feat(mods): add battle menu auxiliary action

This commit is contained in:
MaxTomahawk
2026-08-10 19:01:31 +02:00
parent 79ed37699e
commit 59725c0ead
7 changed files with 273 additions and 57 deletions
+86
View File
@@ -0,0 +1,86 @@
-- Shared settled ordinary-player-decision predicate. Checkpoint capture and
-- the public auxiliary action deliberately use this one engine-owned rule so
-- a tool cannot open at a phase that it could not subsequently checkpoint.
-- It exposes no controller; callers receive only the result/reason.
local BattleSafety = {}
local BATTLE_BUSY_FIELDS = {
"current", "afterQueue", "nextInsert", "pendingHit", "waitingUI",
"waitingSound", "waitFrames", "draining", "animPlaying", "growIn",
"introSlide", "ghostReveal", "mimicCtx", "mimicMoves", "result",
}
local function nonempty(value)
return type(value) == "table" and next(value) ~= nil
end
local function running(runner)
return runner and runner.isRunning and runner:isRunning()
end
local function scriptsBusy(overworld)
return running(overworld and overworld.runner)
or nonempty(overworld and overworld.parallelRunners)
or nonempty(overworld and overworld.pendingScripts)
or nonempty(overworld and overworld.parallelQueue)
or nonempty(overworld and overworld.scriptMoves)
end
function BattleSafety.inspect(game, battle)
if type(game) ~= "table" or type(game.save) ~= "table"
or type(game.save.version) ~= "string" then
return nil, "not_in_playthrough", "A checkpoint requires an identified active playthrough."
end
if type(battle) ~= "table" then
return nil, "not_battle", "No battle is active."
end
if battle.kind == "link" then
return nil, "link_battle_unsupported", "Network battles cannot be checkpointed."
end
if battle.safari or battle.ghost or battle.scopeReveal or battle.demo or battle.noCatch then
return nil, "battle_variant_unsupported",
"This battle variant does not have a checkpoint contract."
end
if battle.kind ~= "wild" and battle.kind ~= "trainer" then
return nil, "battle_variant_unsupported",
"This battle kind does not have a checkpoint contract."
end
local expectedOrigin = battle.kind == "wild" and "wild_encounter"
or "trainer_encounter"
if type(battle.checkpointOrigin) ~= "table"
or battle.checkpointOrigin.kind ~= expectedOrigin then
return nil, "battle_origin_unsupported",
"The battle completion path cannot be reconstructed safely."
end
if scriptsBusy(game.overworld) then
return nil, "script_busy", "A suspended or queued script cannot be checkpointed."
end
if battle.phase ~= "menu" or nonempty(battle.queue) then
return nil, "battle_phase_busy",
"Wait for the player command menu before creating a checkpoint."
end
for _, field in ipairs(BATTLE_BUSY_FIELDS) do
if battle[field] ~= nil and battle[field] ~= false then
return nil, "battle_phase_busy", "Wait for the current battle action to finish."
end
end
if not battle.player or not battle.enemy or not battle.player.mon
or battle.player.mon.hp <= 0
or (battle.menuLockedAction and battle:menuLockedAction(battle.player)) then
return nil, "battle_phase_busy",
"Wait for an ordinary player decision before creating a checkpoint."
end
for _, battler in ipairs({ battle.player, battle.enemy }) do
if not battler.mon or battler.shownHP ~= battler.mon.hp
or battler.shownStatus ~= battler.mon.status
or battler.drainFloor ~= nil or battler.drainHold ~= nil
or battler.faintQueued then
return nil, "battle_phase_busy",
"Wait for battle status and HP presentation to settle."
end
end
return true
end
return BattleSafety
+12
View File
@@ -21,6 +21,7 @@ local MoveEffects = require("src.battle.MoveEffects")
local Party = require("src.pokemon.Party")
local Pokemon = require("src.pokemon.Pokemon")
local Runtime = require("src.mods.Runtime")
local BattleSafety = require("src.battle.BattleSafety")
local Screens = require("src.ui.Screens")
local Status = require("src.battle.Status")
local Timing = require("src.core.Timing")
@@ -1942,6 +1943,17 @@ function BattleState:update(dt)
self:resolveTurn(locked)
return
end
-- START has no vanilla action at the settled ordinary player-decision
-- boundary. A tool mod may claim this semantic auxiliary action through
-- the public hook, receiving only game plus a data-only kind. The shared
-- safety predicate keeps every unsupported/forced/animated phase inert.
