Merge pull request #1746 from campavao/engine-mod-seams

engine: generic seams for mod-driven multiplayer modes
This commit is contained in:
bryanthaboi
2026-08-24 08:34:33 -04:00
committed by GitHub
9 changed files with 649 additions and 34 deletions
+74
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@@ -265,6 +265,80 @@ Red exposes FLY separately because it requires a destination picker:
and `mod.world:flyTo(mapId)` accepts only a visited destination from the native
Fly town list. Gold does not expose these two methods yet.
## Self-driven world actors
`mod.world:spawnNpc()` returns a handle whose `scriptMove` queues onto the
overworld's scripted-movement list. A non-empty list is how the overworld
knows a cutscene is running, so it gates player input for as long as the
actor walks -- right for Oak marching to his lab, wrong for an actor that
moves on its own schedule (a networked player's ghost, an ambient walker).
Five handle methods drive one without that lockout:
```lua
local ghost = mod.world:spawnNpc({ map = "ROUTE_1", x = 5, y = 7,
sprite = "SPRITE_RED" })
if ghost:canStep("up") then ghost:stepNow("up") end -- one tile, now
if not ghost:isMoving() then ghost:placeAt(9, 3, "down") end -- snap, no walk
ghost:setPassable(true) -- walk-through
```
`stepNow(dir)` sets the same per-tile state `scriptMove` does, minus the
queue. It deliberately does **not** check collision: a caller replaying a
move that was already decided elsewhere (validated on a peer's machine, or
authored) would let the two copies disagree about where the actor is if this
re-judged it. Ask `canStep(dir)` first when you do want the map's opinion.
`placeAt(x, y, facing)` snaps with no animation and clears any step in
flight, for a warp arrival or a resync too far gone to walk off.
`isMoving()` lets a driver pace itself instead of stomping a move already
running. `setPassable(flag)` is the flag `Collision.occupied` skips (the
engine's own user is Yellow's companion Pikachu); a passable object still
draws and can still be talked to.
An object spawned this way carries no `TEXT_*` id, so the vanilla talk path
has nothing to say for it. The **`world.talk`** hook is the A press on an
object, raised before the map's text tables get it:
```lua
mod.hooks:wrap("world.talk", function(next, ow, target)
if mine(target) then
say(target) -- the mod answers for an object it owns
return -- ...by not calling next()
end
return next(ow, target) -- everything else falls through unchanged
end)
```
With no subscriber the A press reaches `talkTo` exactly as before. An object
mid-step raises no hook, matching the vanilla gate.
## Adopting an already-paired link session
`LinkState.newFromSession(game, transport, mode, isHost, opts)` starts a link
session on a transport that is *already* paired, skipping the address/code
entry UI while keeping the hello and fingerprint compatibility exchange
intact. `transport` is anything `Session` accepts, which is what lets a mode
tunnel a battle through its own connection rather than opening a second one.
When the battle finishes, **`link.battle_ended`** reports the outcome:
```lua
mod.events:on("link.battle_ended", function(ev)
-- ev = { result, myParty, theirParty, peerName, role }
end)
```
The party 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, and by the time the state
unwinds the battle object is gone. `role` is `"host"` or `"guest"`.
Two smaller pieces support the same shape of mode. `Game:startNewGame(opts)`
is the title screen's NEW GAME closure made callable, with `opts.intro =
false` to land straight in the world -- a mode that hands out its own starting
state has no use for Oak's speech. `CodeEntry.new` takes an optional
`{ length = , charset = }`, so the slot-scrub widget that enters a link code
can also carry a room code or an address.
## Read-only battle snapshots
`mod.battle:snapshot()` returns `nil` outside a battle and a copied battle
@@ -0,0 +1,158 @@
# RFC 0014: Mod-driven world actors and adopted link sessions
## Status
Proposed.
## Motivation
A mod can already spawn a runtime object with `mod.world:spawnNpc` and can
already start a link battle. It cannot make either of them behave like
something the mod itself owns.
Three walls, each of which stops a mode rather than inconveniencing it:
**An actor cannot move on its own schedule.** The only public way to animate a
spawned object is `Handle:scriptMove`, which queues onto
`OverworldState.scriptMoves`. A non-empty `scriptMoves` is how the overworld
knows a cutscene is running -- `handleInput` gates on it -- so anything
animated that way freezes the player's controls for as long as it walks. That
is correct for Oak marching into his lab and wrong for an ambient walker or a
networked player's ghost, which move continuously and must not lock anyone out.
