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Merge pull request #1746 from campavao/engine-mod-seams
engine: generic seams for mod-driven multiplayer modes
This commit is contained in:
@@ -265,6 +265,80 @@ Red exposes FLY separately because it requires a destination picker:
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and `mod.world:flyTo(mapId)` accepts only a visited destination from the native
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Fly town list. Gold does not expose these two methods yet.
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## Self-driven world actors
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`mod.world:spawnNpc()` returns a handle whose `scriptMove` queues onto the
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overworld's scripted-movement list. A non-empty list is how the overworld
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knows a cutscene is running, so it gates player input for as long as the
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actor walks -- right for Oak marching to his lab, wrong for an actor that
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moves on its own schedule (a networked player's ghost, an ambient walker).
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Five handle methods drive one without that lockout:
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```lua
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local ghost = mod.world:spawnNpc({ map = "ROUTE_1", x = 5, y = 7,
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sprite = "SPRITE_RED" })
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if ghost:canStep("up") then ghost:stepNow("up") end -- one tile, now
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if not ghost:isMoving() then ghost:placeAt(9, 3, "down") end -- snap, no walk
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ghost:setPassable(true) -- walk-through
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```
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`stepNow(dir)` sets the same per-tile state `scriptMove` does, minus the
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queue. It deliberately does **not** check collision: a caller replaying a
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move that was already decided elsewhere (validated on a peer's machine, or
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authored) would let the two copies disagree about where the actor is if this
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re-judged it. Ask `canStep(dir)` first when you do want the map's opinion.
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`placeAt(x, y, facing)` snaps with no animation and clears any step in
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flight, for a warp arrival or a resync too far gone to walk off.
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`isMoving()` lets a driver pace itself instead of stomping a move already
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running. `setPassable(flag)` is the flag `Collision.occupied` skips (the
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engine's own user is Yellow's companion Pikachu); a passable object still
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draws and can still be talked to.
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An object spawned this way carries no `TEXT_*` id, so the vanilla talk path
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has nothing to say for it. The **`world.talk`** hook is the A press on an
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object, raised before the map's text tables get it:
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```lua
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mod.hooks:wrap("world.talk", function(next, ow, target)
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if mine(target) then
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say(target) -- the mod answers for an object it owns
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return -- ...by not calling next()
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end
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return next(ow, target) -- everything else falls through unchanged
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end)
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```
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With no subscriber the A press reaches `talkTo` exactly as before. An object
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mid-step raises no hook, matching the vanilla gate.
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## Adopting an already-paired link session
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`LinkState.newFromSession(game, transport, mode, isHost, opts)` starts a link
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session on a transport that is *already* paired, skipping the address/code
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entry UI while keeping the hello and fingerprint compatibility exchange
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intact. `transport` is anything `Session` accepts, which is what lets a mode
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tunnel a battle through its own connection rather than opening a second one.
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When the battle finishes, **`link.battle_ended`** reports the outcome:
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```lua
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mod.events:on("link.battle_ended", function(ev)
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-- ev = { result, myParty, theirParty, peerName, role }
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end)
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```
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The party copies are the point. Cable rules leave the real party untouched,
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so a mode built on link battles -- a tournament ladder, a battle royale --
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has no other way to learn what the fight cost, and by the time the state
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unwinds the battle object is gone. `role` is `"host"` or `"guest"`.
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Two smaller pieces support the same shape of mode. `Game:startNewGame(opts)`
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is the title screen's NEW GAME closure made callable, with `opts.intro =
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false` to land straight in the world -- a mode that hands out its own starting
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state has no use for Oak's speech. `CodeEntry.new` takes an optional
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`{ length = , charset = }`, so the slot-scrub widget that enters a link code
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can also carry a room code or an address.
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## Read-only battle snapshots
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`mod.battle:snapshot()` returns `nil` outside a battle and a copied battle
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@@ -0,0 +1,158 @@
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# RFC 0014: Mod-driven world actors and adopted link sessions
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## Status
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Proposed.
