CLOSES #1181, CLOSES #1212, CLOSES #1214, CLOSES #1224, CLOSES #1230, CLOSES #1249, CLOSES #1271, CLOSES #1272, CLOSES #1273, CLOSES #1298, CLOSES #1305, CLOSES #1307, CLOSES #1318, CLOSES #1328, CLOSES #1330, CLOSES #1331, CLOSES #1333, CLOSES #1334, CLOSES #1335, CLOSES #1340, CLOSES #1345, CLOSES #1346, CLOSES #1360, CLOSES #1362 (#1395)

* CLOSES #1181, CLOSES #1212, CLOSES #1214, CLOSES #1224, CLOSES #1230, CLOSES #1249, CLOSES #1271, CLOSES #1272, CLOSES #1273, CLOSES #1298, CLOSES #1305, CLOSES #1307, CLOSES #1318, CLOSES #1328, CLOSES #1330, CLOSES #1331, CLOSES #1333, CLOSES #1334, CLOSES #1335, CLOSES #1340, CLOSES #1345, CLOSES #1346, CLOSES #1360, CLOSES #1362

* conv
This commit is contained in:
bryanthaboi
2026-08-16 06:55:09 -04:00
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# RFC 0003 — Add a reusable multiplayer session layer
## Status
Proposed. Engine: `Session.lua`, `Net.lua`, `LinkState.lua`,
`Tournament.lua`. Tests: `link_session.lua`.
## Motivation
Link play and tournaments currently own transport lifecycle details and
temporarily remove and reinsert packets in `Net.inbox` when a handshake or
battle starts. That makes packet ownership fragile and gives a future
shared-world mode no stable host/guest-aware boundary to reuse.
The engine needs one small layer that preserves today's wire protocol while
owning received-packet order and terminal cleanup. Pokémon, battle, tournament,
save, and overworld rules remain outside that layer.
## The decision it extends
Extends the existing split between `Net` (backend setup, framing, and relay
controls), `Handshake`/`Protocol` (mode payloads), and the states that
interpret those payloads. It does not replace any of those components.
## The exact API delta
Backward-compatible and internal-only.
### `Session.new(transport, options)`
Wraps one successfully configured Net-compatible transport. `options.role`
is exactly `"host"` or `"guest"`; `options.kind` is a non-empty
local label such as `"link"` or `"tournament"`. Role and kind are
immutable session metadata selected locally and are never inferred from peer
packets.
The facade forwards the narrow fields current consumers need:
`paired`, `code`, `address`, `target`,
`error`, and `closed`.
It forwards valid outbound tables unchanged through `send(message)`.
### Receive and lifecycle methods
- `update()` pumps the transport, validates decoded inbound values, and
appends accepted messages to a private FIFO.
- `pollOne()` removes the oldest queued message.
- `poll()` removes every queued message in order.
- `take(type)` removes the first queued message with that type without
disturbing any other message.
- `hasPending()` reports whether the FIFO is non-empty.
- `getRole()`, `getKind()`, `getStatus()`, and
`getFailure()` expose local metadata and lifecycle.
- `close()` closes the underlying transport once and is safe to repeat.
Statuses are `connecting`, `paired`, `draining`, `closed`,
and `failed`. A transport close or failure becomes `draining` while
accepted packets remain queued. The terminal `closed`/`error`
compatibility projection appears only after that FIFO drains, so a last packet
travelling with a disconnect remains observable.
An inbound value is structurally valid only when it is a table with a string
`type`. Invalid decoded values end the session with a protocol failure.
Unknown but structurally valid types remain queued for the owning mode; the
session does not contain a packet allowlist.
## Authority direction
A later `WorldSession` may compose this facade. In that mode the host
will own the world snapshot, map state, NPC state, event results, and shared
progression. A guest will bring a trainer identity plus their Pokémon party,
inventory, and other explicitly selected profile snapshot.
Guest profile data and commands will be untrusted input. The host must validate
them and must authorize every world mutation before rebroadcasting the result.
The concrete snapshot schema, command vocabulary, conflict rules, and
persistence policy require a separate RFC and are not introduced here.
## Compatibility and security
No packet envelope, message name, payload shape, framing rule, relay protocol,
save schema, or engine protocol version changes. Existing valid outbound
messages encode exactly as before, and existing link and tournament screens
keep their current player-facing behavior.
The layer does not authenticate players or encrypt traffic. Existing LAN and
relay access assumptions remain unchanged; knowledge of a join address or code
still grants the same access it grants today. Authentication, reconnect
identity, rate limits, and abuse controls remain future protocol decisions.
## Migration note for players, mods, and peers
**Nothing.** `LinkState` and `Tournament` adopt the facade
internally. Existing peers receive the same messages, mods gain no new API, and
players do not migrate saves or settings.
## Parity tests
- **ROM-free facade:** constructor validation, immutable role/kind, unchanged
send shape, FIFO ordering, typed retrieval, unknown typed packets, draining,
terminal failure latching, protected transport calls, and decoded-value
rejection.
- **Existing modes:** source guards prohibit direct inbox mutation; headless
module loads and the complete engine tier cover both migrated states.
- **ROM-backed link play:** run the existing link driver when generated ROM
data is available; the normal quick suite remains the required baseline.
## Deprecation etiquette and non-goals
Nothing deprecated. This RFC adds an internal facade and removes no transport
method.
It does not add shared-world packets, co-op screens, a remote actor, save
transfer, server persistence, matchmaking, reconnect, or a protocol-version
bump. Those changes require the world-specific layer and its own review.
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# RFC 0003 — Playthrough-scoped mod storage
## Status
Proposed. Engine: `SaveData.lua`, `SaveSerializer.lua`, `Storage.lua`,
`Loader.lua`. Tests: `playthrough_identity.lua`, `storage.lua`, the existing
save-slot and mod-save suites.
## Motivation
`mod.save` intentionally lives inside the normal progress record. That is the
right home for quest state, but not for independent tool data such as replay
captures, checkpoint histories, or recovery records: writing it would require a
normal Pokémon SAVE, and storing copies of progress beneath `save.modData` would
recursively embed the save that contains them.
Mods also cannot safely infer which launcher slot or portable filesystem backs
the active playthrough. Direct filesystem access would expose private paths and
make isolation dependent on engine implementation details.
## The decision it extends
Extends the per-mod persistence contract documented in `docs/modding.md` and the
wiki's Save Model. `mod.save` and `mod.options` keep their existing behavior.
## The exact API delta
Backward-compatible, additive-only. `Loader:_api` binds a new `mod.storage`
facade to the calling mod id. Mods receive logical keys and either decoded table
values or exact opaque byte strings, never filesystem handles or physical paths.
