mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-27 08:51:27 +02:00
Merge pull request #1746 from campavao/engine-mod-seams
engine: generic seams for mod-driven multiplayer modes
This commit is contained in:
+30
-17
@@ -147,29 +147,42 @@ function Game:bootConfig()
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return boot
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end
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-- NEW GAME, as a call: a fresh skeleton (through save.new_game, so a mod
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-- can reshape it), the overworld at the skeleton's spawn, and the intro
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-- screen on top. The title menu's NEW GAME row is this; a mod that starts a
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-- game on its own terms -- a match, a challenge mode -- calls it directly.
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--
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-- opts.intro = false skips the newGame screen (Oak's speech) so the player
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-- lands straight in the world; the skeleton then has to carry a name and a
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-- party, which is the caller's job via save.new_game.
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function Game:startNewGame(opts)
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local OverworldState = require("src.world.OverworldController")
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while self.stack:top() do self.stack:pop() end
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-- New Game keeps the standalone options.lua preferences
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self.sessionStartedAt = os.time()
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self.save = SaveData.newGame(self:bootConfig())
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-- no bucket carry-over: mod state from an abandoned session must
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-- not leak into a fresh slot; mods seed via save.created instead
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self:adoptSave(self.save)
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ModRuntime.emit("save.created", { save = self.save })
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self:applyOptions(self.save.options)
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self.stack:push(OverworldState, self.save.player.map,
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self.save.player.x, self.save.player.y,
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self.save.player.facing,
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{ via = "boot", freshBoot = true })
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if not (opts and opts.intro == false) then
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Screens.push(self, bootScreens(self).newGame or "OakSpeech",
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function() end)
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end
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end
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-- the title screen with its NEW GAME / CONTINUE wiring; used at boot
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-- and by the START-menu QUIT confirmation
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function Game:makeTitleState()
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local OverworldState = require("src.world.OverworldController")
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local factory = Screens.get(self, bootScreens(self).title or "TitleState")
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local title = factory.new(self, {
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onNewGame = function()
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while self.stack:top() do self.stack:pop() end
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-- New Game keeps the standalone options.lua preferences
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self.sessionStartedAt = os.time()
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self.save = SaveData.newGame(self:bootConfig())
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-- no bucket carry-over: mod state from an abandoned session must
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-- not leak into a fresh slot; mods seed via save.created instead
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self:adoptSave(self.save)
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ModRuntime.emit("save.created", { save = self.save })
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self:applyOptions(self.save.options)
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self.stack:push(OverworldState, self.save.player.map,
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self.save.player.x, self.save.player.y,
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self.save.player.facing,
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{ via = "boot", freshBoot = true })
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Screens.push(self, bootScreens(self).newGame or "OakSpeech",
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function() end)
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end,
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onNewGame = function() self:startNewGame() end,
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onContinue = function()
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local loaded, recovered = SaveData.load()
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if loaded then
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+54
-15
@@ -1,28 +1,63 @@
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-- Shared 6-slot room-code entry widget: the digit-scrub interaction
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-- LinkState's own `ipDigits`/`addrPos` already uses for IP entry, over the
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-- Crockford-32-style alphabet pokeserver room/tournament codes are drawn
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-- from (23456789ABCDEFGHJKMNPQRSTUVWXYZ -- no 0/O/1/I/L, so a code read
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-- aloud or handwritten never has to be checked twice).
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-- Shared slot-scrub entry widget: the digit-scrub interaction LinkState's
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-- own `ipDigits`/`addrPos` already uses for IP entry, over the Crockford-32
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-- style alphabet pokeserver room/tournament codes are drawn from
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-- (23456789ABCDEFGHJKMNPQRSTUVWXYZ -- no 0/O/1/I/L, so a code read aloud or
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-- handwritten never has to be checked twice).
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--
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-- The Gen 1 naming grid cannot stand in for this: it has no digits at all
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-- (data/text/alphabets.asm is letters and punctuation), so a room code or
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-- an address typed there would be unenterable. That is what this exists
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-- for.
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--
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-- new() takes an optional {length=, charset=} so the same interaction can
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-- carry something other than a room code -- a dotted IP over "0123456789.",
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-- say. Both default to the room-code shape, so existing callers are
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-- unaffected and CodeEntry.LENGTH / CodeEntry.CHARSET still describe them.
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local CodeEntry = {}
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CodeEntry.CHARSET = "23456789ABCDEFGHJKMNPQRSTUVWXYZ"
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CodeEntry.LENGTH = 6
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function CodeEntry.new()
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-- state carries its own length/charset so a caller holding two widgets of
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-- different shapes cannot have one read the other's alphabet
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function CodeEntry.new(opts)
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local charset = (opts and opts.charset) or CodeEntry.CHARSET
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local length = (opts and opts.length) or CodeEntry.LENGTH
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local chars = {}
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for i = 1, CodeEntry.LENGTH do chars[i] = 1 end -- index into CHARSET, 1-based
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return { chars = chars, pos = 1 }
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for i = 1, length do chars[i] = 1 end -- index into charset, 1-based
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return { chars = chars, pos = 1, charset = charset, length = length }
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end
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local N = #CodeEntry.CHARSET
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-- Seed the slots from an existing string: prefilling the LAN address means
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-- the player scrubs the last octet instead of all twelve digits. Anything
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-- not in the charset lands on slot 1's character.