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## Motivation
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A mod can already spawn a runtime object with `mod.world:spawnNpc` and can
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already start a link battle. It cannot make either of them behave like
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something the mod itself owns.
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Three walls, each of which stops a mode rather than inconveniencing it:
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**An actor cannot move on its own schedule.** The only public way to animate a
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spawned object is `Handle:scriptMove`, which queues onto
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`OverworldState.scriptMoves`. A non-empty `scriptMoves` is how the overworld
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knows a cutscene is running -- `handleInput` gates on it -- so anything
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animated that way freezes the player's controls for as long as it walks. That
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is correct for Oak marching into his lab and wrong for an ambient walker or a
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networked player's ghost, which move continuously and must not lock anyone out.
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**A spawned object cannot answer the A press.** Talking is resolved from the
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map's text tables by `TEXT_*` id. A runtime object has no id, so the vanilla
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path has nothing to say for it, and the mod that created it has no way to say
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anything either.
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**A link battle cannot ride a connection the mod already has.** `LinkState`
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owns pairing, so a mode that already has a socket to its peer must either open
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a second connection for the battle or reimplement lockstep. And when the
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battle ends, cable rules leave the real party untouched, so the damage exists
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only in the battle's own copies -- which are gone by the time the state
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unwinds. A mode built on link battles cannot learn what the fight cost.
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The immediate consumer is an overworld multiplayer mode, but nothing here is
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specific to it: the first two are wanted by any mod with an actor that moves
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itself, and the third by any mode that runs battles over its own transport --
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a tournament ladder, a draft, a gauntlet.
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## The decision it extends
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This adds nothing to the compatibility surface's shape; it extends the
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**additive, guarded seam convention** that Route B in `CONTRIBUTING-mods.md`
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documents, and is gated by the parity guarantee `tests/engine/gate_meta_coverage.lua`
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enforces ("21-testing-and-ci: a parity gate for every extension point"; M14).
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There is no in-repo D-number registry to amend; the consuming design lives
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outside this repository, as it did for RFC 0011.
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## Exact API delta
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### New hook: `world.talk`
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```lua
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mod.hooks:wrap("world.talk", function(next, ow, target)
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-- ow = the OverworldState raising it
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-- target = the object on the faced cell
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if mine(target) then
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say(target)
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return -- the mod answered; the text path is skipped
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end
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return next(ow, target) -- anything else falls through unchanged
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end)
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```
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Call site: `OverworldState:interact`, on the branch that has already resolved
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an object on the faced cell (including across a counter) and confirmed it is
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not mid-step and not the Pikachu follower. It runs before the map's text
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tables are consulted. With no subscriber, `Runtime.call` invokes the vanilla
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fallthrough, which is a file-local function rather than a per-press closure,
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so an unhooked A press allocates nothing it did not allocate before.
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### New event: `link.battle_ended`
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```lua
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mod.events:on("link.battle_ended", function(ev)
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-- ev = {
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-- result = "win" | "lose" | "draw" | "ended",
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-- myParty = lockstep copy of our party,
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-- theirParty = lockstep copy of theirs,
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-- peerName = string,
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-- role = "host" | "guest",
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-- }
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end)
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```
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Call site: `LinkState:update`, in the `battleRunning` stage, once the battle
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state has been popped and before `exitWith` unwinds the link stack. Guarded by
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`Runtime.wants("link.battle_ended")`, so with no subscriber no payload table
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is allocated and the branch runs exactly as before.
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The party copies are the point of the event. They are the lockstep records the
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battle actually fought with, which is where the damage lives under cable rules.
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### New `WorldAPI` handle methods
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```lua
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handle:stepNow(dir) --> true when the step started
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handle:canStep(dir) --> would stepNow land somewhere legal?
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handle:placeAt(x, y, dir) --> snap, no animation, clears a step in flight
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handle:isMoving() --> true while a step is animating
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handle:setPassable(flag) --> may the player walk through this object?