### Lazy opaque playthrough identity
`SaveData.ensurePlaythroughId(save[, fs]) -> id | nil` allocates an opaque
32-hex-character identity without consuming gameplay RNG. It is called only when
`mod.storage` or `mod.checkpoints` first needs a scope; New Game, ordinary SAVE,
and ordinary load remain byte-compatible when no caller uses either API.
The id is stored in `save.meta.playthroughId` after allocation. Until the next
ordinary SAVE writes it into progress, a mapping in `options.lua` keeps legacy
saves stable by game version and active launcher slot (or the legacy flat-save
scope). A newly created playthrough never adopts the previous playthrough's
mapping for that slot.
`SaveData.persistenceFs([fs])` is engine-only routing used by the storage
implementation. It follows the same standard/portable backend as progress and
honors injected test filesystems; it is not exposed on the mod object.
### `mod.storage:context(game)`
Returns:
```lua
{ engineVersion = "0.9.0", gameVersion = "red", playthroughId = "..." }
```
or `nil, code, message`. `engineVersion` is warning-grade compatibility metadata;
the context intentionally omits launcher slot ids and paths.
### `mod.storage:write(game, key, value)`
Accepts a data-only table and returns `true`, or
`false, code, message`. Keys are nonempty slash-separated segments containing
letters, digits, underscore, or dash. Empty segments, leading/trailing slash,
`.`/`..`, and other characters are rejected.
The engine encodes deterministically, stages and decodes a `.tmp` witness,
preserves the previous valid generation, writes and decodes the main record,
then rolls the verified bytes to `.bak`. A failed stage or replacement leaves a
verified prior generation readable.
### `mod.storage:read(game, key)`
Returns a freshly decoded table, or `nil, code, message`. It tries main, staged,
then backup data. A valid staged/backup value is returned and promoted
best-effort; corrupt bytes are never executed.
### `mod.storage:writeBytes(game, key, bytes)`
Accepts a Lua string containing opaque bytes and returns `true`, or
`false, code, message`. Empty strings are valid. Payloads are limited to 512
MiB per key. The engine writes the supplied bytes exactly as received, without
decoding, compression, checksums, or an engine-defined envelope. The consuming
mod owns semantic validation of its format.
Byte records use private `.bin`, `.bin.tmp`, and `.bin.bak` witnesses. A staged
and replacement write is read back and compared byte-for-byte before it is
committed. A failed write leaves the previous verified generation readable.
Byte storage never passes its payload to the Lua serializer, loader, or module
resolver.
Table and byte records share one logical key namespace and a key has one type.
Writing one type over the other returns `type_conflict`; callers must delete the
key before changing its type. `mod.storage:selected(game)` exposes the same
`readBytes` and `writeBytes` operations for the selected playthrough facade.
### `mod.storage:list(game[, prefix])`
Returns sorted logical keys beneath a valid prefix, an exact key when the prefix
names one, or `nil, code, message`. Physical witness filenames are hidden.
### `mod.storage:delete(game, key)`
Deletes only that key's main, backup, and staged witnesses. Returns `true`, or
`false, code, message`.
### Scope and errors
Physical records are scoped as:
`persistence root / mod_storage / game version / playthrough id / mod id`
Stable error codes are `not_in_playthrough`, `storage_unavailable`,
`invalid_key`, `encode_failed`, `invalid_bytes`, `size_limit`, `type_conflict`,
`type_mismatch`, `write_failed`, `verify_failed`, and `not_found`. Ordinary
data and I/O failures are return values, not callback-terminating errors.
The restricted serializer's recursive writer runs outside LuaJIT traces. A
1,000-process GC stress regression found compiled recursion could intermittently
drop a newly inserted nested identity entry and produce undecodable bytes; save
encoding is infrequent and I/O-bound, so interpreter execution is the safe
boundary.
## Migration note for existing mods
**Nothing.** No API is removed, no manifest field changes, and no storage path or
playthrough id is created unless a mod invokes `mod.storage` or
`mod.checkpoints`. Existing save bytes remain unchanged on the no-caller path.
Existing files outside the scoped storage contract are not imported; a caller
must rebuild them through `writeBytes`.
## Parity tests
- **No-mod:** New Game plus ordinary save/load creates no identity or storage
file; the existing save-slot and mod-save suites remain green.
- **Engine identity:** lazy allocation, save/load preservation, stable legacy
mapping, fresh-playthrough replacement, and version/slot isolation.
- **Public Mod API:** two real API-2 entry chunks prove data-only roundtrip,
opaque byte roundtrip including NUL bytes, no execution, size/type rejection,
deterministic listing, key rejection, mod/game/playthrough isolation,
corrupt-main recovery, failure retention, selected-playthrough access, exact
delete, and no-mod no-write.
## Deprecation etiquette
Nothing deprecated. The additions are one bound public facade and engine-private
persistence/identity helpers.
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# RFC 0004 — Stable runtime checkpoints for mods
## Status
Proposed. Engine: `Checkpoint.lua`, `Game.lua`, `OverworldController.lua`,
`Loader.lua`. Tests: `checkpoints.lua`, existing world and engine suites.
## Motivation
Mods can observe world events and request semantic actions, but no supported API
can capture canonical progress at a proven-safe runtime boundary or reconstruct
the overworld without replaying map-entry scripts. Reaching into the state stack,
controller, ScriptRunner, or save restore internals would bind distributable mods
to private objects and can duplicate story side effects.
The engine is the only component that can authoritatively decide whether the
runtime is settled and rebuild its controller objects. A generic checkpoint seam
lets tools store data-only records while keeping those responsibilities private.
## The decision it extends
Extends the public world/tool surfaces in `docs/modding.md`. It does not change
`mod.world`, normal CONTINUE, vanilla SAVE, or save lifecycle hooks/events.
## The exact API delta
Backward-compatible, additive-only. `Loader:_api` binds `mod.checkpoints`; mods
never receive `Game`, StateStack, controller, coroutine, renderer, or filesystem
internals inside a checkpoint.
### `mod.checkpoints:inspect(game)`
Returns a capability record. Stable overworld control returns:
```lua
{ canCapture = true, canRestore = true, kind = "overworld" }
```
A refusal returns the same booleans as `false` plus `kind`, `reason`, and a
player-readable `message`. Format-1 supports only an overworld whose controller
is topmost, player movement has settled on a tile, and no transition, foreground
or parallel ScriptRunner, queued script, scripted move, engagement, emote,
teleport, field animation, or similar partial controller mutation is active.
Refusal reasons are `not_in_playthrough`, `not_overworld`, `screen_busy`,
`transition_busy`, `script_busy`, `animation_busy`, and `movement_busy`.