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-- Slots past the end of the seed -- and any character the charset does not
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-- carry -- land on the charset's blank where it has one, so seeding a
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-- 15-slot address widget with "192.168.1.40" reads back as that address and
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-- not as "192.168.1.40000". A charset with no blank (the room code's) has
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-- nowhere to put one, so those fall back to the first character as before.
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function CodeEntry.fromText(text, opts)
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local state = CodeEntry.new(opts)
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local blank = state.charset:find(" ", 1, true) or 1
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for i = 1, state.length do
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local ch = tostring(text or ""):sub(i, i)
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state.chars[i] = (ch ~= "" and state.charset:find(ch, 1, true)) or blank
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end
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return state
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end
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local function charsetOf(state) return state.charset or CodeEntry.CHARSET end
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local function lengthOf(state) return state.length or CodeEntry.LENGTH end
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function CodeEntry.up(state)
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state.chars[state.pos] = state.chars[state.pos] % N + 1
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local n = #charsetOf(state)
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state.chars[state.pos] = state.chars[state.pos] % n + 1
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end
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function CodeEntry.down(state)
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state.chars[state.pos] = (state.chars[state.pos] - 2) % N + 1
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local n = #charsetOf(state)
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state.chars[state.pos] = (state.chars[state.pos] - 2) % n + 1
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end
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function CodeEntry.left(state)
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@@ -30,14 +65,18 @@ function CodeEntry.left(state)
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end
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function CodeEntry.right(state)
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state.pos = math.min(CodeEntry.LENGTH, state.pos + 1)
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state.pos = math.min(lengthOf(state), state.pos + 1)
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end
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-- the character in slot i, which is what a draw loop wants
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function CodeEntry.charAt(state, i)
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local charset = charsetOf(state)
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return charset:sub(state.chars[i], state.chars[i])
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end
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function CodeEntry.text(state)
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local out = {}
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for i = 1, CodeEntry.LENGTH do
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out[i] = CodeEntry.CHARSET:sub(state.chars[i], state.chars[i])
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end
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for i = 1, lengthOf(state) do out[i] = CodeEntry.charAt(state, i) end
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return table.concat(out)
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end
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+53
-1
@@ -112,6 +112,32 @@ function LinkState.newJoinOnline(game, code)
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return self
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end
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-- Adopt a transport that is ALREADY paired and skip the connect UI: an
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-- overworld multiplayer session handing one pair of players off to a battle
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-- or a trade. The caller has settled which mode and which side hosts, so
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-- all that is left is the hello exchange every link session runs before it
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-- commits -- the fingerprint/mod compatibility check still gets its say,
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-- exactly as it would have on the LAN or ONLINE path.
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--
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-- `transport` is anything Session accepts (update/poll/send/close plus the
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-- .paired/.closed/.error fields), which is what lets a mod route a battle
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-- over a channel of its own. Ownership transfers with it: exitWith closes
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-- the session, so the caller's transport is done once this state unwinds.
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--
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-- opts.forceLevel the level rule, normally chosen on the battleOptions
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-- screen; an adopted session has no menu to pick it on
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function LinkState.newFromSession(game, transport, mode, isHost, opts)
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local self = LinkState.new(game)
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self.net = Session.new(transport, { role = isHost and "host" or "guest",
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kind = "link" })
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self.adopted = true
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self.adoptedMode, self.adoptedHost = mode, isHost and true or false
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self.forceLevel = opts and opts.forceLevel or nil
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self.stage = "adopted"
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self:sendHello(isHost and mode or nil)
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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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self.game.linkSession = nil -- back to the player's own GAME SPEED
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@@ -203,8 +229,9 @@ 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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if isHost and mode == "battle" then
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if isHost and mode == "battle" and not self.adopted then
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-- host picks the level rule now, before the parties are exchanged
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-- (an adopted session had it passed in; see newFromSession)
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self.stage = "battleOptions"
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else
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self:startMode(mode, isHost)
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@@ -243,6 +270,16 @@ function LinkState:update(dt)
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end
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end
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-- handed over from an already-paired session (LinkState.newFromSession):
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-- both hellos are in flight, and the first one to land settles compat and
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-- drops us straight into the agreed mode
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if self.stage == "adopted" then
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if self:pollHello() then
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self:decideCompat(self.adoptedMode, self.adoptedHost)
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end
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return
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end
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if self.stage == "menu" then
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if input:wasPressed("down") then
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self.index = self.index % 3 + 1
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@@ -497,11 +534,26 @@ function LinkState:update(dt)
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return
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end
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self.game.stack:push(battle)
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self.battle = battle
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self.stage = "battleRunning"
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end
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elseif self.stage == "battleRunning" then
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if self.game.stack:top() == self then
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-- the lockstep copies carry the damage the real party never takes
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-- (cable rules), so a mode that wants it -- a tournament ladder, a
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-- battle royale -- reads it from here before the state unwinds
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local battle = self.battle
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if battle and Runtime.wants("link.battle_ended") then
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Runtime.emit("link.battle_ended", {
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result = battle.result or "ended",
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myParty = battle.playerParty,
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theirParty = battle.enemyParty,
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peerName = self.peerName,
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role = self.isHost and "host" or "guest",
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})
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end
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self.battle = nil
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self:exitWith(nil) -- battle finished
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end
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end
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@@ -1969,6 +1969,10 @@ function OverworldState:pushableAtCell(cx, cy)
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return nil
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end
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-- world.talk's fallthrough, hoisted so the A press does not build a closure
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-- on every press just to have one to hand a hook nobody may have wrapped
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local function vanillaTalk(ow, target) ow:talkTo(target) end
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-- what the A press resolved to, for world.interacted's listeners
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local function interacted(self, fx, fy, kind, target)
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Runtime.emit("world.interacted", { mapId = self.map.id, x = fx, y = fy,
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@@ -1998,7 +2002,12 @@ function OverworldState:interact()
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-- talk() lands the follower on its cell first.