**A spawned object cannot answer the A press.** Talking is resolved from the
map's text tables by `TEXT_*` id. A runtime object has no id, so the vanilla
path has nothing to say for it, and the mod that created it has no way to say
anything either.
**A link battle cannot ride a connection the mod already has.** `LinkState`
owns pairing, so a mode that already has a socket to its peer must either open
a second connection for the battle or reimplement lockstep. And when the
battle ends, cable rules leave the real party untouched, so the damage exists
only in the battle's own copies -- which are gone by the time the state
unwinds. A mode built on link battles cannot learn what the fight cost.
The immediate consumer is an overworld multiplayer mode, but nothing here is
specific to it: the first two are wanted by any mod with an actor that moves
itself, and the third by any mode that runs battles over its own transport --
a tournament ladder, a draft, a gauntlet.
## The decision it extends
This adds nothing to the compatibility surface's shape; it extends the
**additive, guarded seam convention** that Route B in `CONTRIBUTING-mods.md`
documents, and is gated by the parity guarantee `tests/engine/gate_meta_coverage.lua`
enforces ("21-testing-and-ci: a parity gate for every extension point"; M14).
There is no in-repo D-number registry to amend; the consuming design lives
outside this repository, as it did for RFC 0011.
## Exact API delta
### New hook: `world.talk`
```lua
mod.hooks:wrap("world.talk", function(next, ow, target)
-- ow = the OverworldState raising it
-- target = the object on the faced cell
if mine(target) then
say(target)
return -- the mod answered; the text path is skipped
end
return next(ow, target) -- anything else falls through unchanged
end)
```
Call site: `OverworldState:interact`, on the branch that has already resolved
an object on the faced cell (including across a counter) and confirmed it is
not mid-step and not the Pikachu follower. It runs before the map's text
tables are consulted. With no subscriber, `Runtime.call` invokes the vanilla
fallthrough, which is a file-local function rather than a per-press closure,
so an unhooked A press allocates nothing it did not allocate before.
### New event: `link.battle_ended`
```lua
mod.events:on("link.battle_ended", function(ev)
-- ev = {
-- result = "win" | "lose" | "draw" | "ended",
-- myParty = lockstep copy of our party,
-- theirParty = lockstep copy of theirs,
-- peerName = string,
-- role = "host" | "guest",
-- }
end)
```
Call site: `LinkState:update`, in the `battleRunning` stage, once the battle
state has been popped and before `exitWith` unwinds the link stack. Guarded by
`Runtime.wants("link.battle_ended")`, so with no subscriber no payload table
is allocated and the branch runs exactly as before.
The party copies are the point of the event. They are the lockstep records the
battle actually fought with, which is where the damage lives under cable rules.
### New `WorldAPI` handle methods
```lua
handle:stepNow(dir) --> true when the step started
handle:canStep(dir) --> would stepNow land somewhere legal?
handle:placeAt(x, y, dir) --> snap, no animation, clears a step in flight
handle:isMoving() --> true while a step is animating
handle:setPassable(flag) --> may the player walk through this object?
```
`stepNow` sets the same per-tile state `scriptMove` does, without the queue and
therefore without the input lockout. It does **not** consult collision: the
intended caller is replaying a move already decided elsewhere (validated on a
peer, or authored), and re-judging it locally would let two copies of the same
actor disagree about where it is. `canStep` is the separate opinion for callers
that want it. `setPassable` sets the flag `Collision.occupied` already honours
for Yellow's companion Pikachu; a passable object still draws and still talks.
### Two supporting changes
`Game:startNewGame(opts)` -- the title screen's NEW GAME closure, made callable,
with `opts.intro = false` to land directly in the world. A mode that issues its
own starting state has no use for the intro cutscene.
`CodeEntry.new(shape)` -- accepts an optional `{ length =, charset = }`, so the
slot-scrub widget that enters a link code can also carry a room code or a
host:port address. Called with no argument it is byte-for-byte the previous
widget.
## Migration and compatibility
**Existing mods change nothing.** Every item above is a new name or a new
optional argument; no existing name, payload, signature, or default changes.
The v1 surface is unaffected: `content.X:register/override/get`, `events:on`,
`hooks:wrap`, `mod.log`, `mod:read`, the manifest v1 fields and
`pokemon.before_give` all behave as before. `mods/example_mew_starter` -- api 1,
`category = "GAMEPLAY"`, whole-species copy -- loads unchanged, which
`tests/run_modkit.lua` proves on every run.