Identity allocation is lazy and happens only after an active topmost overworld
has been established.
### `mod.checkpoints:capture(game)`
Returns a detached data-only format-1 checkpoint, or
`nil, code, message`:
```lua
{
format = 1,
kind = "overworld",
identity = {
engineVersion = "...", gameVersion = "red", playthroughId = "...",
},
save = { -- canonical dynamic progress, excluding global options },
runtime = { overworld = {
map = "PALLET_TOWN", x = 5, y = 6,
facing = "down", surfing = false,
} },
}
```
`engineVersion` is metadata for caller compatibility warnings; the engine does
not reject patch/minor mismatches on restore. Capture deep-copies through the restricted serializer before and after
`OverworldController:captureSave` synchronizes live map, tile, facing, and surf
state. It excludes `save.options`, functions, userdata, threads, metatables as
behavior, controller instances, and static content registries. Failure code
`capture_failed` covers non-data progress and synchronization errors.
### `mod.checkpoints:restore(game, checkpoint)`
Returns `true`, or `false, code, message`. Before mutation it requires the current
runtime to be capturable and validates a detached copy of the complete record:
format, kind, internal identity consistency, current game/playthrough identity,
map availability, integral in-bounds tile, facing, surfing, and synchronized save
position.
Validation codes are `invalid_checkpoint`, `invalid_content`, `unsupported_format`,
`unsupported_runtime_kind`, `wrong_game`, `wrong_playthrough`, `invalid_map`, and
`invalid_position`, in addition to the capability refusal reasons.
The canonical save validator runs against the detached record. Unlike ordinary
CONTINUE, a checkpoint never accepts a quarantine, remap, reclaim, clamp, or
repair: any such content change returns `invalid_content` before live mutation.
The engine captures an in-memory rollback checkpoint, preserves current global
options, then reconstructs semantic overworld state through
`Game:restoreCheckpointSave`. Checkpoint entry suppresses normal map exit/entry
events, `onEnter` scripts, forced-movement/current checks, and last-map rewrites;
it does not emit normal `save.loading`/`save.loaded` lifecycle events. After
reconstruction, the engine recaptures and byte-compares normalized data. A failed
apply rolls back and returns `restore_failed`; failure of that rollback returns
`rollback_failed`. Only after a successful comparison does the engine emit
`checkpoint.restored` with `{ game = game, kind = "overworld" }`. Validation
failure, failed apply, and successful rollback emit nothing.
Durable recovery remains a caller responsibility: in-memory rollback handles a
runtime exception, not process termination.
## Runtime boundary and future kinds
This RFC's original Level A contract intentionally rejects battles, menus,
transitions, animations, and suspended/queued scripts. RFC 0005 subsequently
adds a separately inventoried `battle` kind with deterministic RNG and
differential reconstruction tests; it does not broaden script or arbitrary-frame
support implied here.
## Migration note for existing mods
**Nothing required.** No existing hook, save, controller, or world action changes
when `mod.checkpoints` is unused. The reconstruction path is called only by a
successful public restore after validation. Mods whose runtime caches derive from
rewound `game.save` or `mod.save` state may optionally subscribe to
`checkpoint.restored` and rebuild from their own public state.
## Parity tests
- **No-mod:** the complete ROM-free engine suite and existing world behavior stay
green; ordinary New Game/save/load allocates no checkpoint identity.
- **Public Mod API:** a real API-2 entry chunk proves stable inspection and every
unsafe refusal, detached data-only capture, exact map/tile/facing/surf sync,
`A -> mutate B -> restore A -> recapture A2` equality across representative
progress, settings preservation, compatibility rejection without mutation,
map-side-effect suppression, injected reconstruction rollback, mod-owned
metadata and `mod.save` rewind, independent `mod.storage`/options preservation,
and success-only runtime-cache reconciliation through `checkpoint.restored`.
## Deprecation etiquette
Nothing deprecated. This adds one public facade and a checkpoint-only semantic
reconstruction route.
@@ -1,158 +0,0 @@
# RFC 0005 — Persistent battle safe-point checkpoints
## Status
Proposed. Extends RFC 0004. Engine: `BattleCheckpoint.lua`, `Checkpoint.lua`,
`Game.lua`, `BattleState.lua`, and `OverworldController.lua`. Tests:
`battle_checkpoint_*.lua`, `checkpoints.lua`, and the existing no-mod suites.
## Motivation
RFC 0004 lets a tool capture and reconstruct settled overworld progress without
private engine access. A battle is a different runtime: its queue can hold Lua
functions and UI factories, its controller contains renderer objects and live
references, completion is currently an `onFinish` closure, and scripted battles
resume a suspended `ScriptRunner` coroutine. Copying the controller would create
a record that is neither data-only nor process-independent.
The engine can instead expose a narrow semantic safe point. Ordinary encounters
use fixed engine-owned completion descriptors. A scripted story encounter may
also participate when its active command row and remaining row-list are
detached data, its NPC can be rebound by stable object id, and its completion is
one of the engine-declared semantic forms. The suspended coroutine itself is
never captured.
## API delta
No new facade is added. The existing additive `mod.checkpoints` API gains a
second format-1 runtime kind.
### Capability
`mod.checkpoints:inspect(game)` returns this only when a supported single-player
wild or trainer battle is settled at the player command menu:
```lua
{ canCapture = true, canRestore = true, kind = "battle" }
```
The action/message queue, waits, UI, animations, HP/status presentation, and
faint processing must be settled. The player must actually control the menu.
The battle must carry an engine-owned semantic continuation descriptor. An
ordinary encounter requires an idle overworld. A scripted story encounter may
have exactly its originating foreground runner suspended at the battle command;
queued/parallel scripts and scripted movement remain unsafe.
Additional refusal codes are `battle_phase_busy`, `battle_origin_unsupported`,
`battle_variant_unsupported`, and `link_battle_unsupported`. Link, Safari,
ghost, old-man/demo, fishing, opaque callback continuations, non-data-only
scripts, and unsupported concurrent script work remain rejected.
### Capture
A battle checkpoint remains detached and data-only:
```lua
{
format = 1,
kind = "battle",
identity = { engineVersion = "...", gameVersion = "red",
playthroughId = "..." },
save = { -- canonical dynamic progress, excluding global options },
runtime = {
overworld = { map = "ROUTE_1", x = 7, y = 8,
facing = "left", surfing = false },
battle = { -- normalized semantic model and continuation },
},
rng = { love = "..." },
}
```
The model carries player/enemy roster indices, dynamic enemy Pokémon, turn and
escape state, HP/PP/status/stages/volatiles, participants, level-up tracking,
trainer AI state, battle ruleset identity, side/field extension data, and
normalized pointer relationships such as multi-turn move slots and Mimic
restoration entries. Definitions, sprites, canvases, queues, callbacks, and
controller objects are reconstructed or excluded.
