mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 11:11:10 +02:00
online play updates and fixes and tweaks and cheeks
This commit is contained in:
@@ -182,7 +182,7 @@ function LinkBattle.new(game, net, opts)
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-- both parties pass through the same pack->unpack clamp on both
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-- machines, so the copies are identical everywhere
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local unpackOpts = { strict = opts.strict or false }
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local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
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local myParty, myErr = unpackParty(game, opts.myParty, unpackOpts, function(p)
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return ("Your %s can't\nbattle on the\nother game."):format(tostring(p.species))
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end)
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@@ -646,7 +646,7 @@ function LinkBattle.newSpectator(game, net, opts)
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return nil, "Link battle needs\nthe same mods on\nboth games."
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end
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local unpackOpts = { strict = opts.strict or false }
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local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
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local hostParty, hostErr = unpackParty(game, opts.hostParty, unpackOpts, function(p)
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return ("%s's %s can't\nbattle on this\ngame."):format(hostName, tostring(p.species))
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end)
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+77
-2
@@ -3,6 +3,7 @@
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-- lua-enet (bundled with LÖVE), no relay server.
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local CodeEntry = require("src.link.CodeEntry")
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local DiscordPresence = require("src.core.DiscordPresence")
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local Font = require("src.render.Font")
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local Handshake = require("src.link.Handshake")
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local Net = require("src.link.Net")
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@@ -16,6 +17,26 @@ LinkState.__index = LinkState
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LinkState.isOpaque = true
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local CURSOR = 0xED
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local ANY = "ANY" -- sentinel: a leading nil array entry breaks ipairs under
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-- LuaJIT even though # still reports the full size, so
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-- the level picker cycles this string instead of nil,
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-- converted to nil only on the wire (see levelForWire)
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local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
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local function indexOf(list, value)
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for i, v in ipairs(list) do
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if v == value then return i end
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end
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return 1
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end
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local function levelForWire(v)
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return v == ANY and nil or v
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end
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local function forceLevelLabel(v)
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return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v))
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end
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-- stages before any Net object is meaningfully "this session's link" --
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-- .net can still be a leftover failed attempt sitting on self, so error/
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@@ -54,7 +75,23 @@ function LinkState.new(game)
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return self
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end
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-- entry point for a Discord "Ask to Join" click (see DiscordPresence.lua):
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-- skips the whole LAN/ONLINE/TOURNAMENT menu and jumps straight to
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-- "connecting with this code", same as if the player had typed it in
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function LinkState.newJoinOnline(game, code)
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local self = LinkState.new(game)
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self.net = Net.new()
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if self.net:joinOnline(nil, code) then
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self.stage = "onlineJoining"
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else
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self.stage = "menu" -- exitWith below needs a real stage to unwind from
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self:exitWith("Link error:\n" .. (self.net.error or "?"))
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end
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return self
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end
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function LinkState:exitWith(message, reason)
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DiscordPresence.setJoinCode(nil)
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Runtime.emit("link.ended", { reason = reason or (message and "error" or "bye") })
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if self.net then self.net:close() end
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self.game.stack:pop()
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@@ -108,7 +145,12 @@ function LinkState:decideCompat(mode, isHost)
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mods = peer and peer.mods, fingerprint = peer and peer.fingerprint },
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})
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if self.verdict == "full" or self.verdict == "vanilla_peer" then
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self:startMode(mode, isHost)
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if isHost and mode == "battle" then
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-- host picks the level rule now, before the parties are exchanged
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self.stage = "battleOptions"
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else
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self:startMode(mode, isHost)
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end
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return
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end
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-- naming the difference up front is the whole point: the old behaviour
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@@ -208,8 +250,13 @@ function LinkState:update(dt)
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end
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elseif self.stage == "onlineHosting" then
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if not self.discordCodeSet and self.net.code then
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DiscordPresence.setJoinCode(self.net.code)
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self.discordCodeSet = true
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end
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if input:wasPressed("b") then self:exitWith(nil) return end
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if self.net.paired then
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DiscordPresence.setJoinCode(nil) -- someone's here now; stop advertising
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self.stage = "modeSelect"
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self.index = 1
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end
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@@ -300,6 +347,23 @@ function LinkState:update(dt)
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self:exitWith(nil)
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end
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elseif self.stage == "battleOptions" then -- host picks the level rule,