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require("src.world.PikachuFollower").talk(Game, self, npc)
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elseif not npc.moving then
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self:talkTo(npc)
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-- world.talk: the A press on an object, before the map's text tables
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-- get it. A runtime object a mod spawned (WorldAPI:spawnNpc) carries
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-- no TEXT_* id, so the vanilla path has nothing to say for it; a mod
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-- that owns the object wraps this and simply does not call next().
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-- Everything else falls straight through to talkTo as before.
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Runtime.call("world.talk", vanillaTalk, self, npc)
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end
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interacted(self, fx, fy, "npc", npc)
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return
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@@ -5,6 +5,7 @@
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-- quiet no-op, never a crash. Reaching into OverworldState internals
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-- stays unsupported; anything a mod legitimately needs belongs here.
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local Collision = require("src.world.Collision")
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local Logger = require("src.core.Logger")
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local FieldDefaults = require("src.world.FieldDefaults")
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local Map = require("src.world.Map")
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@@ -407,6 +408,72 @@ function Handle:position()
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return self.npc.cellX, self.npc.cellY
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end
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-- Walk one tile starting NOW, outside the scripted-movement queue.
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--
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-- scriptMove queues onto OverworldState.scriptMoves, and a non-empty
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-- scriptMoves is how the overworld knows a cutscene is running -- it gates
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-- handleInput (OverworldController "local scripted = ... #self.scriptMoves >
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-- 0"), so an actor animated that way freezes the player's controls for as
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-- long as it walks. That is right for Oak marching to his lab and wrong for
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-- an actor that moves on its own schedule: a networked player's ghost, an
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-- ambient walker. This is the same per-tile state scriptMove sets, minus
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-- the queue and therefore minus the lockout.
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--
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-- Collision is deliberately not checked. The caller is replaying a move
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-- that was already decided somewhere else (validated on the peer's machine,
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-- or authored), and re-judging it here would let the two copies disagree
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-- about where the actor is. Use canStep first if you want the check.
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function Handle:stepNow(dir)
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local npc = self.npc
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if not Collision.DELTA[dir] then return nil, "bad direction: " .. tostring(dir) end
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if npc.moving then return nil, "already moving" end
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npc.facing = dir
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npc.targetX, npc.targetY = Collision.target(npc.cellX, npc.cellY, dir)
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npc.moving = true
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npc.progress = 0
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return true
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end
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-- Would stepNow land somewhere legal? Exposed separately so a caller that
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-- does want the map's opinion can ask for it without giving up the "replay
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-- verbatim" default above.
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function Handle:canStep(dir)
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local ow = self.ow
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if not (ow and ow.map) then return false end
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return Collision.canMove(ow.map, ow.entities, self.npc, dir) and true or false
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end
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-- Snap to a cell with no animation: a warp arrival, or a resync that has
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-- drifted too far to walk off. Clears any step in flight so the entity
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-- cannot land on its old target a frame later.
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function Handle:placeAt(x, y, facing)
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local npc = self.npc
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npc.moving = false
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npc.marching = false
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npc.targetX, npc.targetY = nil, nil
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npc.progress = 0
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npc.cellX, npc.cellY = x, y
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npc.px, npc.py = x * 16, y * 16
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if facing then npc.facing = facing end
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return true
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end
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-- True while a step is still animating, so a driver can pace itself rather
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-- than stomping a move in flight.
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function Handle:isMoving()
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return self.npc.moving and true or false
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end
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-- Whether the player may walk through this object (Collision.occupied skips
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-- passable entities -- Yellow's companion Pikachu is the engine's own user
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-- of the flag). It still draws and can still be talked to; it just stops
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-- being an obstacle, which is what a dynamic actor wants when standing in a
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-- doorway would otherwise wall someone in.
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function Handle:setPassable(passable)
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self.npc.passable = passable and true or false
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return true
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end
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function WorldAPI:npc(mapId, indexOrName)
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local ow = self:overworld()
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if not ow then return nil, NO_OVERWORLD end
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Reference in New Issue
Block a user