Callback-bearing battle extension tokens fail with `battle_extension_unsafe`;
invalid live reference relationships fail with `battle_state_invalid`. Nothing
is silently stripped.
New overworld checkpoints also carry the LÖVE gameplay RNG state. Legacy
format-1 overworld checkpoints without `rng` remain loadable and leave the
current stream untouched.
### Restore
Battle restore validates the detached save, map, content references, ruleset,
roster indices, move references, continuation identity, and RNG before live
mutation. The engine then:
1. reconstructs the saved overworld return point without entry side effects;
2. creates a fresh `BattleState` from current content registries;
3. applies the normalized battle model and rebuilds object-reference relations;
4. binds an engine-owned wild/trainer completion continuation;
5. installs the battle directly at the settled menu without replaying its intro;
6. restores the RNG after reconstruction has finished; and
7. recaptures and compares the complete checkpoint; and
8. emits `checkpoint.restored` with `{ game = game, kind = "battle" }` after the
comparison succeeds.
The pre-operation checkpoint is the transaction rollback. A failed post-install
RNG restore is covered: both battle runtime and RNG are reconstructed back to
their original values. Validation failure, failed reconstruction, and successful
rollback emit no checkpoint lifecycle event.
## Continuation decision
Ordinary random wild battles resume through `OverworldState:afterBattle`.
Ordinary trainer battles use a descriptor containing map id, stable NPC id,
trainer class/party, and optional header event; a win reapplies the same defeated
flag, event, reward, and `afterBattle` path. Reconstructed overworld input and
NPC freeze state are normalized instead of reviving the old closure.
For `start_battle`, `rival_battle`, and `static_battle`, the runner records the
detached row list and current command program counter plus stable source/NPC
identity where present. On restore, battle completion starts a fresh runner at
that command with a one-use semantic battle result. Replaying the current
command (rather than skipping to the next row) preserves wrapper behavior such
as rival-party consequences, static-object removal, `lastCheck`, and deferred
`afterBattle` evolution ordering. The reconstructed overworld starts with
normalized input/NPC freeze state, so an engine-marked `release_npc` callback
needs no closure revival.
Arbitrary `onDone` callbacks, function-bearing rows, unknown commands, missing
NPC identities, old-man/demo flows, and concurrent scripts fail closed. This is
not a general ScriptRunner snapshot: no coroutine, Lua stack, local variable,
function, or runtime object enters the checkpoint.
## Migration note
**Existing mods require no changes.** The facade and format number are unchanged;
the new kind, RNG field, and success-only lifecycle event are additive.
Overworld-only callers may continue to filter `capability.kind`. Mods with derived
runtime caches may rebuild them from restored public state when the event fires.
No-mod behavior is unchanged when checkpoints are unused.
## Verification
- settled/unsafe boundary and every variant refusal;
- data-only wild and trainer capture, including callback-bearing extension
rejection;
- process-independent controller and continuation reconstruction;
- exact differential recapture for wild and trainer states;
- HP, PP, status/stages/volatiles, AI layer, participants, enemy roster,
multi-turn move references, and Mimic restore pointers;
- exact damage, critical, accuracy, random AI, escape, next encounter, and next
raw RNG result after reload;
- corrupt content/continuation rejection before mutation;
- injected post-install failure with full runtime and RNG rollback;
- mod-added Pokémon metadata and `mod.save` rewind while independent
`mod.storage` and options remain current;
- exactly one post-verification `checkpoint.restored` event and none on failure;
- legacy overworld checkpoint compatibility;
- complete ROM-free engine and public mod-API suites.
- scripted trainer and static/wild story continuation, including wrapper-row
replay, cold reconstruction, malformed row rejection, and opaque callback
refusal.
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# RFC 0006 — Generic process-lifecycle hooks for platform launcher integrations
## Status
Proposed. Engine: `PlatformHooks.lua` (new), `main.lua`, `Manifest.lua`,
`Loader.lua`. Tests: `tests/modkit/cases/platform_lifecycle_hooks.lua`,
`tests/mod_loader_tests.lua`, `tests/mod_manifest_tests.lua`.
## Motivation
A platform-specific launcher wrapper -- a native shell that embeds this
engine and owns its own UI around the game window (a mobile app shell,
say, presenting its own settings/import/save screens and only handing
control to the LÖVE window once play starts) needs three things no
current hook covers:
1. Pause the simulation while its own UI is on top of the game window.
2. Live-reload options it wrote from outside any Lua UI.
3. Veto `main.lua`'s "closing the window returns to the Lua launcher"
behavior when the platform shell owns that job itself -- without this,
a shell that re-fronts its own launcher UI on quit gets looped straight
back into `HostShell.restart()`'s in-process reboot instead.
Implementing this by hand-patching `main.lua`'s `love.update`/`love.quit`
directly ties every such integration to editing the one file every other
engine change also touches, guaranteeing merge conflicts for any second
platform integration (or any unrelated engine PR landing around the same
time). No existing hook covers "should the per-frame simulation step run"
or "should closing the window return to the Lua launcher."
## The decision it extends
No prior D-number. Extends the hook-contract section of `docs/modding.md`
alongside `input.step`, `render.hud`, `screen.render_visible`, etc.
## The exact API delta
Backward-compatible, additive-only.
### `core.update`
New hook, `(game, dt) -> nil` through the public wrapper signature
`(next, game, dt)`, called once per frame from `love.update` via
`src/core/PlatformHooks.lua`'s `PlatformHooks.update(game, dt)`. Vanilla
behavior (used when no mod claims the hook) is `game:update(dt)`,
unconditionally -- identical to `love.update`'s behavior before this hook
existed. A subscriber may skip calling `next(game, dt)` to pause the
simulation for that frame, or do additional per-frame work before/after
calling it regardless of whether it calls `next`.
### `core.quit_to_launcher`
New hook, `() -> boolean` through the public wrapper signature `(next)`,
called once from `love.quit()` via
`PlatformHooks.quitToLauncher(vanilla)`. `vanilla` is the pre-existing
non-platform-specific decision (`Game and not Importer and not
quitToLauncher and not scripted and not launchedIntoGame`). A subscriber
may return `false` outright to veto returning to the Lua launcher (without
ever calling `next`, so the vanilla condition is never evaluated), or call
`next()` and return its result to pass the vanilla decision through
unchanged.
Neither hook is guarded by `Runtime.wantsHook` -- both fire unconditionally
every call, matching the existing `input.step` precedent
(`src/core/Game.lua`), since `Hooks:call` already fast-paths to a bare
`vanilla(...)` call when no mod has wrapped the name.