if input:wasPressed("start") and Runtime.wantsHook("battle.menu_auxiliary") then
local safe = BattleSafety.inspect(self.game, self)
if safe and Runtime.call("battle.menu_auxiliary", function() return false end,
self.game, { kind = self.kind }) == true then
return
end
end
local col = (self.menuIndex - 1) % 2
local row = math.floor((self.menuIndex - 1) / 2)
if input:wasPressed("left") then
+5 -56
View File
@@ -7,6 +7,7 @@ local Version = require("src.core.Version")
local BattleState = require("src.battle.BattleState")
local BattleCheckpoint = require("src.core.BattleCheckpoint")
local ModRuntime = require("src.mods.Runtime")
local BattleSafety = require("src.battle.BattleSafety")
local Checkpoint = {}
@@ -36,61 +37,9 @@ local function scriptsBusy(ow)
or nonempty(ow.scriptMoves)
end
local BATTLE_BUSY_FIELDS = {
"current", "afterQueue", "nextInsert", "pendingHit", "waitingUI",
"waitingSound", "waitFrames", "draining", "animPlaying", "growIn",
"introSlide", "ghostReveal", "mimicCtx", "mimicMoves", "result",
}
local function inspectBattle(ow, battle)
if battle.kind == "link" then
return refusal("battle", "link_battle_unsupported",
"Network battles cannot be checkpointed.")
end
if battle.safari or battle.ghost or battle.scopeReveal or battle.demo
or battle.noCatch then
return refusal("battle", "battle_variant_unsupported",
"This battle variant does not have a checkpoint contract.")
end
if battle.kind ~= "wild" and battle.kind ~= "trainer" then
return refusal("battle", "battle_variant_unsupported",
"This battle kind does not have a checkpoint contract.")
end
local origin = battle.checkpointOrigin
local expectedOrigin = battle.kind == "wild" and "wild_encounter"
or "trainer_encounter"
if type(origin) ~= "table" or origin.kind ~= expectedOrigin then
return refusal("battle", "battle_origin_unsupported",
"The battle completion path cannot be reconstructed safely.")
end
if scriptsBusy(ow) then
return refusal("battle", "script_busy",
"A suspended or queued script cannot be checkpointed.")
end
if battle.phase ~= "menu" or nonempty(battle.queue) then
return refusal("battle", "battle_phase_busy",
"Wait for the player command menu before creating a checkpoint.")
end
for _, field in ipairs(BATTLE_BUSY_FIELDS) do
if battle[field] ~= nil and battle[field] ~= false then
return refusal("battle", "battle_phase_busy",
"Wait for the current battle action to finish.")
end
end
if not battle.player or not battle.enemy or battle.player.mon.hp <= 0
or (battle.menuLockedAction and battle:menuLockedAction(battle.player)) then
return refusal("battle", "battle_phase_busy",
"Wait for an ordinary player decision before creating a checkpoint.")
end
for _, battler in ipairs({ battle.player, battle.enemy }) do
if battler.shownHP ~= battler.mon.hp
or battler.shownStatus ~= battler.mon.status
or battler.drainFloor ~= nil or battler.drainHold ~= nil
or battler.faintQueued then
return refusal("battle", "battle_phase_busy",
"Wait for battle status and HP presentation to settle.")
end
end
local function inspectBattle(game, battle)
local allowed, reason, message = BattleSafety.inspect(game, battle)
if not allowed then return refusal("battle", reason, message) end
return { canCapture = true, canRestore = true, kind = "battle" }
end
@@ -109,7 +58,7 @@ function Checkpoint.inspect(game)
end
local top = game.stack and game.stack.top and game.stack:top()
if getmetatable(top) == BattleState then
return inspectBattle(ow, top)
return inspectBattle(game, top)
end
if top ~= ow then
return refusal("overworld", "screen_busy",