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```
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`stepNow` sets the same per-tile state `scriptMove` does, without the queue and
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therefore without the input lockout. It does **not** consult collision: the
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intended caller is replaying a move already decided elsewhere (validated on a
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peer, or authored), and re-judging it locally would let two copies of the same
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actor disagree about where it is. `canStep` is the separate opinion for callers
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that want it. `setPassable` sets the flag `Collision.occupied` already honours
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for Yellow's companion Pikachu; a passable object still draws and still talks.
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### Two supporting changes
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`Game:startNewGame(opts)` -- the title screen's NEW GAME closure, made callable,
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with `opts.intro = false` to land directly in the world. A mode that issues its
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own starting state has no use for the intro cutscene.
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`CodeEntry.new(shape)` -- accepts an optional `{ length =, charset = }`, so the
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slot-scrub widget that enters a link code can also carry a room code or a
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host:port address. Called with no argument it is byte-for-byte the previous
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widget.
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## Migration and compatibility
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**Existing mods change nothing.** Every item above is a new name or a new
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optional argument; no existing name, payload, signature, or default changes.
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The v1 surface is unaffected: `content.X:register/override/get`, `events:on`,
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`hooks:wrap`, `mod.log`, `mod:read`, the manifest v1 fields and
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`pokemon.before_give` all behave as before. `mods/example_mew_starter` -- api 1,
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`category = "GAMEPLAY"`, whole-species copy -- loads unchanged, which
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`tests/run_modkit.lua` proves on every run.
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With no subscriber to either seam, Red, Blue, Yellow, Gold and Silver behave
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exactly as they did: the A press reaches `talkTo`, the link battle unwinds
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without building an event payload, and no handle method is reachable unless a
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mod calls it.
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## Verification
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- `tests/modkit/cases/world_talk.lua` drives the real `OverworldState:interact`
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path. It asserts the unhooked build first (the A press reaches `talkTo`),
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then that a mod owning the object suppresses the text path by not calling
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`next`, that an object the mod ignores still falls through, and that an
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object mid-step raises no hook at all.
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- `tests/modkit/cases/link_battle_ended.lua` drives the real `LinkState:update`
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path. It asserts that with nothing subscribed the event is not wanted (so no
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payload is built) and the battle still unwinds, then that a subscriber
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receives the result, the role, the peer name and both party copies including
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the damage the real party never took, from both sides of the cable.
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- `tests/engine/gate_hooks.lua` and `tests/engine/gate_events.lua` walk the live
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catalog, so both seams are parity-gated structurally; `gate_meta_coverage`
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passes 208/208 with both names covered and no DEBT entry added.
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## Deprecation etiquette
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Nothing is removed, renamed, superseded or deprecated.
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+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 = {}
|
||||
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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||||
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+53
-1
@@ -112,6 +112,32 @@ function LinkState.newJoinOnline(game, code)
|
||||
return self
|
||||
end
|
||||
|
||||
-- Adopt a transport that is ALREADY paired and skip the connect UI: an
|
||||
-- overworld multiplayer session handing one pair of players off to a battle
|
||||
-- or a trade. The caller has settled which mode and which side hosts, so
|
||||
-- all that is left is the hello exchange every link session runs before it
|
||||
-- commits -- the fingerprint/mod compatibility check still gets its say,
|
||||
-- exactly as it would have on the LAN or ONLINE path.
|
||||
--
|
||||
-- `transport` is anything Session accepts (update/poll/send/close plus the
|
||||
-- .paired/.closed/.error fields), which is what lets a mod route a battle
|
||||
-- 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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||||
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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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||||
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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
|
||||
-- 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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||||
--
|
||||
-- Collision is deliberately not checked. The caller is replaying a move
|
||||
-- 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
|
||||
-- about where the actor is. Use canStep first if you want the check.
|
||||
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
|
||||
if npc.moving then return nil, "already moving" end
|
||||
npc.facing = dir
|
||||
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
|
||||
-- verbatim" default above.
