This commit is contained in:
bryanthaboi
2026-08-13 05:30:35 -04:00
21 changed files with 1264 additions and 89 deletions
+5 -67
View File
@@ -7,6 +7,7 @@ local Version = require("src.core.Version")
local BattleState = require("src.battle.BattleState")
local BattleCheckpoint = require("src.core.BattleCheckpoint")
local ModRuntime = require("src.mods.Runtime")
local BattleSafety = require("src.battle.BattleSafety")
local Checkpoint = {}
@@ -36,72 +37,9 @@ local function scriptsBusy(ow)
or nonempty(ow.scriptMoves)
end
local BATTLE_BUSY_FIELDS = {
"current", "afterQueue", "nextInsert", "pendingHit", "waitingUI",
"waitingSound", "waitFrames", "draining", "animPlaying", "growIn",
"introSlide", "ghostReveal", "mimicCtx", "mimicMoves", "result",
}
local function inspectBattle(ow, battle)
if battle.kind == "link" then
return refusal("battle", "link_battle_unsupported",
"Network battles cannot be checkpointed.")
end
if battle.safari or battle.ghost or battle.scopeReveal or battle.demo
or battle.noCatch then
return refusal("battle", "battle_variant_unsupported",
"This battle variant does not have a checkpoint contract.")
end
if battle.kind ~= "wild" and battle.kind ~= "trainer" then
return refusal("battle", "battle_variant_unsupported",
"This battle kind does not have a checkpoint contract.")
end
local origin = battle.checkpointOrigin
local ordinaryOrigin = battle.kind == "wild" and "wild_encounter"
or "trainer_encounter"
local scriptedOrigin = type(origin) == "table"
and origin.kind == "script_battle"
if type(origin) ~= "table"
or (origin.kind ~= ordinaryOrigin and not scriptedOrigin) then
return refusal("battle", "battle_origin_unsupported",
"The battle completion path cannot be reconstructed safely.")
end
local scriptedRunner = scriptedOrigin and (battle.checkpointScriptContinuation
or (ow.runner
and ow.runner.isCheckpointBattle
and ow.runner:isCheckpointBattle(battle)))
local otherScriptWork = nonempty(ow.parallelRunners)
or nonempty(ow.pendingScripts) or nonempty(ow.parallelQueue)
or nonempty(ow.scriptMoves)
if (scriptedOrigin and (not scriptedRunner or otherScriptWork))
or (not scriptedOrigin and scriptsBusy(ow)) then
return refusal("battle", "script_busy",
"A suspended or queued script cannot be checkpointed.")
end
if battle.phase ~= "menu" or nonempty(battle.queue) then
return refusal("battle", "battle_phase_busy",
"Wait for the player command menu before creating a checkpoint.")
end
for _, field in ipairs(BATTLE_BUSY_FIELDS) do
if battle[field] ~= nil and battle[field] ~= false then
return refusal("battle", "battle_phase_busy",
"Wait for the current battle action to finish.")
end
end
if not battle.player or not battle.enemy or battle.player.mon.hp <= 0
or (battle.menuLockedAction and battle:menuLockedAction(battle.player)) then
return refusal("battle", "battle_phase_busy",
"Wait for an ordinary player decision before creating a checkpoint.")
end
for _, battler in ipairs({ battle.player, battle.enemy }) do
if battler.shownHP ~= battler.mon.hp
or battler.shownStatus ~= battler.mon.status
or battler.drainFloor ~= nil or battler.drainHold ~= nil
or battler.faintQueued then
return refusal("battle", "battle_phase_busy",
"Wait for battle status and HP presentation to settle.")
end
end
local function inspectBattle(game, battle)
local allowed, reason, message = BattleSafety.inspect(game, battle)
if not allowed then return refusal("battle", reason, message) end
return { canCapture = true, canRestore = true, kind = "battle" }
end
@@ -120,7 +58,7 @@ function Checkpoint.inspect(game)
end
local top = game.stack and game.stack.top and game.stack:top()
if getmetatable(top) == BattleState then
return inspectBattle(ow, top)
return inspectBattle(game, top)
end
if top ~= ow then
return refusal("overworld", "screen_busy",
+19 -6
View File
@@ -159,14 +159,15 @@ function Game:makeTitleState()
self:applyOptions(self.save.options)
self.stack:push(OverworldState, self.save.player.map,
self.save.player.x, self.save.player.y,
self.save.player.facing)
self.save.player.facing,
{ via = "boot", freshBoot = true })
Screens.push(self, bootScreens(self).newGame or "OakSpeech",
function() end)
end,
onContinue = function()
local loaded, recovered = SaveData.load()
if loaded then
self:restoreSave(loaded, recovered)
self:restoreSave(loaded, recovered, { freshBoot = true })
end
end,
})
@@ -639,7 +640,12 @@ function Game:keypressed(key)
return
elseif key == "f2" then
local loaded, recovered = SaveData.load()
if loaded then self:restoreSave(loaded, recovered) end
if loaded then
-- F2 jumps straight to the loaded save's map/position, with no
-- walking transition -- a hard state teleport like Continue, not a
-- smooth warp -- whether pressed at the title screen or mid-session.
self:restoreSave(loaded, recovered, { freshBoot = true })
end
return
elseif key == "-" then
self:zoomStep(-1)
@@ -1124,7 +1130,7 @@ function Game:applyOptions(opts)
if gbcCleared then self:writeOptions() end
end
function Game:restoreSave(loaded, recovered)
function Game:restoreSave(loaded, recovered, opts)
if ModRuntime.wants("save.loading") then
ModRuntime.emit("save.loading", { raw = loaded })
end
@@ -1157,8 +1163,12 @@ function Game:restoreSave(loaded, recovered)
end
-- rebuild the state stack from the save
while self.stack:top() do self.stack:pop() end
-- freshBoot threads through from the caller (onContinue and F2 both set
-- it); a future caller that doesn't ask for it keeps the ordinary
-- crossfade by default.
self.stack:push(self.overworld, loaded.player.map,
loaded.player.x, loaded.player.y, loaded.player.facing)
loaded.player.x, loaded.player.y, loaded.player.facing,
{ via = "boot", freshBoot = opts and opts.freshBoot })
self.saveReport = report
if not SaveData.emptyReport(report) then
-- the report screen is a Screens id so mods (or the ui milestone) own
@@ -1187,9 +1197,12 @@ function Game:restoreCheckpointSave(loaded)
self.save = loaded
self:adoptSave(loaded)
while self.stack:top() do self.stack:pop() end
-- freshBoot unconditionally: Checkpoint.resume (src/core/Checkpoint.lua)
-- is this method's only caller, and it is itself gated to the title
-- session (isTitleSession).
self.stack:push(self.overworld, loaded.player.map,
loaded.player.x, loaded.player.y, loaded.player.facing,
{ via = "checkpoint", checkpoint = true })
{ via = "checkpoint", checkpoint = true, freshBoot = true })
end
-- Install a reconstructed battle without calling BattleState:enter(), whose