With no subscriber to either seam, Red, Blue, Yellow, Gold and Silver behave
exactly as they did: the A press reaches `talkTo`, the link battle unwinds
without building an event payload, and no handle method is reachable unless a
mod calls it.
## Verification
- `tests/modkit/cases/world_talk.lua` drives the real `OverworldState:interact`
path. It asserts the unhooked build first (the A press reaches `talkTo`),
then that a mod owning the object suppresses the text path by not calling
`next`, that an object the mod ignores still falls through, and that an
object mid-step raises no hook at all.
- `tests/modkit/cases/link_battle_ended.lua` drives the real `LinkState:update`
path. It asserts that with nothing subscribed the event is not wanted (so no
payload is built) and the battle still unwinds, then that a subscriber
receives the result, the role, the peer name and both party copies including
the damage the real party never took, from both sides of the cable.
- `tests/engine/gate_hooks.lua` and `tests/engine/gate_events.lua` walk the live
catalog, so both seams are parity-gated structurally; `gate_meta_coverage`
passes 208/208 with both names covered and no DEBT entry added.
## Deprecation etiquette
Nothing is removed, renamed, superseded or deprecated.
+30 -17
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@@ -147,29 +147,42 @@ function Game:bootConfig()
return boot
end
-- NEW GAME, as a call: a fresh skeleton (through save.new_game, so a mod
-- can reshape it), the overworld at the skeleton's spawn, and the intro
-- screen on top. The title menu's NEW GAME row is this; a mod that starts a
-- game on its own terms -- a match, a challenge mode -- calls it directly.
--
-- opts.intro = false skips the newGame screen (Oak's speech) so the player
-- lands straight in the world; the skeleton then has to carry a name and a
-- party, which is the caller's job via save.new_game.
function Game:startNewGame(opts)
local OverworldState = require("src.world.OverworldController")
while self.stack:top() do self.stack:pop() end
-- New Game keeps the standalone options.lua preferences
self.sessionStartedAt = os.time()
self.save = SaveData.newGame(self:bootConfig())
-- no bucket carry-over: mod state from an abandoned session must
-- not leak into a fresh slot; mods seed via save.created instead
self:adoptSave(self.save)
ModRuntime.emit("save.created", { save = self.save })
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,
{ via = "boot", freshBoot = true })
if not (opts and opts.intro == false) then
Screens.push(self, bootScreens(self).newGame or "OakSpeech",
function() end)
end
end
-- the title screen with its NEW GAME / CONTINUE wiring; used at boot
-- and by the START-menu QUIT confirmation
function Game:makeTitleState()
local OverworldState = require("src.world.OverworldController")
local factory = Screens.get(self, bootScreens(self).title or "TitleState")
local title = factory.new(self, {
onNewGame = function()
while self.stack:top() do self.stack:pop() end
-- New Game keeps the standalone options.lua preferences
self.sessionStartedAt = os.time()
self.save = SaveData.newGame(self:bootConfig())
-- no bucket carry-over: mod state from an abandoned session must
-- not leak into a fresh slot; mods seed via save.created instead
self:adoptSave(self.save)
ModRuntime.emit("save.created", { save = self.save })
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,
{ via = "boot", freshBoot = true })
Screens.push(self, bootScreens(self).newGame or "OakSpeech",
function() end)
end,
onNewGame = function() self:startNewGame() end,
onContinue = function()
local loaded, recovered = SaveData.load()
if loaded then
+54 -15
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@@ -1,28 +1,63 @@
-- Shared 6-slot room-code entry widget: the digit-scrub interaction
-- LinkState's own `ipDigits`/`addrPos` already uses for IP entry, over the
-- Crockford-32-style alphabet pokeserver room/tournament codes are drawn
-- from (23456789ABCDEFGHJKMNPQRSTUVWXYZ -- no 0/O/1/I/L, so a code read
-- aloud or handwritten never has to be checked twice).
-- Shared slot-scrub entry widget: the digit-scrub interaction LinkState's
-- own `ipDigits`/`addrPos` already uses for IP entry, over the Crockford-32
-- style alphabet pokeserver room/tournament codes are drawn from
-- (23456789ABCDEFGHJKMNPQRSTUVWXYZ -- no 0/O/1/I/L, so a code read aloud or
-- handwritten never has to be checked twice).