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||||
function Handle:canStep(dir)
|
||||
local ow = self.ow
|
||||
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
|
||||
end
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||||
|
||||
-- Snap to a cell with no animation: a warp arrival, or a resync that has
|
||||
-- drifted too far to walk off. Clears any step in flight so the entity
|
||||
-- cannot land on its old target a frame later.
|
||||
function Handle:placeAt(x, y, facing)
|
||||
local npc = self.npc
|
||||
npc.moving = false
|
||||
npc.marching = false
|
||||
npc.targetX, npc.targetY = nil, nil
|
||||
npc.progress = 0
|
||||
npc.cellX, npc.cellY = x, y
|
||||
npc.px, npc.py = x * 16, y * 16
|
||||
if facing then npc.facing = facing end
|
||||
return true
|
||||
end
|
||||
|
||||
-- True while a step is still animating, so a driver can pace itself rather
|
||||
-- than stomping a move in flight.
|
||||
function Handle:isMoving()
|
||||
return self.npc.moving and true or false
|
||||
end
|
||||
|
||||
-- Whether the player may walk through this object (Collision.occupied skips
|
||||
-- passable entities -- Yellow's companion Pikachu is the engine's own user
|
||||
-- of the flag). It still draws and can still be talked to; it just stops
|
||||
-- being an obstacle, which is what a dynamic actor wants when standing in a
|
||||
-- doorway would otherwise wall someone in.
|
||||
function Handle:setPassable(passable)
|
||||
self.npc.passable = passable and true or false
|
||||
return true
|
||||
end
|
||||
|
||||
function WorldAPI:npc(mapId, indexOrName)
|
||||
local ow = self:overworld()
|
||||
if not ow then return nil, NO_OVERWORLD end
|
||||
|
||||
@@ -0,0 +1,103 @@
|
||||
-- A sandboxed mod can read the outcome of a link battle -- who won, and the
|
||||
-- lockstep party copies -- through the public event surface.
|
||||
--
|
||||
-- The copies are the point. Cable rules leave the real party untouched, so
|
||||
-- a mode built on link battles (a tournament ladder, a battle royale) has no
|
||||
-- other way to learn what the fight cost; by the time the state unwinds the
|
||||
-- battle object is gone.
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
love = love or require("tests.love_stub")
|
||||
|
||||
local T = require("tests.modkit")
|
||||
local LinkState = require("src.link.LinkState")
|
||||
|
||||
local FIXTURE = {
|
||||
["mods/outcome_probe/manifest.json"] = [[{
|
||||
"id": "outcome_probe",
|
||||
"name": "Outcome Probe",
|
||||
"version": "1.0.0",
|
||||
"entry": "main.lua",
|
||||
"api": 2
|
||||
}]],
|
||||
["mods/outcome_probe/main.lua"] = [[
|
||||
local mod = ...
