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feat(mod-api): expose developer mode
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@@ -469,8 +469,10 @@ is warned once per name and the rest of the list still runs. The engine's own
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Gen 1 verbs are **not** seeded on Gold: a row-list verb handed Gold's ctx would
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find no runner on it, so `data.commands` under Gen 2 is the mod verbs alone.
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**`mod.save`, `mod.options`, `mod.log`, `mod.assets`, `mod.find`, exports.**
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Generation-agnostic; nothing to adapt.
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**`mod.save`, `mod.options`, `mod.log`, `mod.assets`, `mod.find`,
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`mod.developer`, exports.** Generation-agnostic; nothing to adapt.
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`mod.developer` is the same fixed boot-time boolean on both generations and is
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available while the entry chunk runs.
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**`mod.world`.** Same method set, resolved against Gold's world
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(`src/world/gen2/WorldAPI.lua`). Two differences show through and are
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@@ -695,6 +695,25 @@ hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass
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love . --developer
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```
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Every sandboxed entry chunk receives the same boot decision as the boolean
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`mod.developer`. It is available while the entry file is loading, so a mod can
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keep diagnostic commands, screens, and verbose tracing out of player builds:
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```lua
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if mod.developer then
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mod.commands:register("my_mod:diagnostics", function(ctx)
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-- open or print this mod's diagnostic view
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end)
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end
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```
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`mod.developer` is a plain boolean snapshot for this boot. It grants no
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permission and exposes neither the process environment nor the loader. In a
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normal player boot it is `false`; `POKEPORT_DEV=1` and `--developer` make it
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`true` through the same engine-owned decision that enables the console and hot
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reload. Use a mod option for player-facing feature toggles rather than treating
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developer mode as configuration.
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While developer mode is active:
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- `` ` `` (backtick) opens the console overlay — a Lua REPL with `game`,
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@@ -0,0 +1,99 @@
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# RFC 0017: Public mod developer-mode signal
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## Status
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Proposed.
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## Motivation
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The loader already has one boot-time developer-mode decision. It enables the
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console and hot reload and can be forced in headless tests, but a sandboxed mod
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cannot read it. `mod.commands` can register a diagnostic command but cannot say
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whether the current boot is a developer boot. `mod.exports` only publishes
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values to other mods. `game.ready` fires after entry registration and carries
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only the game. `mod.options` is player configuration, not engine mode, and
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`mod.log` logs unconditionally. The pre-sandbox compatibility
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`os.getenv("POKEPORT_DEV")` deliberately returns `nil`, because the process
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environment is hidden from mods.
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The concrete consumer is **Adaptive Trainers**. Its approved Chapter 30 and
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Phase H require trainer, boss, Rival, and League diagnostic views plus
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seed-label tracing to exist only when `POKEPORT_DEV` is active. Without a
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public signal, the mod must either ship those registrations in production,
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misuse a player option, or import loader/Logger internals. All three violate
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the approved observability boundary or the sandbox/public-API policy.
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## Decision and plan extended
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This implements **D-AT-005: diagnostics and seed tracing are admitted only by
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the engine's developer-mode decision**. The consuming design is tracked in the
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Adaptive Trainers implementation plan,
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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 9. The engine delta is generic and contains no trainer, balancing,
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diagnostic-layout, seed-label, or Adaptive Trainers policy.
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## Exact API delta
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Every sandboxed mod object adds one field:
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```lua
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mod.developer -- boolean
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```
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The loader copies its existing `dev` decision into this field before invoking
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the mod's entry chunk. It is therefore available for load-time registration:
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```lua
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if mod.developer then
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mod.commands:register("my_mod:diagnostics", diagnostics_command)
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end
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```
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The value is a plain boolean snapshot, not a loader reference or environment
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facade. `false` is the normal player-build answer. `POKEPORT_DEV=1`, the
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`--developer` command-line path, and the loader's existing injected `opts.dev`
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test seam produce `true` through the same decision that already controls the
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developer console, hot reload, and loader diagnostics. It grants no permission
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and does not expose environment variables. The answer is fixed for the life of
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that loader; changing a field on a mod's own table cannot change engine mode.
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The field is generation-independent and has identical semantics on Red, Blue,
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Yellow, Gold, and Silver.
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## Migration and compatibility
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Existing mods change nothing. `mod.developer` is additive, requires no
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permission, and does not bump the integer mod API. Existing API-v1 and API-v2
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entry chunks receive one extra scalar field and retain all prior fields and
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methods unchanged. No name is removed or shadowed.
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With no mods installed, `Loader:_api` is never called, so the delta allocates no
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mod object and changes no data, save, options, event, hook, command, or file.
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With mods installed in a normal boot, the new field is `false` unless an author
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explicitly reads it. Existing registration and logging behavior is unchanged.
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An adopting mod should gate developer-only registrations and verbose logging
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directly on `mod.developer`. Player-facing behavior belongs behind
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`mod.options`, not this signal.
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## Verification
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- `tests/engine/mod_developer_mode_test.lua` loads a real sandboxed mod through
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the public SDK with developer mode both on and off. It proves the boolean is
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available during entry execution and that the same source registers its
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diagnostic command only for the developer load. It also covers the
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command-line global path and a Gen 2 load.
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- `tests/engine/mod_developer_mode_parity_test.lua` is the separate no-mod
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parity suite. It proves both developer answers discover no mods, create no
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files, and leave injected vanilla data unchanged. It also loads an unchanged
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API-v1 probe and verifies identity, `mod:read`, exports, and options behavior.
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- The full ROM-free engine and modkit tiers remain the compatibility proof for
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`content.X:register/override/get`, `events:on`, `hooks:wrap`, `mod.log`,
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`mod:read`, manifest v1 fields, and `pokemon.before_give`.
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No registry or schema changes are involved, so generated registry documentation
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is unaffected.
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## Deprecation etiquette
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Nothing is removed, renamed, superseded, or deprecated.
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