--
-- The Gen 1 naming grid cannot stand in for this: it has no digits at all
-- (data/text/alphabets.asm is letters and punctuation), so a room code or
-- an address typed there would be unenterable. That is what this exists
-- for.
--
-- new() takes an optional {length=, charset=} so the same interaction can
-- carry something other than a room code -- a dotted IP over "0123456789.",
-- say. Both default to the room-code shape, so existing callers are
-- unaffected and CodeEntry.LENGTH / CodeEntry.CHARSET still describe them.
local CodeEntry = {}
CodeEntry.CHARSET = "23456789ABCDEFGHJKMNPQRSTUVWXYZ"
CodeEntry.LENGTH = 6
function CodeEntry.new()
-- state carries its own length/charset so a caller holding two widgets of
-- different shapes cannot have one read the other's alphabet
function CodeEntry.new(opts)
local charset = (opts and opts.charset) or CodeEntry.CHARSET
local length = (opts and opts.length) or CodeEntry.LENGTH
local chars = {}
for i = 1, CodeEntry.LENGTH do chars[i] = 1 end -- index into CHARSET, 1-based
return { chars = chars, pos = 1 }
for i = 1, length do chars[i] = 1 end -- index into charset, 1-based
return { chars = chars, pos = 1, charset = charset, length = length }
end
local N = #CodeEntry.CHARSET
-- Seed the slots from an existing string: prefilling the LAN address means
-- the player scrubs the last octet instead of all twelve digits. Anything
-- not in the charset lands on slot 1's character.
-- Slots past the end of the seed -- and any character the charset does not
-- carry -- land on the charset's blank where it has one, so seeding a
-- 15-slot address widget with "192.168.1.40" reads back as that address and
-- not as "192.168.1.40000". A charset with no blank (the room code's) has
-- nowhere to put one, so those fall back to the first character as before.
function CodeEntry.fromText(text, opts)
local state = CodeEntry.new(opts)
local blank = state.charset:find(" ", 1, true) or 1
for i = 1, state.length do
local ch = tostring(text or ""):sub(i, i)
state.chars[i] = (ch ~= "" and state.charset:find(ch, 1, true)) or blank
end
return state
end
local function charsetOf(state) return state.charset or CodeEntry.CHARSET end
local function lengthOf(state) return state.length or CodeEntry.LENGTH end
function CodeEntry.up(state)
state.chars[state.pos] = state.chars[state.pos] % N + 1
local n = #charsetOf(state)
state.chars[state.pos] = state.chars[state.pos] % n + 1
end
function CodeEntry.down(state)
state.chars[state.pos] = (state.chars[state.pos] - 2) % N + 1
local n = #charsetOf(state)
state.chars[state.pos] = (state.chars[state.pos] - 2) % n + 1
end
function CodeEntry.left(state)
@@ -30,14 +65,18 @@ function CodeEntry.left(state)
end
function CodeEntry.right(state)
state.pos = math.min(CodeEntry.LENGTH, state.pos + 1)
state.pos = math.min(lengthOf(state), state.pos + 1)
end
-- the character in slot i, which is what a draw loop wants
function CodeEntry.charAt(state, i)
local charset = charsetOf(state)
return charset:sub(state.chars[i], state.chars[i])
end
function CodeEntry.text(state)
local out = {}
for i = 1, CodeEntry.LENGTH do
out[i] = CodeEntry.CHARSET:sub(state.chars[i], state.chars[i])
end
for i = 1, lengthOf(state) do out[i] = CodeEntry.charAt(state, i) end
return table.concat(out)
end
+53 -1
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@@ -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
-- the session, so the caller's transport is done once this state unwinds.