|
||||
mod.exports.seen = 0
|
||||
mod.events:on("link.battle_ended", function(ev)
|
||||
mod.exports.seen = mod.exports.seen + 1
|
||||
mod.exports.result = ev.result
|
||||
mod.exports.role = ev.role
|
||||
mod.exports.peerName = ev.peerName
|
||||
mod.exports.myLead = ev.myParty and ev.myParty[1]
|
||||
mod.exports.theirLead = ev.theirParty and ev.theirParty[1]
|
||||
end)
|
||||
]],
|
||||
}
|
||||
|
||||
-- a link session parked at the end of a battle: no transport, so update()
|
||||
-- goes straight to the stage that reports the outcome
|
||||
local function finishedSession(result, isHost)
|
||||
local ls
|
||||
ls = setmetatable({
|
||||
stage = "battleRunning",
|
||||
isHost = isHost,
|
||||
peerName = "BLUE",
|
||||
net = nil,
|
||||
battle = {
|
||||
result = result,
|
||||
playerParty = { { species = "RATTATA", hp = 3 } },
|
||||
enemyParty = { { species = "PIDGEY", hp = 0 } },
|
||||
},
|
||||
game = { input = {}, stack = { top = function() return ls end } },
|
||||
}, { __index = LinkState })
|
||||
-- the real exit unwinds the whole link stack; the event is what is under
|
||||
-- test, so record the exit rather than run it
|
||||
ls.exitWith = function() ls.exited = true end
|
||||
return ls
|
||||
end
|
||||
|
||||
-- ------- no mod: the battle still ends, nothing observes it
|
||||
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
|
||||
local vanilla = T.sdk.loadNone({})
|
||||
T.check(not Runtime.wants("link.battle_ended"),
|
||||
"with nothing subscribed the event is not wanted, so no payload is built")
|
||||
local quiet = finishedSession("win", true)
|
||||
quiet:update(0)
|
||||
T.check(quiet.exited, "with no mod loaded the finished battle still unwinds")
|
||||
T.eq(quiet.battle, nil, "and lets go of the battle")
|
||||
vanilla.release()
|
||||
|
||||
-- ------- a mod reads the outcome and both party copies
|
||||
|
||||
local run = T.sdk.loadMods({ "mods/outcome_probe" }, { fs = T.sdk.memfs(FIXTURE) })
|
||||
T.eq(#run.errors, 0,
|
||||
"the public outcome probe loads clean (" .. tostring(run.errors[1]) .. ")")
|
||||
|
||||
local session = finishedSession("win", true)
|
||||
session:update(0)
|
||||
local out = run.loader.exports.outcome_probe or {}
|
||||
T.eq(out.seen, 1, "a finished link battle raises the event once")
|
||||
T.eq(out.result, "win", "the outcome is reported")
|
||||
T.eq(out.role, "host", "so is which side of the cable we were")
|
||||
T.eq(out.peerName, "BLUE", "and who we played")
|
||||
T.eq(out.myLead and out.myLead.species, "RATTATA",
|
||||
"the lockstep copy of our party comes with it")
|
||||
T.eq(out.myLead and out.myLead.hp, 3,
|
||||
"carrying the damage the real party never took")
|
||||
T.eq(out.theirLead and out.theirLead.species, "PIDGEY",
|
||||
"and the copy of theirs")
|
||||
T.check(session.exited, "the state unwinds afterwards, as it always did")
|
||||
T.eq(session.battle, nil, "and the battle is released")
|
||||
|
||||
-- the guest side says so
|
||||
local guest = finishedSession("lose", false)
|
||||
guest:update(0)
|
||||
T.eq(run.loader.exports.outcome_probe.seen, 2, "the guest reports too")
|
||||
T.eq(run.loader.exports.outcome_probe.role, "guest", "as the guest")
|
||||
T.eq(run.loader.exports.outcome_probe.result, "lose", "with its own outcome")
|
||||
|
||||
run.release()
|
||||
|
||||
T.finish("link_battle_ended")
|
||||
@@ -0,0 +1,100 @@
|
||||
-- A sandboxed mod can claim the A press on an object it owns, using only
|
||||
-- public mod surfaces, and an unhooked build still talks to it as before.
|
||||
--
|
||||
-- The seam exists because a runtime object (WorldAPI:spawnNpc) carries no
|
||||
-- TEXT_* id: the vanilla talk path has nothing to say for one, so a mod that
|
||||
-- spawned it has to be able to answer instead.