### `Manifest.force_enable_env`
New optional manifest field, a bare env-var name. `Loader:load` re-enables
a mod carrying this field whenever that variable is set to `"1"`,
regardless of a saved disable in `options.mods`. This exists for exactly
the mod class this RFC is for: a platform-bridge mod that ships only with
one build and cannot function disabled there, but must still behave like
every other mod (a manifest opt-in, not an engine special case) on every
build that doesn't set its variable.
## Migration note for existing mods
**Nothing.** With no subscriber, `love.update` still calls `Game:update(dt)`
unconditionally every frame and `love.quit()`'s restart-to-launcher
decision is exactly the pre-existing condition -- bit-identical to today's
behavior on every platform where no mod wraps either hook. A manifest with
no `force_enable_env` field behaves exactly as before.
## Parity tests
- **No-mod:** `core.update`'s vanilla runs exactly once per call with the
hook chain empty; `core.quit_to_launcher`'s vanilla return value passes
through unchanged. Both hooks are picked up automatically by the
catalog-driven no-mod gate (`tests/engine/gate_hooks.lua`, which scans
for `Runtime.call("...")` call sites), so neither needs a dedicated
no-mod test file.
- **Mod-API:** `tests/modkit/cases/platform_lifecycle_hooks.lua` proves,
through a fixture mod loaded via the public loader (not the engine's
internals), that a subscriber can skip the vanilla update call (pause),
run extra per-frame polling regardless of pause state, and veto the
quit-to-launcher decision without the vanilla condition ever running.
- `tests/mod_loader_tests.lua` and `tests/mod_manifest_tests.lua` cover
`force_enable_env`: a matching env var re-enables a mod saved as
disabled, and an unset one leaves the saved disable alone.
## Deprecation etiquette
Nothing deprecated. These are two additive hooks and one additive manifest
field; `main.lua`'s only footprint is one `require` and two call sites
into `src/core/PlatformHooks.lua`.
@@ -1,92 +0,0 @@
# RFC 0006 — Selected title playthrough storage and checkpoint resume
## Status
Proposed. Engine: `SaveData.lua`, `Storage.lua`, `Checkpoint.lua`, and
`Loader.lua`. Tests: `title_playthrough_context.lua`, existing storage,
checkpoint, title, save-slot, and no-mod parity suites.
## Motivation
A tool checkpoint may be the first durable record of a new playthrough. The
engine intentionally keeps normal Pokémon SAVE independent: before the first
normal write, identity is retained by the engine-owned selected-slot mapping,
while title starts with a fresh New Game skeleton. A durable checkpoint tool may
explicitly create one ordinary progress anchor after its first checkpoint has
committed; later tool writes must remain independent. Calling ordinary active
`mod.storage` there would allocate/adopt an identity, and live
`mod.checkpoints:restore` correctly refuses title because it has no gameplay
rollback state. Generic public capabilities are required; a tool must not use
private storage paths, slot ids, or simulate the player's SAVE menu flow.
## Additive public API
### `mod.storage:selected(game)`
Available only while the engine is in a title session. Returns an opaque bound
facade or `nil, code, message`:
```lua
local selected = mod.storage:selected(game)
local context = selected:context()
local history = selected:read("history/index")
```
The facade exposes `context()`, `read(key)`, `write(key, value)`,
`list(prefix)`, and `delete(key)`. It is bound internally to the launcher-
selected existing game-version/playthrough and the calling mod id. It neither
accepts an arbitrary playthrough id nor reveals a slot id, filesystem path, or
another mod namespace. Resolution is read-only; no selected mapping means
`no_selected_playthrough`, and opening a title browser never mints an identity.
Its detached context can include only `normalSavedAt` from a matching ordinary
save, so title tools can apply their own resume policy without receiving the
canonical normal-save record.
### `mod.checkpoints:ensureNormalSave(game, checkpoint)`
Available only at a live checkpoint-safe boundary. After a tool has durably
committed the supplied current checkpoint, it may request an ordinary progress
anchor for a playthrough that has never had one. The engine validates the
checkpoint, proves it exactly matches a fresh capture of the live runtime, and
uses the normal atomic save path including `save.write` lifecycle/veto hooks.
The operation is idempotent. It returns `true, "already_exists"` without writing
when matching normal progress already exists, so later checkpoints never move
the vanilla CONTINUE target. A stale/non-current checkpoint, unsafe runtime,
write veto/failure, or failed readback returns a structured failure. A tool
should call it only after its own checkpoint and index are durable and must not
report that first checkpoint as successful if the required anchor fails.
### `mod.checkpoints:resume(game, checkpoint)`
Available only from title. It validates format, data-only structure, selected
game/playthrough identity, canonical save/content, overworld/battle runtime, and
RNG exactly as `restore` does. It then reconstructs semantic overworld or a
supported battle continuation, preserves current options, and differentially
recaptures before committing. On success it emits `checkpoint.restored` once.
Title has no live runtime rollback. A reconstruction or verification failure
therefore rebuilds a clean title session from the pre-operation title save and
RNG; it emits no success event and never rewrites normal progress. Validation
failure leaves the existing title session untouched. Stable errors include
`not_at_title`, `no_selected_playthrough`, normal checkpoint validation codes,
`resume_failed`, and `title_recovery_failed`.
## Isolation and migration
Explicit NEW GAME retains its existing fresh-identity rule. It does not reuse a
previous selected mapping and cannot see old tool history. Existing mods change
nothing: no identity, storage, title reconstruction, or event is created unless
the new methods are called. `mod.storage` remains independent durable data and
does not rewind with a checkpoint; canonical `game.save` / `mod.save` does.
## Verification
The public SDK test starts a fresh playthrough, stores tool history, creates and
readback-verifies exactly one normal anchor, proves subsequent calls do not
rewrite it, simulates title/restart, reads the selected binding without
allocating title identity, resumes an overworld checkpoint, preserves options,
differentially recaptures, and confirms a later explicit NEW GAME receives
another identity. A separate two-process disk test proves cold-start routing and
reconstruction. Existing no-mod, storage, checkpoint, battle, and title suites
prove additive parity.
@@ -1,46 +0,0 @@
# RFC 0007: Battle menu auxiliary actions
## Status
Proposed.
## Problem
Tool mods can inspect/capture a persistent checkpoint only at a settled
ordinary wild/trainer player-decision boundary. Before this proposal, that
boundary had no public semantic input/action seam: `BattleState` consumed the
command loop directly. A mod could reach it only through private battle/input
internals, which would be unsafe and incompatible with controller/touch input.