--
-- opts.forceLevel the level rule, normally chosen on the battleOptions
-- screen; an adopted session has no menu to pick it on
function LinkState.newFromSession(game, transport, mode, isHost, opts)
local self = LinkState.new(game)
self.net = Session.new(transport, { role = isHost and "host" or "guest",
kind = "link" })
self.adopted = true
self.adoptedMode, self.adoptedHost = mode, isHost and true or false
self.forceLevel = opts and opts.forceLevel or nil
self.stage = "adopted"
self:sendHello(isHost and mode or nil)
return self
end
function LinkState:exitWith(message, reason)
DiscordPresence.setJoinCode(nil)
self.game.linkSession = nil -- back to the player's own GAME SPEED
@@ -203,8 +229,9 @@ function LinkState:decideCompat(mode, isHost)
mods = peer and peer.mods, fingerprint = peer and peer.fingerprint },
})
if self.verdict == "full" or self.verdict == "vanilla_peer" then
if isHost and mode == "battle" then
if isHost and mode == "battle" and not self.adopted then
-- host picks the level rule now, before the parties are exchanged
-- (an adopted session had it passed in; see newFromSession)
self.stage = "battleOptions"
else
self:startMode(mode, isHost)
@@ -243,6 +270,16 @@ function LinkState:update(dt)
end
end
-- handed over from an already-paired session (LinkState.newFromSession):
-- both hellos are in flight, and the first one to land settles compat and
-- drops us straight into the agreed mode
if self.stage == "adopted" then
if self:pollHello() then
self:decideCompat(self.adoptedMode, self.adoptedHost)
end
return
end
if self.stage == "menu" then
if input:wasPressed("down") then
self.index = self.index % 3 + 1
@@ -497,11 +534,26 @@ function LinkState:update(dt)
return
end
self.game.stack:push(battle)
self.battle = battle
self.stage = "battleRunning"
end
elseif self.stage == "battleRunning" then
if self.game.stack:top() == self then
-- the lockstep copies carry the damage the real party never takes
-- (cable rules), so a mode that wants it -- a tournament ladder, a
-- battle royale -- reads it from here before the state unwinds
local battle = self.battle
if battle and Runtime.wants("link.battle_ended") then
Runtime.emit("link.battle_ended", {
result = battle.result or "ended",
myParty = battle.playerParty,
theirParty = battle.enemyParty,
peerName = self.peerName,
role = self.isHost and "host" or "guest",
})
end
self.battle = nil
self:exitWith(nil) -- battle finished
end
end
+10 -1
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@@ -1969,6 +1969,10 @@ function OverworldState:pushableAtCell(cx, cy)
return nil
end
-- world.talk's fallthrough, hoisted so the A press does not build a closure
-- on every press just to have one to hand a hook nobody may have wrapped
local function vanillaTalk(ow, target) ow:talkTo(target) end
-- what the A press resolved to, for world.interacted's listeners
local function interacted(self, fx, fy, kind, target)
Runtime.emit("world.interacted", { mapId = self.map.id, x = fx, y = fy,
@@ -1998,7 +2002,12 @@ function OverworldState:interact()
-- talk() lands the follower on its cell first.
require("src.world.PikachuFollower").talk(Game, self, npc)
elseif not npc.moving then
self:talkTo(npc)
-- world.talk: the A press on an object, before the map's text tables
-- get it. A runtime object a mod spawned (WorldAPI:spawnNpc) carries
-- no TEXT_* id, so the vanilla path has nothing to say for it; a mod
-- that owns the object wraps this and simply does not call next().
-- Everything else falls straight through to talkTo as before.
Runtime.call("world.talk", vanillaTalk, self, npc)
end
interacted(self, fx, fy, "npc", npc)
return
+67
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@@ -5,6 +5,7 @@
-- quiet no-op, never a crash. Reaching into OverworldState internals
-- stays unsupported; anything a mod legitimately needs belongs here.
local Collision = require("src.world.Collision")
local Logger = require("src.core.Logger")
local FieldDefaults = require("src.world.FieldDefaults")
local Map = require("src.world.Map")
@@ -407,6 +408,72 @@ function Handle:position()
return self.npc.cellX, self.npc.cellY
end
-- Walk one tile starting NOW, outside the scripted-movement queue.
--
-- scriptMove queues onto OverworldState.scriptMoves, and a non-empty
-- scriptMoves is how the overworld knows a cutscene is running -- it gates
-- handleInput (OverworldController "local scripted = ... #self.scriptMoves >
-- 0"), so an actor animated that way freezes the player's controls for as
-- 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
-- ambient walker. This is the same per-tile state scriptMove sets, minus
-- the queue and therefore minus the lockout.
--
-- Collision is deliberately not checked. The caller is replaying a move
-- that was already decided somewhere else (validated on the peer's machine,
-- 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)
local npc = self.npc
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)
npc.moving = true
npc.progress = 0
return true
end
-- Would stepNow land somewhere legal? Exposed separately so a caller that
-- does want the map's opinion can ask for it without giving up the "replay
-- verbatim" default above.
function Handle:canStep(dir)
local ow = self.ow
if not (ow and ow.map) then return false end
return Collision.canMove(ow.map, ow.entities, self.npc, dir) and true or false
end
-- 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
+103
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@@ -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")
+100
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@@ -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")