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-- once compat is confirmed and
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-- before parties are exchanged
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self.levelChoice = self.levelChoice or ANY
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if input:wasPressed("b") then
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self:exitWith(nil)
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elseif input:wasPressed("up") or input:wasPressed("down")
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or input:wasPressed("left") or input:wasPressed("right") then
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local delta = (input:wasPressed("down") or input:wasPressed("left")) and -1 or 1
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local i = indexOf(FORCE_LEVEL_STEPS, self.levelChoice)
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i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
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self.levelChoice = FORCE_LEVEL_STEPS[i]
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elseif input:wasPressed("a") then
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self.forceLevel = levelForWire(self.levelChoice)
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self:startMode(self.pendingMode, true)
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end
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elseif self.stage == "waitHello" then -- host waits for the peer's hello
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if input:wasPressed("b") then self:exitWith(nil) return end
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local got, other = self:pollHello()
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@@ -343,6 +407,9 @@ function LinkState:update(dt)
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local msgs = self.net:poll()
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for i, msg in ipairs(msgs) do
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if msg.type == "party" then
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-- the host owns this rule (same as mode); the guest only learns
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-- it here, off the host's own party message
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if not self.isHost then self.forceLevel = msg.forceLevel end
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local LinkBattle = require("src.link.LinkBattle")
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local opts = {
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myParty = Protocol.packParty(self.game.save.party),
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@@ -351,6 +418,7 @@ function LinkState:update(dt)
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seed = self.isHost and self.linkSeed or msg.seed,
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verdict = self.verdict,
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strict = Handshake.strict(self.verdict),
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forceLevel = self.forceLevel,
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}
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local battle, why
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if self.isHost then
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@@ -401,7 +469,8 @@ function LinkState:startMode(mode, isHost)
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end
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self.net:send({ type = "party",
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mons = Protocol.packParty(self.game.save.party),
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seed = self.linkSeed })
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seed = self.linkSeed,
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forceLevel = isHost and self.forceLevel or nil })
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end
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end
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@@ -557,6 +626,12 @@ function LinkState:draw()
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Font.draw("BATTLE", 32, 68)
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Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
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elseif self.stage == "battleOptions" then
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drawTitle("BATTLE OPTIONS")
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Font.draw("LEVELS:", 16, 56)
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Font.draw(forceLevelLabel(self.levelChoice or ANY), 88, 56)
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Font.draw("A: continue B: back", 8, 128)
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elseif self.stage == "waitMode" or self.stage == "waitHello" then
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drawTitle("CONNECTED!")
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if self.stage == "waitHello" then
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+17
-2
@@ -77,6 +77,13 @@ function Protocol.unpackMon(data, packed, opts)
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return nil
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end
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local level = math.max(2, math.min(100, math.floor(packed.level or 5)))
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-- "auto-level" tournaments/matches: every participant's real level is
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-- ignored and everyone rebuilds at the same fixed level instead, so a
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-- Lv12 and a Lv100 party can battle on equal footing. Both sides pass
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-- the identical forceLevel for a given match, so this stays symmetric.
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if opts and opts.forceLevel then
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level = math.max(2, math.min(100, math.floor(opts.forceLevel)))
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end
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local dvs = {}
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for _, k in ipairs({ "hp", "attack", "defense", "speed", "special" }) do
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dvs[k] = math.max(0, math.min(15, math.floor((packed.dvs or {})[k] or 0)))
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@@ -104,6 +111,14 @@ function Protocol.unpackMon(data, packed, opts)
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if strict then return nil, "no shared moves" end
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moves = { { id = "TACKLE", pp = 35 } }
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end
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-- a forced level scales every stat including max HP, so the real party's
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-- current HP/status (a different level's numbers, possibly mid-fight)
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-- isn't meaningful anymore -- auto-level starts everyone full and fresh,
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-- same as a standardized tournament format would
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local forced = opts and opts.forceLevel
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local hp = forced and stats.hp
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or math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp)))
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local status = forced and nil or packed.status
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return {
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species = packed.species,
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level = level,
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@@ -111,8 +126,8 @@ function Protocol.unpackMon(data, packed, opts)
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dvs = dvs,
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statExp = statExp,
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stats = stats,
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hp = math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp))),
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status = packed.status,
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hp = hp,
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status = status,
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nickname = packed.nickname,
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moves = moves,
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-- a namespace whose mod this install lacks survives untouched, so the
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+60
-3
@@ -9,6 +9,7 @@
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-- time, uninterrupted by individual matches.
