount, value = h })
s.localParts[s.turnCount] = parts
send({ type = "hash", turn = s.turnCount, value = h, parts = parts })
checkHashes(s)
end)
end)
@@ -260,11 +418,10 @@ function LinkBattle.new(game, net, opts)
-- the party menu must offer the clamped link copies
self.openParty = function(s)
local PartyMenu = require("src.ui.PartyMenu")
s.phase = "messages"
s.afterQueue = "menu"
s:ui(function()
return PartyMenu.new(game, {
return s:buildScreen("PartyMenu", {
battle = s,
party = myParty,
onSwitch = function(mon)
@@ -333,6 +490,7 @@ function LinkBattle.new(game, net, opts)
tryResolve(s)
elseif msg.type == "hash" then
s.remoteHashes[msg.turn or 0] = msg.value
s.remoteParts[msg.turn or 0] = msg.parts
checkHashes(s)
elseif msg.type == "bye" then
-- only a draw if our own simulation hasn't already decided