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Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev
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@@ -1111,6 +1111,37 @@ own state, preserving selective control outside a battle; a wrapper that only
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owns battle presentation should return `false` only for its active battle or
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text-box state.
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`pokemon.level_visible` (RFC 0019) takes a Pokémon's level off the screens
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that print it, without moving anything else on them:
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```lua
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mod.hooks:wrap("pokemon.level_visible", function(next, mon, ctx)
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-- ctx = { where = "battle.enemy" | "battle.player" | "party" | "summary",
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-- game = <Game> }
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if myMode.active and ctx.where ~= "party" then return false end
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return next(mon, ctx)
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end)
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```
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It receives `(next, mon, ctx)` and defaults to `true`, so vanilla rendering
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is unchanged. Only an explicit `false` suppresses; `nil` and anything else
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print, so a wrapper that forgets a branch cannot blank a screen by accident.
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The `<LV>` glyph goes with the digits, and on status page 2 so does the
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`<to>` arrow that points at the next level, because an arrow with nothing
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after it is half a sentence. A status condition still replaces the level on
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a battle healthbox exactly as it does in the cart, so hiding a level never
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hides `PSN` or `BRN`.
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`ctx.where` names the surface rather than the widget, because the number
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means different things on different screens: on a battle HUD an opponent's
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level is information about them, on the party and status screens your own
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level is information about you. A mode can hide one and keep the other.
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**Gen 1 only for now.** The Gen 2 screens keep their own level readouts and
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do not consult this hook, and neither does the Gen 1 PC box list, where the
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level is part of a row label rather than a drawn field. Both are noted in
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RFC 0019 as follow-ups.
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`core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
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(once per frame). Vanilla behavior resolves the per-category GAME SPEED
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option (`GameSpeed.CATEGORIES`: overworld/battle/menu) for whichever
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@@ -0,0 +1,157 @@
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# RFC 0019: `pokemon.level_visible` — a level a mode can take off the screen
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## Status
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Proposed.
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## Motivation
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A Pokémon's level is printed on four Gen 1 surfaces — both battle
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healthboxes, the party rows, and page 1 and page 2 of the status screen —
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and every one of them prints it unconditionally. There is no seam. A mode
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that wants the number gone has exactly two options today, and both are bad.
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It can paint over the text from `render.hud`, which means knowing four pixel
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rectangles, matching the background shade, and surviving the palette flashes
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and the healthbox slide-in. Or it can monkey-patch the drawing modules from
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inside its sandbox, which works — `require` hands a mod the engine's own
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table — and is precisely what `CONTRIBUTING-mods.md` tells mods not to do.
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A mod that took the second road already deleted its patching layer once, for
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the reasons that document gives.
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The motivating case is a battle royale where every party is scaled to a
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shared rung that rises with the fog. The number on the healthbox is
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therefore never news — it is the same for everyone, it changes on a clock,
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and a player reading `:L37` on an opponent learns nothing except that they
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are playing the same match. Worse, it reads as a threat it is not: a Lv37
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opponent looks dangerous to a player who has not worked out that their own
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team is Lv37 too. The mode wants the level off the HUD and out of the party
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list, and the announcement it replaces it with is one line about everyone
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getting stronger at once.
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Nothing about that is specific to a battle royale. A randomizer that hides
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levels to keep an encounter unreadable, a challenge run that forbids
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level-checking, a hard mode that withholds an opponent's level, and a
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"blind" Nuzlocke all want the same switch, and none of them should have to
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learn where the `<LV>` glyph lives.
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## The decision it extends
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This extends the **additive, guarded seam convention** Route B in
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`CONTRIBUTING-mods.md` documents, and is gated by the parity guarantee
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`tests/engine/gate_meta_coverage.lua` enforces.
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It sits with the presentation predicates already on the battle screen —
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`battle.status_hud_visible`, `battle.bottom_ui_visible` and
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`battle.caught_marker_visible` — and takes the same shape: a hook consulted
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behind `Runtime.wantsHook`, defaulting to visible, where only an explicit
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`false` suppresses. The difference is that a level is not a battle-only
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readout, so this one is not named `battle.*` and carries the surface that
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asked.
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There is no in-repo D-number registry to amend.