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local CodeEntry = require("src.link.CodeEntry")
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local DiscordPresence = require("src.core.DiscordPresence")
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local Font = require("src.render.Font")
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local Handshake = require("src.link.Handshake")
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local LinkBattle = require("src.link.LinkBattle")
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@@ -33,7 +34,14 @@ local ANY = "ANY" -- sentinel: a leading *nil* array entry breaks ipairs
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-- to nil only on the wire
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local LEVEL_STEPS = { ANY, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65,
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70, 75, 80, 85, 90, 95, 100 }
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local SETTINGS_ROWS = 5 -- POKEMON, MIN LV, MAX LV, TIMER, PLAYING
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local SETTINGS_ROWS = 6 -- POKEMON, MIN LV, MAX LV, TIMER, LEVELS, PLAYING
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-- LEVELS cycles through this: ANY (real levels) or a fixed level every
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-- match normalizes to, regardless of each side's real party
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local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
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-- tournaments have no real participant cap (any number can join before
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-- start); this is just generous headroom so Discord's party.size never
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-- reads as "full" and blocks a real invite click
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local TOURNAMENT_PARTY_MAX = 16
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local function indexOf(list, value)
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for i, v in ipairs(list) do
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@@ -52,6 +60,10 @@ local function levelForWire(v)
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return v == ANY and nil or v
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end
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local function forceLevelLabel(v)
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return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v))
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end
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local function partyStats(party)
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local size, minLevel, maxLevel = 0, nil, nil
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for _, mon in ipairs(party or {}) do
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@@ -69,7 +81,7 @@ function Tournament.new(game)
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self.stage = "menu"
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self.index = 1
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self.settings = { turnLimit = 6, requiredPartySize = 3, minLevel = ANY, maxLevel = ANY,
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participating = true }
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forceLevel = ANY, participating = true }
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self.settingsIndex = 1
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self.roster = {}
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self.spectatorRoster = {}
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@@ -77,7 +89,24 @@ function Tournament.new(game)
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return self
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end
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-- entry point for a Discord "Ask to Join" click on a tournament invite
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-- (see DiscordPresence.lua): skips the HOST/JOIN menu and code entry,
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-- straight to "connecting with this code"
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function Tournament.newJoinOnline(game, code)
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local self = Tournament.new(game)
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self:startJoining(code)
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return self
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end
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-- headcount for Discord's party.size: the roster only ever lists
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-- competing players, so a non-participating (organizer-only) host isn't
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-- in it even though they're right here running the thing
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function Tournament:discordPartySize()
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return #self.roster + (self.participating == false and 1 or 0)
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end
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function Tournament:exitWith(message)
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DiscordPresence.setJoinCode(nil)
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Sound.stopLoop(MUSIC)
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Runtime.emit("link.ended", { reason = message and "error" or "bye" })
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if self.net then self.net:close() end
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@@ -106,6 +135,7 @@ function Tournament:startHosting()
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requiredPartySize = self.settings.requiredPartySize,
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minLevel = levelForWire(self.settings.minLevel),
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maxLevel = levelForWire(self.settings.maxLevel),
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forceLevel = levelForWire(self.settings.forceLevel),
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participating = self.settings.participating,
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name = self.game.save.player.name,
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partySize = size, partyMinLevel = minL, partyMaxLevel = maxL,
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@@ -145,8 +175,22 @@ function Tournament:handleMessage(msg)
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if msg.type == "tournament_hosted" then
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self.code = msg.code
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self.settings.turnLimit = msg.turnLimit
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self.settings.forceLevel = msg.forceLevel == nil and ANY or msg.forceLevel
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self.participating = msg.participating
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self.stage = "bracket"
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-- the server already seeded t.players/spectators with the creator at