## Contract
`mod.hooks:wrap("battle.menu_auxiliary", callback)` is called only when START
is pressed at the existing checkpoint-safe player-decision boundary. The
callback signature is:
```lua
function callback(next, game, context)
-- context is { kind = "wild" } or { kind = "trainer" }
-- return true after claiming START, otherwise return next(game, context)
end
```
The context is data-only. No live battle controller, input object, serializer,
or restoration primitive is exposed. A `true` result consumes START for that
fixed step without selecting a battle command. With no installed handler,
START is inert exactly as before. Hook priorities and error isolation are the
existing generic wrapper semantics: a throwing handler is skipped and cannot
advance battle state.
The engine reuses the same internal safety predicate as battle checkpoint
capture. Link, Safari, ghost/demo, unsupported origins, scripts, queues,
animations, messages, forced replacement/locked actions, and unsettled HP or
status presentation never invoke the hook.
## Compatibility and verification
The call is additive and no-op with no handler. ROM-free engine tests prove
wild/trainer delivery, cursor/turn preservation, and unsafe-phase refusal;
the mod-SDK fixture proves a loaded mod can consume the semantic action using
only its public hook facade. `gate_hooks` automatically includes the new call
site in no-mod parity coverage.
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@@ -1,212 +0,0 @@
# RFC 0007 — Per-category GAME SPEED and the `core.logic_speed` hook
## Status
Proposed. Engine: `GameSpeed.lua`, `Game.lua`, `BattleState.lua`,
`OptionsMenu.lua`, `SaveData.lua`, `LauncherSettings.lua`. Tests:
`tests/engine/game_speed_categories_test.lua`,
`tests/engine/gate_hooks.lua` (structural, automatic), `tests/run_tests.lua`
(OptionsMenu row walk), `tests/mod_ui_tests.lua` (row id/order).
## Motivation
`GameSpeed` (`src/core/GameSpeed.lua`) is a single fast-forward multiplier
applied uniformly to the whole logic clock in `Game:logicSpeed()` /
`Game:update()` -- overworld walking, menu navigation and battle turns all
scale together. A player who wants 4X battles (grinding, a long gym fight)
but 1X overworld (so a scripted cutscene or NPC dialogue doesn't blur past)
has no way to get both; the one GAME SPEED row is a single ladder that
applies everywhere at once.
This needs to be an engine change, not a mod: there is no per-frame seam a
mod can use to swap the multiplier mid-step, and no public event granular
enough to say "which category is active" (`screen.pushed`/`screen.popped`
and `battle.started`/`battle.ended` are the closest and are not enough --
see Decisions below). The engine's own speed resolution has to become
category-aware.
A category-aware speed resolution is also the general seam a
platform-launcher integration or automation tool needs to read or override
the effective multiplier for a given frame without caring which category
produced it -- this RFC's `core.logic_speed` hook is written for that case
alongside the player-facing Options rows.
## The decision it extends
No prior D-number. Extends `GameSpeed.lua`'s multiplier ladder (unchanged)
with per-category resolution.
## The exact API delta
Backward-compatible except for one save-data field rename, which ships with
an automatic migration (see below) -- nothing in the public mod API (hooks,
events, registries, `mod.*`) is renamed or removed.
### `save.options`: `speed` -> `speedOverworld` / `speedBattle` / `speedMenu`
`GameSpeed.CATEGORIES = { "overworld", "battle", "menu" }` is the new list
of categories, and `GameSpeed.optionKey(category)` maps a category to its
`save.options` field name (`"overworld"` -> `"speedOverworld"`, etc.).
`GameSpeed.LEVELS`, `.DEFAULT`, `.levelLabel`, `.clamp` and `.cycle` are
unchanged -- the ladder and its behavior are exactly what they were, just
applied three times instead of once.
`SaveData.defaultOptions()` drops `speed = 1` and adds `speedOverworld = 1`,
`speedBattle = 1`, `speedMenu = 1`. `SaveData.mergeOptions()` migrates: a
loaded options table that still has `speed` and none of the three new
fields seeds all three from it, so an existing player's fast-forward
preference carries over instead of two of the three categories silently
resetting to 1X. `speed` is dropped on the way out (not carried forward),
so a re-save never re-triggers the migration.
### `Game.speedCategoryInStack(stack)`
New static helper, `(stack) -> "battle" | "overworld" | "menu"`. Walks the
whole state stack top-down -- the same idiom `Game.wideBattleInStack` and
`Game.fillScaleInStack` already use -- looking for `state.isBattle` (new
marker, `BattleState.isBattle = true`, covering every battle: wild,
trainer, link, safari, the old-man demo) or `state.isOverworld` (existing
marker, `OverworldController`'s `OverworldState.isOverworld = true`). The
first match wins; a state with neither marker (a menu, a text box, a
naming screen, a cutscene) is transparent to the walk and falls through to
whatever is under it. Nothing in the stack matching either falls back to
`"menu"`.
### `Game:logicSpeed()` / `Game:_resolveLogicSpeed()`
`Game:_resolveLogicSpeed()` is new: it resolves `Game.speedCategoryInStack`
against the live stack, maps the category to its `save.options` key via
`GameSpeed.optionKey`, and returns `GameSpeed.clamp` of that option (or
`GameSpeed.DEFAULT`). This is the exact category-resolution logic the new
hook wraps.
`Game:logicSpeed()` keeps its existing early returns -- link play forces
`1`, a run-argument speed override wins over the saved option -- unchanged,
and in the same order, before ever calling the hook. Only once neither
applies does it call the `core.logic_speed` hook.
### `Game:_cycleSpeed(dir)`
The keyboard hotkey and the gamepad shoulders/triggers that used to cycle
the single `speed` option now cycle whichever category
`Game.speedCategoryInStack` says is active: pressing the hotkey during a
battle speeds up just the battle, on the overworld just the walk, in a menu
just the menu. This is the natural per-category answer for a control that
used to have one option to reach and now has three -- see Decisions below
for why this reading was chosen over, say, always cycling `overworld`.
### `core.logic_speed`
New hook, `(game) -> number` through the public wrapper signature
`(next, game)`, called once per `Game:logicSpeed()` (i.e. once per frame).
Vanilla behavior (used when no mod claims the hook) is
`Game:_resolveLogicSpeed()` -- exactly the category resolution above,
nothing else. A subscriber may call `next(game)` and return its result to
pass the vanilla multiplier through, or return a different number outright
to override it for that frame (e.g. a bot mod forcing `1` during one route
segment regardless of what category or option is active).
This intentionally sits *after* the link and speed-override checks in
`Game:logicSpeed()`, not around them: link play staying locked to 1X "no
matter what either player set this to" is exactly the invariant that would
break if a mod's hook could override it, and the run-argument override
exists so a bot/screenshot run's speed does not depend on a mod any more
than on the player's saved option. Both stay unconditional early returns a
mod never sees.
