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https://github.com/bryanthaboi/gen1recomp.git
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feat: capture data-only battle checkpoints
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@@ -0,0 +1,140 @@
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-- Semantic, data-only capture for settled single-player battle checkpoints.
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-- Reconstruction lives here too; public mods only see the opaque checkpoint
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-- facade in Loader.
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local BattleCheckpoint = {}
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local BATTLER_FIELDS = {
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"shownHP", "shownStatus", "stages", "curStats", "curTypes", "curMoves",
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"sleepTurns", "confusedTurns", "disabledSlot", "disabledTurns",
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"toxicCounter", "substituteHP", "bideDamage", "bideTurns", "boundTurns",
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"charging", "chargeReady", "invulnerable", "mustRecharge", "thrashMove",
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"thrashTurns", "thrashAnnounced", "rageMove", "focusEnergy", "leechSeeded",
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"lightScreen", "reflect", "mist", "xAccuracy", "lastMove", "flinched",
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"skipMove", "hazeStatReset", "drainFloor", "drainHold", "trappingTurns",
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"trapMove", "trapDamage", "fainted",
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}
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local BATTLE_FIELDS = {
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"oppClass", "partyIndex", "enemyIndex", "turnCount", "menuIndex",
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"moveIndex", "moveSwapIndex", "aiUses", "runAttempts", "payDay",
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"sideToxic", "isGymLeader", "musicKind", "lastBall", "lockedBall",
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"lowHealthAlarmDisabled", "lowHealthAlarmOn", "victoryMusicPlayed",
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"endBattleText",
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}
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local function partyIndex(party, mon)
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for index, candidate in ipairs(party or {}) do
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if candidate == mon then return index end
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end
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end
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local function indexSet(set, party)
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local out = {}
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for mon, present in pairs(set or {}) do
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if present then
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local index = partyIndex(party, mon)
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if index then out[#out + 1] = index end
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end
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end
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table.sort(out)
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return out
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end
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local function captureBattler(battler, index, copy)
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local out = { index = index }
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for _, field in ipairs(BATTLER_FIELDS) do
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if battler[field] ~= nil then out[field] = battler[field] end
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end
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return copy(out)
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end
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local function captureExtensions(battle, copy)
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local sides = {}
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for i = 1, 2 do
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local side = battle.sides and battle.sides[i] or {}
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local encoded, err = copy({
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index = i,
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screens = side.screens or {},
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hazards = side.hazards or {},
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tokens = side.tokens or {},
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})
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if not encoded then return nil, err end
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sides[i] = encoded
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end
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local field, err = copy({
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weather = battle.field and battle.field.weather or nil,
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tokens = battle.field and battle.field.tokens or {},
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})
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if not field then return nil, err end
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return sides, field
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end
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function BattleCheckpoint.capture(game, battle, progress, copy)
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local getState = love and love.math and love.math.getRandomState
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local setState = love and love.math and love.math.setRandomState
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if type(getState) ~= "function" or type(setState) ~= "function" then
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return nil, "rng_state_unavailable",
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"This runtime cannot preserve deterministic battle randomness."
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end
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local ok, rngState = pcall(getState)
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if not ok or type(rngState) ~= "string" or rngState == "" then
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return nil, "rng_state_unavailable",
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"The gameplay random-number state could not be captured."
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end
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local origin, originErr = copy(battle.checkpointOrigin)
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if not origin then
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return nil, "battle_origin_unsupported",
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"The battle completion path is not data-only: " .. tostring(originErr)
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end
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local sides, fieldOrErr = captureExtensions(battle, copy)
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if not sides then
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return nil, "battle_extension_unsafe",
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"Battle extension state is not data-only: " .. tostring(fieldOrErr)
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end
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local field = fieldOrErr
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local liveParty = game.save.party
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local playerIndex = partyIndex(liveParty, battle.player.mon)
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if not playerIndex then
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return nil, "battle_state_invalid",
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"The active player battler is not in the current party."
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end
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local model = {
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kind = battle.kind,
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origin = origin,
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player = captureBattler(battle.player, playerIndex, copy),
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participants = indexSet(battle.participants, liveParty),
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leveledUp = indexSet(battle.leveledUp, liveParty),
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sides = sides,
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field = field,
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}
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if battle.kind == "trainer" then
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model.enemyParty = copy(battle.enemyParty)
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model.enemy = captureBattler(battle.enemy, battle.enemyIndex, copy)
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else
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model.enemyMon = copy(battle.enemy.mon)
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model.enemy = captureBattler(battle.enemy, 1, copy)
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end
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for _, fieldName in ipairs(BATTLE_FIELDS) do
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if battle[fieldName] ~= nil then model[fieldName] = battle[fieldName] end
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end
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model = copy(model)
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if not model then
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return nil, "battle_state_invalid",
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"Battle state contains non-serializable runtime data."
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end
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local player = progress.player
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return {
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overworld = {
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map = player.map, x = player.x, y = player.y,
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facing = player.facing, surfing = player.surfing and true or false,
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},
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battle = model,
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}, { love = rngState }
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end
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return BattleCheckpoint
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@@ -5,6 +5,7 @@ local SaveSerializer = require("src.core.SaveSerializer")
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local SaveData = require("src.core.SaveData")
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local Version = require("src.core.Version")
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local BattleState = require("src.battle.BattleState")
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local BattleCheckpoint = require("src.core.BattleCheckpoint")
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local Checkpoint = {}
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@@ -172,6 +173,25 @@ function Checkpoint.capture(game)
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.. tostring(err)
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end
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if capability.kind == "battle" then
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local battle = game.stack:top()
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local runtime, rngOrCode, battleMessage =
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BattleCheckpoint.capture(game, battle, progress, dataCopy)
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if not runtime then return nil, rngOrCode, battleMessage end
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return {
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format = Checkpoint.FORMAT,
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kind = "battle",
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identity = {
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engineVersion = Version.engine,
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gameVersion = game.save.version,
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playthroughId = game.save.meta.playthroughId,
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},
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save = progress,
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runtime = runtime,
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rng = rngOrCode,
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}
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end
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local player = game.overworld.player
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return {
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format = Checkpoint.FORMAT,
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