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-- creation time; mirror that here so the Discord party size (and the
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-- "waiting for players" list) show the host from the very first frame,
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-- not just once someone else joins and a real roster broadcast arrives
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if self.participating then
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self.roster = { self.game.save.player.name }
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else
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self.spectatorRoster = { self.game.save.player.name }
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end
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if self.isCreator then
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DiscordPresence.setJoinCode(self.code, "tournament",
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self:discordPartySize(), TOURNAMENT_PARTY_MAX)
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end
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elseif msg.type == "tournament_host_error" then
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if msg.reason == "party_ineligible" then
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self:exitWith(("Can't host:\nneed %d Pokemon\nLv %s-%s."):format(
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@@ -168,7 +212,12 @@ function Tournament:handleMessage(msg)
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self.settings.requiredPartySize = msg.requiredPartySize
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self.settings.minLevel = msg.minLevel == nil and ANY or msg.minLevel
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self.settings.maxLevel = msg.maxLevel == nil and ANY or msg.maxLevel
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self.settings.forceLevel = msg.forceLevel == nil and ANY or msg.forceLevel
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self.stage = "bracket"
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if self.isCreator and self.code then
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DiscordPresence.setJoinCode(self.code, "tournament",
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self:discordPartySize(), TOURNAMENT_PARTY_MAX)
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end
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elseif msg.type == "bracket_update" then
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self.bracket = msg.tournament
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self.code = self.bracket.code
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@@ -238,6 +287,7 @@ function Tournament:beginMatchBattle()
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verdict = verdict,
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strict = Handshake.strict(verdict),
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turnLimit = self.matchTurnLimit,
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forceLevel = levelForWire(self.settings.forceLevel),
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keepNetOpen = true, -- this is the tournament's own connection, not a
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-- dedicated match socket -- don't let finish() close it
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}
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@@ -360,6 +410,7 @@ function Tournament:update(dt)
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hostParty = self.spectate.hostParty, guestParty = self.spectate.guestParty,
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hostName = self.spectate.hostName, guestName = self.spectate.guestName,
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seed = self.spectate.seed,
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forceLevel = levelForWire(self.settings.forceLevel),
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})
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if not battle then
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self:exitWith(why or "Can't watch this\nmatch.")
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@@ -426,6 +477,10 @@ function Tournament:update(dt)
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i = ((i - 1 + delta) % #TURN_LIMITS) + 1
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self.settings.turnLimit = TURN_LIMITS[i]
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elseif self.settingsIndex == 5 then
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local i = indexOf(FORCE_LEVEL_STEPS, self.settings.forceLevel)
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i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
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self.settings.forceLevel = FORCE_LEVEL_STEPS[i]
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elseif self.settingsIndex == 6 then
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self.settings.participating = not self.settings.participating
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end
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elseif input:wasPressed("a") or input:wasPressed("start") then
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@@ -454,6 +509,7 @@ function Tournament:update(dt)
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elseif self.stage == "bracket" then
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if input:wasPressed("b") then self:exitWith(nil) return end
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if input:wasPressed("a") and self.isCreator and #self.roster >= 2 then
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DiscordPresence.setJoinCode(nil) -- roster's locking in; stop advertising
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self.net:send({ type = "start_tournament" })
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end
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@@ -475,7 +531,7 @@ local function drawTitle(text)
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Font.draw(text, 8, 6)
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end
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local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "PLAYING" }
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local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "LEVELS", "PLAYING" }
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function Tournament:draw()
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if self.stage == "menu" then
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@@ -491,6 +547,7 @@ function Tournament:draw()
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levelLabel(self.settings.minLevel),
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levelLabel(self.settings.maxLevel),
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self.settings.turnLimit .. "s",
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forceLevelLabel(self.settings.forceLevel),
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self.settings.participating and "YES" or "NO",
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}
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for i, label in ipairs(SETTINGS_LABELS) do
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