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## Exact API delta
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### New hook: `pokemon.level_visible`
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```lua
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mod.hooks:wrap("pokemon.level_visible", function(next, mon, ctx)
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-- ctx = { where = "battle.enemy" | "battle.player" | "party" | "summary",
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-- game = <Game> }
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if myMode.active and ctx.where ~= "party" then
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return false -- the level is not printed on that surface
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end
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return next(mon, ctx) -- true: printed, as today
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end)
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```
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Default `true`. Only an explicit `false` suppresses; `nil` and every other
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value print, so a wrapper that forgets a branch cannot blank a screen by
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accident.
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`ctx.where` names the surface rather than the widget, because the number
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means different things on different screens: on a battle HUD an opponent's
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level is information about *them*, on the party and status screens your own
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level is information about *you*. A mode that wants to hide the first and
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keep the second can, and the motivating mode does exactly that.
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### New module: `src/ui/LevelDisplay.lua`
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One function, `LevelDisplay.visible(mon, where, game)`, wrapping the
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`wantsHook`/`call` pair. It exists so the four call sites are a one-line
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guard each instead of four copies of the same five lines, and so the hook
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has one definition of "visible" rather than four that can drift.
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### Call sites
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| Surface | File | `where` |
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| --- | --- | --- |
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| Enemy healthbox | `src/battle/BattleState.lua` | `battle.enemy` |
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| Player healthbox | `src/battle/BattleState.lua` | `battle.player` |
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| Party rows | `src/ui/PartyMenu.lua` | `party` |
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| Status page 1 and 2 | `src/ui/SummaryMenu.lua` | `summary` |
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No layout moves. Each site keeps its own hand-rolled PrintLevel rule
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(`home/pokemon.asm:335-345` — the `<LV>` tile, then the digits, with a level
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of 100 writing its third digit back over the tile); it just asks first.
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Two details are deliberate:
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- **A status condition still replaces the level on a healthbox**, exactly as
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it does in the cart, so hiding the level never hides `PSN` or `BRN`. The
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guard is an `elseif` on the existing status branch, not a wrapper around
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it.
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- **On status page 2 the `<to>` arrow is hidden with the level it points
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at.** The arrow introduces the next level; on its own it is half a
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sentence. The EXP-to-next-level figure beside it is a different field and
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still prints.
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### No other surface changes
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No event, no registry, no save field, no manifest key.
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## Migration
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None. The hook is additive and defaults to current behaviour.
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## Verification
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- `tests/modkit/cases/pokemon_level_visible.lua` — the contract through the
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public mod API: default true with no mod, `false` suppresses, the surface
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and the mon reach the hook, falling through prints, and a `nil` mon
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answers rather than throwing.
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- `tests/engine/gate_hooks.lua` — the structural parity gate picks the hook
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up automatically, because it walks the live catalog rather than a list.
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- `tests/engine/gate_meta_coverage.lua` — the coverage ratchet; the seam is
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covered by name from the change that introduces it, so it never enters the
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DEBT ledger.
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## Backward compatibility
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A build with no mod wrapping the hook never reaches `Runtime.call`:
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`wantsHook` is checked first, which matters because two of the four sites
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are on a per-frame draw path. Pixels are unchanged, and the parity gates
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assert it.
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## Scope, and what is deliberately not in this change
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**Gen 1 only.** The Gen 2 screens keep their own level readouts
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(`src/ui/gen2/PartyMenu.lua`, `SummaryMenu.lua`, `BoxMenu.lua`,
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`HallOfFame.lua`) and do not consult the hook. So does the Gen 1 PC box list
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(`src/ui/BoxMenu.lua`), where the level is baked into a row label string
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rather than drawn as a field, and the box-to-PNG print path beside it.
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Those are mechanical follow-ups, held back so this change stays reviewable
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against screens that can actually be exercised here. The limitation is
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stated in `docs/modding.md` beside the hook, so a mod author reads it before
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depending on it rather than after.
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## Compatibility seam for older engines
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There is none, and none is possible without patching: the call sites are
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mid-draw, so a mod on a stock engine cannot reach them. That is the argument
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for the seam rather than a gap around it — the alternatives available to a
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mod today are painting over the engine's own pixels or reaching into its
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render modules, and the second is the thing the mod contract exists to
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prevent.
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