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https://github.com/bryanthaboi/gen1recomp.git
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Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev
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@@ -0,0 +1,98 @@
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-- Shared settled supported player-decision predicate. Checkpoint capture and
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-- the public auxiliary action deliberately use this one engine-owned rule so
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-- a tool cannot open at a phase that it could not subsequently checkpoint.
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-- It exposes no controller; callers receive only the result/reason.
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local BattleSafety = {}
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local BATTLE_BUSY_FIELDS = {
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"current", "afterQueue", "nextInsert", "pendingHit", "waitingUI",
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"waitingSound", "waitFrames", "draining", "animPlaying", "growIn",
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"introSlide", "ghostReveal", "mimicCtx", "mimicMoves", "result",
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}
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local function nonempty(value)
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return type(value) == "table" and next(value) ~= nil
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end
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local function running(runner)
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return runner and runner.isRunning and runner:isRunning()
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end
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local function scriptsBusy(overworld)
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return running(overworld and overworld.runner)
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or nonempty(overworld and overworld.parallelRunners)
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or nonempty(overworld and overworld.pendingScripts)
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or nonempty(overworld and overworld.parallelQueue)
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or nonempty(overworld and overworld.scriptMoves)
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end
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function BattleSafety.inspect(game, battle)
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if type(game) ~= "table" or type(game.save) ~= "table"
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or type(game.save.version) ~= "string" then
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return nil, "not_in_playthrough", "A checkpoint requires an identified active playthrough."
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end
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if type(battle) ~= "table" then
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return nil, "not_battle", "No battle is active."
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end
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if battle.kind == "link" then
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return nil, "link_battle_unsupported", "Network battles cannot be checkpointed."
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end
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if battle.safari or battle.ghost or battle.scopeReveal or battle.demo or battle.noCatch then
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return nil, "battle_variant_unsupported",
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"This battle variant does not have a checkpoint contract."
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end
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if battle.kind ~= "wild" and battle.kind ~= "trainer" then
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return nil, "battle_variant_unsupported",
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"This battle kind does not have a checkpoint contract."
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end
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local origin = battle.checkpointOrigin
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local ordinaryOrigin = battle.kind == "wild" and "wild_encounter"
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or "trainer_encounter"
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local scriptedOrigin = type(origin) == "table"
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and origin.kind == "script_battle"
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if type(origin) ~= "table"
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or (origin.kind ~= ordinaryOrigin and not scriptedOrigin) then
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return nil, "battle_origin_unsupported",
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"The battle completion path cannot be reconstructed safely."
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end
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local overworld = game.overworld or {}
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local scriptedRunner = scriptedOrigin and (battle.checkpointScriptContinuation
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or (overworld.runner
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and overworld.runner.isCheckpointBattle
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and overworld.runner:isCheckpointBattle(battle)))
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local otherScriptWork = nonempty(overworld.parallelRunners)
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or nonempty(overworld.pendingScripts) or nonempty(overworld.parallelQueue)
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or nonempty(overworld.scriptMoves)
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if (scriptedOrigin and (not scriptedRunner or otherScriptWork))
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or (not scriptedOrigin and scriptsBusy(overworld)) then
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return nil, "script_busy", "A suspended or queued script cannot be checkpointed."
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end
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if battle.phase ~= "menu" or nonempty(battle.queue) then
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return nil, "battle_phase_busy",
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"Wait for the player command menu before creating a checkpoint."
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end
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for _, field in ipairs(BATTLE_BUSY_FIELDS) do
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if battle[field] ~= nil and battle[field] ~= false then
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return nil, "battle_phase_busy", "Wait for the current battle action to finish."
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end
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end
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if not battle.player or not battle.enemy or not battle.player.mon
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or battle.player.mon.hp <= 0
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or (battle.menuLockedAction and battle:menuLockedAction(battle.player)) then
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return nil, "battle_phase_busy",
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"Wait for a supported player decision before creating a checkpoint."
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end
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for _, battler in ipairs({ battle.player, battle.enemy }) do
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if not battler.mon or battler.shownHP ~= battler.mon.hp
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or battler.shownStatus ~= battler.mon.status
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or battler.drainFloor ~= nil or battler.drainHold ~= nil
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or battler.faintQueued then
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return nil, "battle_phase_busy",
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"Wait for battle status and HP presentation to settle."
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end
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end
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return true
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end
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return BattleSafety
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@@ -21,12 +21,14 @@ local MoveEffects = require("src.battle.MoveEffects")
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local Party = require("src.pokemon.Party")
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local Pokemon = require("src.pokemon.Pokemon")
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local Runtime = require("src.mods.Runtime")
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local BattleSafety = require("src.battle.BattleSafety")
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local Screens = require("src.ui.Screens")
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local Status = require("src.battle.Status")
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local Timing = require("src.core.Timing")
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local TrainerAI = require("src.battle.TrainerAI")
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local TurnOrder = require("src.battle.TurnOrder")
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local TypeChart = require("src.battle.TypeChart")
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local UIVisibility = require("src.battle.UIVisibility")
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local RomText = require("src.core.RomText")
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local Strings = require("src.core.Strings")
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local WideBattle = require("src.battle.WideBattle")
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@@ -134,9 +136,7 @@ function BattleState:sgbPalettes()
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end
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function BattleState:bottomUIVisible()
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if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end
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return Runtime.call("battle.bottom_ui_visible", function() return true end,
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self) ~= false
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return UIVisibility.bottomVisible(self, true)
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end
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function BattleState:statusHUDVisible()
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@@ -1962,6 +1962,17 @@ function BattleState:update(dt)
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self:resolveTurn(locked)
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return
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end
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-- START has no vanilla action at a settled supported player-decision
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-- boundary. A tool mod may claim this semantic auxiliary action through
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-- the public hook, receiving only game plus a data-only kind. The shared
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-- safety predicate keeps every unsupported/forced/animated phase inert.
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if input:wasPressed("start") and Runtime.wantsHook("battle.menu_auxiliary") then
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local safe = BattleSafety.inspect(self.game, self)
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if safe and Runtime.call("battle.menu_auxiliary", function() return false end,
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self.game, { kind = self.kind }) == true then
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return
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end
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end
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local col = (self.menuIndex - 1) % 2
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local row = math.floor((self.menuIndex - 1) / 2)
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if input:wasPressed("left") then
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@@ -0,0 +1,39 @@
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-- Shared visibility rules for battle-owned UI states. Text and choice
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-- overlays live above BattleState on the state stack, but they are still part
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-- of its bottom UI layer and must inherit that layer's visibility.
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local Runtime = require("src.mods.Runtime")
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local UIVisibility = {}
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local function enclosingBattle(state)
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local stack = state and state.game and state.game.stack
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local states = stack and stack.states
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local found = false
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for i = #(states or {}), 1, -1 do
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local candidate = states[i]
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if candidate == state then found = true end
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if found and candidate and candidate.isBattle then return candidate end
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end
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return nil
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end
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-- queryState keeps the existing TextBox contract: a mod may still decide
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-- visibility for that individual box. ChoiceBox only inherits the enclosing
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-- battle decision, so field YES/NO prompts never become battle-hook states.
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function UIVisibility.bottomVisible(state, queryState)
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if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end
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local battle = enclosingBattle(state)
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if battle and battle ~= state
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and Runtime.call("battle.bottom_ui_visible",
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function() return true end, battle) == false then
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return false
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end
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if queryState or battle == state then
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return Runtime.call("battle.bottom_ui_visible",
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function() return true end, state) ~= false
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end
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return true
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end
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return UIVisibility
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