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
love = love or require("tests.love_stub")
|
||||
|
||||
local T = require("tests.modkit")
|
||||
local OverworldState = require("src.world.OverworldController")
|
||||
|
||||
local FIXTURE = {
|
||||
["mods/talk_probe/manifest.json"] = [[{
|
||||
"id": "talk_probe",
|
||||
"name": "Talk Probe",
|
||||
"version": "1.0.0",
|
||||
"entry": "main.lua",
|
||||
"api": 2
|
||||
}]],
|
||||
["mods/talk_probe/main.lua"] = [[
|
||||
local mod = ...
|
||||
mod.hooks:wrap("world.talk", function(next, ow, target)
|
||||
if target and target.claimedByMod then
|
||||
mod.exports.claimed = target.id
|
||||
return -- deliberately not calling next(): the mod answers instead
|
||||
end
|
||||
return next(ow, target)
|
||||
end)
|
||||
]],
|
||||
}
|
||||
|
||||
-- enough of an overworld to reach the A press: a player facing one cell, an
|
||||
-- object standing on it, and a map with no counter to talk across
|
||||
local function fixtureOverworld(npc)
|
||||
local ow
|
||||
ow = setmetatable({
|
||||
npcs = { npc },
|
||||
player = {
|
||||
facing = "up",
|
||||
facingCell = function() return 4, 5 end,
|
||||
},
|
||||
map = {
|
||||
id = "FIX_ROUTE",
|
||||
isCounterCell = function() return false end,
|
||||
},
|
||||
talked = {},
|
||||
}, { __index = OverworldState })
|
||||
-- the vanilla destination, recorded rather than run: talkTo walks into the
|
||||
-- map's text tables, which a fixture map does not have
|
||||
ow.talkTo = function(_, target) ow.talked[#ow.talked + 1] = target.id end
|
||||
return ow
|
||||
end
|
||||
|
||||
local function objectAt(id, claimed)
|
||||
return { id = id, cellX = 4, cellY = 5, targetX = 4, targetY = 5,
|
||||
moving = false, claimedByMod = claimed or nil, def = {} }
|
||||
end
|
||||
|
||||
-- ------- no mod: the A press lands in the vanilla talk path
|
||||
|
||||
local vanilla = T.sdk.loadNone({})
|
||||
local plain = fixtureOverworld(objectAt("SIGNPOST_MAN"))
|
||||
plain:interact()
|
||||
T.eq(#plain.talked, 1, "with no mod loaded the A press reaches talkTo")
|
||||
T.eq(plain.talked[1], "SIGNPOST_MAN", "and it is handed the object it faced")
|
||||
vanilla.release()
|
||||
|
||||
-- ------- a mod that owns the object answers for it
|
||||
|
||||
local run = T.sdk.loadMods({ "mods/talk_probe" }, { fs = T.sdk.memfs(FIXTURE) })
|
||||
T.eq(#run.errors, 0,
|
||||
"the public talk probe loads clean (" .. tostring(run.errors[1]) .. ")")
|
||||
|
||||
local owned = fixtureOverworld(objectAt("GHOST_PLAYER", true))
|
||||
owned:interact()
|
||||
local out = run.loader.exports.talk_probe or {}
|
||||
T.eq(out.claimed, "GHOST_PLAYER", "a public hook sees the object it owns")
|
||||
T.eq(#owned.talked, 0,
|
||||
"and a hook that does not call next keeps the vanilla text path out of it")
|
||||
|
||||
-- ...while everything the mod does not own falls straight through
|
||||
local other = fixtureOverworld(objectAt("NURSE_JOY"))
|
||||
other:interact()
|
||||
T.eq(#other.talked, 1, "an object the mod does not claim still reaches talkTo")
|
||||
T.eq(other.talked[1], "NURSE_JOY", "unchanged")
|
||||
|
||||
-- an object mid-step is not talkable in either build (walk_npc.asm), so the
|
||||
-- hook must not fire for one either
|
||||
local walking = fixtureOverworld(objectAt("WALKER", true))
|
||||
walking.npcs[1].moving = true
|
||||
walking:interact()
|
||||
T.eq(run.loader.exports.talk_probe.claimed, "GHOST_PLAYER",
|
||||
"an object mid-step raises no talk hook")
|
||||
T.eq(#walking.talked, 0, "and reaches no talk path at all")
|
||||
|
||||
run.release()
|
||||
|
||||
T.finish("world_talk")
|
||||
Reference in New Issue
Block a user