Not guarded by `Runtime.wantsHook`: `Hooks:call` already fast-paths to a
bare `vanilla(...)` call when no mod has wrapped the name, and this hook
fires every frame regardless.
## Decisions on the issue's open questions
**1. Overlays on top of another category's state (a party menu, a choice
box, a naming screen opened mid-battle or mid-overworld).** Resolved by
making the category a property of stack *position*, not of the overlay's
own type: an overlay with no `isBattle`/`isOverworld` marker is transparent
to `Game.speedCategoryInStack`'s walk and inherits whatever is under it. A
party swap opened mid-battle reads as `"battle"`; a bag opened while
walking reads as `"overworld"`. This was chosen over giving every UI state
its own fixed category (which would make a fast-forwarded battle visibly
stutter back to 1X every time its party menu opens) because it matches
what the player is actually doing moment to moment, and it reuses a
pattern the codebase already leans on for exactly this "menus opened over
X should behave like X" class of problem (`Game.fillScaleInStack`,
`Game.wideBattleInStack`).
**2. Cutscenes/scripts.** No fourth category. A scripted sequence runs
through the owning state's own machinery -- the overworld's script runner
or a battle's message queue -- rather than pushing a state of its own, so
it is already covered by decision 1: it inherits whatever category the
state driving it resolves to. A cutscene state that genuinely has nothing
under it (a pre-game intro) falls to `"menu"`, the default for anything
that is not battle or overworld gameplay -- consistent with those being
pre-game presentation, not something a player is likely to want scaled
differently from menu navigation.
**3. Category granularity (splitting "menu" further).** Deferred. Start
with the three named here; `GameSpeed.CATEGORIES` and `GameSpeed.optionKey`
are written so adding a fourth later (a Pokédex/Bag category, say) is one
entry plus one new `save.options` field, not a resolution-logic rewrite.
No current request motivates it.
**4. The GAME SPEED hotkey/shoulder buttons, once "the" speed is three
things.** `Game:_cycleSpeed` now cycles whichever category is currently
active (`Game.speedCategoryInStack`), rather than, say, always cycling
`overworld` or requiring a modifier key to pick a category. A single
physical control that means "speed up whatever I'm looking at right now"
is the reading that needs no new UI and matches what a player pressing it
mid-battle almost certainly wants.
## Migration note for existing mods
**Nothing**, for the mod API surface: `content.X:register/override/get`,
`events:on`, `hooks:wrap`, `mod.log`, `mod:read`, manifest v1 fields are
untouched, and `GameSpeed.LEVELS`/`.DEFAULT`/`.levelLabel`/`.clamp`/`.cycle`
keep their exact signatures and behavior.
**One save-data field**, for anything that read `save.options.speed`
directly (not a formal registry/hook surface, but worth naming): it is
superseded by `speedOverworld`/`speedBattle`/`speedMenu`, migrated
automatically on load (see above) so a save from before this RFC keeps its
player's chosen speed. A mod reading `save.options.speed` after this change
sees `nil` (the key is dropped on migration, not kept as a stale alias) and
should read the per-category fields, or hook `core.logic_speed` to observe
the resolved multiplier directly regardless of which category produced it.
## Parity tests
- **No-mod:** `core.logic_speed` needs no dedicated no-mod test file --
`tests/engine/gate_hooks.lua` walks the live hook catalog (which scans
`src` for `Runtime.call("...")` call sites), so the new
`Runtime.call("core.logic_speed", ...)` site is picked up and gated
automatically: vanilla runs exactly once with an empty hook chain, an
unsubscribed-but-live bus passes values and multiple returns through
unchanged, and `Runtime.wantsHook` reads `false`.
- **Mod-API:** `tests/engine/game_speed_categories_test.lua` exercises the
hook through the public API (`Hooks.new()` + `bus:wrap("core.logic_speed",
...)` + `Runtime.call`, the same idiom other hooks' tests use) -- a
subscriber can read the vanilla category resolution via `next(game)` and
can override it outright -- plus direct coverage of
`Game.speedCategoryInStack` (battle-on-top, overworld-on-top, an overlay
inheriting each, an empty/unmatched stack falling to `"menu"`) and
`Game:logicSpeed()`'s precedence (link forces 1X over all three
categories and over a hook override; the run-argument override wins over
the category resolution).
- `tests/run_tests.lua`'s OptionsMenu walk exercises the three new rows
(OVERWORLD SPEED / BATTLE SPEED / MENU SPEED) cycling and wrapping
independently, in place of the old single GAME SPEED row.
- `tests/mod_ui_tests.lua`'s row-id/order check and hardcoded row-index
activations (MODS, CONTROLS) are updated for the two extra rows.
- A link-play driver should set all three per-category speeds high before
asserting `game:logicSpeed()` reads `1` during a real link session,
proving the lock wins over every category at once, not just whichever
one happens to be active.
## Deprecation etiquette
Nothing deprecated in the mod-facing hook/event/registry catalog -- this
adds one hook, additive. The `save.options.speed` field is superseded with
an automatic migration rather than a deprecation notice, since it was never
a registered mod-API surface (no schema entry, no registry) -- the same
treatment any other `save.options` field would get if it needed reshaping.
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@@ -1,49 +0,0 @@
# RFC 0008 — Read-only device power information for sandboxed mods
## Status
Proposed. Engine: `Loader.lua`, `Sandbox.lua`. Test:
`tests/modkit/cases/device_power_info.lua`.
## Motivation
A handheld UI mod can show the player's battery state and warn before power
loss. The sandbox correctly removes `love.system` because that module also
launches URLs and exposes other host operations, but it leaves no scoped way
to read the harmless power values that LÖVE already provides.
## The decision it extends
Extends the mod sandbox in `src/mods/Sandbox.lua`: blocked host modules stay
blocked while legitimate operations receive narrow engine-owned facades.
## The exact API delta
Add `mod.device:powerInfo() -> state, percent`.
The engine calls `love.system.getPowerInfo()` outside the mod sandbox and
returns only its first two values. `state` is one of LÖVE's standard power
states. `percent` is `0` through `100` or `nil`. When the platform has no
power-information backend, the result is `"unknown", nil`.
No permission grants access to `love.system`; URL launching, clipboard access,
OS identification, and the module table itself remain unavailable.
## Migration note for existing mods
Mods that used `love.system.getPowerInfo()` replace that call with
`mod.device:powerInfo()`. No other mod changes.
## Parity tests
- **No mod:** loading no mods does not call the platform power backend.
- **Mod API:** a fixture mod loaded through the public loader receives state
and percentage through `mod.device`, while the existing sandbox suite keeps
proving that direct `love.system` access is refused.
- **Unavailable backend:** the public facade returns `"unknown", nil` rather
than inventing battery data or failing mod load.
## Deprecation etiquette
Nothing deprecated. The facade is additive; the sandbox's `love.system` block
remains in force.
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@@ -1,68 +0,0 @@
# RFC 0009 — Permission-gated step bridge for sandboxed mods
## Status
Proposed. Engine: `Steps.lua` (new), `Loader.lua`, `Manifest.lua`,
`Sandbox.lua`. Test: `tests/modkit/cases/steps_bridge.lua`. Issue: #1186.
## Motivation
The iOS and Android builds count the player's real-world steps natively
(#452, #489), exposed to Lua as `love.system.syncHealthSteps()` and
delivered as `steps_pending.json` in the save-directory root. The sandbox
correctly blocks both — `love.system` also launches URLs, and the file API
names paths — but that leaves the bridge with no consumer: the mod that
step counting was built for (Pokéwalker, steps→EXP) can no longer be
written.
## The decision it extends
Extends the mod sandbox in `src/mods/Sandbox.lua` (blocked host modules
stay blocked; legitimate operations receive narrow engine-owned facades)
and the permission model `network` established: a `manifest.json`
permission the player sees in the mod manager that genuinely gates a
capability.
## The exact API delta
A new manifest permission token, `steps`, and a `mod.steps` facade:
- `mod.steps:available() -> boolean` — whether this build carries the
native bridge. Answers `false` without the permission, so a probe stays
quiet.
- `mod.steps:sync() -> boolean` — asks the platform to refresh its count
(async; the OS consent sheet still appears on first use, exactly as
before the sandbox). `false` when there is no bridge.
- `mod.steps:poll() -> { steps = n, from = iso?, to = iso? } | nil` — the
next delivery for this mod, engine-consumed from the pending file. Each
permissioned mod receives its own copy of a delivery.
Without the permission, `sync` and `poll` raise an error naming the
missing permission, the way the network gate does. The engine owns the
pending file: mods never learn its name or location, and only the three
contract fields travel. No new event, hook, or registry names.
## Migration note for existing mods
Mods that called `love.system.syncHealthSteps()` and read
`steps_pending.json` themselves add `"steps"` to `permissions` and switch
to `mod.steps:sync()` / `mod.steps:poll()`. No other mod changes.
## Parity tests
- **No mod:** with nothing installed the bridge is never called and a
pending file on disk is left untouched.
- **Mod API:** a fixture mod with the permission syncs and receives a
delivery through the public loader; two permissioned mods both receive
the same walk; a second poll returns nil.
- **No permission:** `available()` is false and the acting calls name the
missing permission; the sandbox suite keeps proving direct
`love.system` access is refused.
- **Malformed delivery:** a bad or empty pending file is dropped whole
rather than crashing a poll (the native anchor only advances on a
successful sync, so nothing is lost).
## Deprecation etiquette
Nothing deprecated. The facade is additive; the sandbox's `love.system`
and `love.filesystem` blocks remain in force.
@@ -1,92 +0,0 @@
# RFC 0010: Deferred trainer preparation and battle-local party scope
## Status
Proposed.
## Motivation
Challenge and tournament mods sometimes need a player to choose an eligible
subset of the save party before a trainer battle. The current public surface
can replace the opponent through `trainer.party` and observe
`world.trainer_engaged`, but it cannot pause the engagement before battle
construction or keep unselected save-party members out of initial send,
switch, replacement, exhaustion, experience, and party-menu traversal.
Temporarily rewriting `game.save.party` is not a safe substitute: it changes
authoritative save state, composes poorly with checkpoints and other mods, and
can strand excluded Pokémon if a callback or process fails.
## Decision and plan extended
This implements **D-AT-001: battle-local Gym registration without save-party
mutation**, the consuming design decision tracked as capability `AT-SP-001` in
the Adaptive Trainers implementation plan. The plan file is
[`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),
Task 5. The engine delta also extends the additive, guarded public-hook
decision used by RFC 0007 and the screen facade documented in
`docs/modding.md`; it deliberately contains none of the consuming mod's Gym
or party-size policy.
## Exact API delta
Add the guarded hook:
```lua
mod.hooks:wrap("trainer.before_battle", function(next, game, context, continue)
-- context = { trainerClass, partyIndex, mapId, npcId }
-- Return true only when the battle has been deferred.
-- continue({ cancel = true }) returns without constructing a battle.
-- Call continue() for the full save party, or:
-- continue({ playerPartyIndices = { 2, 4, 5 } })
end)
```
The hook runs after the trainer's challenge text and immediately before the
trainer battle is constructed. A mod may push a registered screen with
`mod.ui.push`, return `true`, and retain `continue` for its confirm/cancel
callback. `continue` is one-shot and returns `false` after the first call.
Returning anything other than `true` without calling it continues immediately
with vanilla scope. With no subscriber, no context or continuation is built.
`playerPartyIndices` is an ordered, one-based list into `game.save.party`.
Valid unique indices create `battle.playerParty` as a battle-local view of the
same Pokémon records; the save party itself is never reordered or replaced.
Malformed or empty scopes degrade to the full party. The view governs initial
send, all battle party menus and targets, voluntary and forced replacement,
exhaustion/blackout checks, participant and EXP.ALL traversal, party counts,
and party-ball presentation. Checkpoints preserve the index list and rebuild
the same view before restoring battlers.
`{ cancel = true }` ends a deferred encounter through its normal completion
callback without constructing a battle or writing trainer-defeated state. A
cancelled sight encounter is suppressed while the player remains on the same
cell, preventing immediate reacquisition; moving or directly talking permits a
new challenge. Cancellation is also one-shot; if supplied alongside a party
index list, cancellation wins.
The API sets no maximum, chooses no members, identifies no boss, and contains
no scaling or challenge policy.
## Migration and compatibility
Existing mods change nothing. `BattleState.newTrainer(game, class, index)`
keeps its current behavior; the optional fourth argument is additive. Existing
battle checkpoints without a party scope restore against the full save party.
Wild, Safari, link, and no-mod battles are unchanged.
## Verification
- The catalog-driven hook gate proves empty-chain parity and the guarded hot
path proves no-mod engagement starts exactly once without allocation.
- A sandboxed fixture mod defers through its public hook facade, inspects the
data-only context, and resumes once with ordered indices.
- Engine tests cover initial send, party menus, replacement/exhaustion,
EXP traversal, invalid-scope fallback, and save-party identity.
- Battle-checkpoint tests prove scoped capture/restore and old-checkpoint
compatibility.
## Deprecation etiquette
Nothing is deprecated. The hook and optional constructor argument are
additive.