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Merge branch 'fix1037' into fix1038
# Conflicts: # docs/modding.md
This commit is contained in:
@@ -38,7 +38,7 @@ the same core data and graphics into the source tree for verification.
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| | `src/core/SaveData.lua` | Lua-serialized save in the LÖVE save dir |
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| render | `src/render/Renderer.lua` | 160x144 canvas, integer nearest scaling |
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| | `src/render/TileRenderer.lua` | one SpriteBatch per map (8x8 quads) + border-block ring |
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| | `src/render/SpriteRenderer.lua` | 6-frame walker sheets, flipped right facing |
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| | `src/render/SpriteRenderer.lua` | variable-size anchored sprite sheets, 6-frame walkers and flipped right facing |
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| | `src/render/Font.lua` | glyph rendering via charmap (greedy longest match) |
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| | `src/render/TextBox.lua` | dialogue box: typewriter, `\n` line, `\v` scroll, `\f` page |
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| | `src/render/Camera.lua`, `Transition.lua` | follow camera, warp fades |
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@@ -35,6 +35,16 @@ An edited vanilla map becomes a `mod.content.maps:patch` carrying only the
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fields that moved; a new map becomes a `:register`. See
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`docs/new-features.md` and the extension's own README.
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## Read-only map overviews
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`mod.world:mapOverview()` returns collision `rows` at map-cell resolution,
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optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
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4x resolution. Visual rows contain Game Boy shades from `"0"` (lightest) to
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`"3"` (darkest); their matching width and height fields describe the grid.
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`markers` contains active `{ kind, x, y }` points in map-cell coordinates for
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`warp`, visible `item`, and untaken `hidden` locations. All fields are
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read-only snapshots; mods choose which layers to render.
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## Rendering pipelines
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Most registries hand the engine *content*. `render_pipelines` hands it
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@@ -100,6 +110,44 @@ Three rules worth knowing:
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Returning `nil` from `drawWorld` is a normal answer meaning "not this
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frame"; the engine draws the vanilla world instead.
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## Variable-size overworld sprites
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The `sprites` registry keeps the vanilla 16x16 grounded walker as its default,
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but a mod can describe any frame rectangle and anchor for player characters,
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NPCs, followers, mounts, vehicles, bosses, or other field actors:
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```lua
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mod.content.sprites:register("SPRITE_COMPANION", {
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image = "mods/example/companion.png", -- one frame per row
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frames = 6,
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walker = true,
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frameWidth = 32,
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frameHeight = 32,
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anchorX = 16, -- frame-relative bottom-center anchor
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anchorY = 32,
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})
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```
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`frameWidth` and `frameHeight` are sheet pixels. `anchorX` and `anchorY` are
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measured from each frame's top-left; when omitted they default to the frame's
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horizontal center and bottom edge, so a larger sprite grows upward while its
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feet stay on the same world cell. Omitting all four fields is exactly the
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vanilla 16x16 placement. The normal player/NPC/follower draw paths consume
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these values automatically, including horizontal flips and the fishing pose.
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Custom render pipelines can use the same geometry without reproducing the
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pose rules:
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```lua
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local geometry = sprite:getPoseGeometry(facing, walkPhase, stepFlip)
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-- geometry.quad, .x/.y/.width/.height, .anchorX/.anchorY, .mirror
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local originX, originY = sprite:getScreenOrigin(px, py, camX, camY)
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```
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`getFrameGeometry(frame)` is the corresponding accessor for a specific
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zero-based sheet frame. Both accessors return fresh tables and share the
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renderer’s frame selection and mirror conventions.
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## Battle sprite scaling
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The enemy's front pic draws at 1x and the player's back pic at 2x, the way
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@@ -290,6 +338,11 @@ update and input ownership, so a mod can mirror a native menu on another
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display without reimplementing it. The default is `true`. Treat the wrapper as
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a pure predicate: the renderer may ask it more than once per frame.
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Scrollable list states expose `state.kind` for use with this hook. Generic
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lists fall back to their title; PC lists use stable, localization-independent
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identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
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`pc_box_change`, `pc_item_withdraw`, `pc_item_deposit`, and `pc_item_toss`.
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`core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
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(once per frame). Vanilla behavior resolves the per-category GAME SPEED
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option (`GameSpeed.CATEGORIES`: overworld/battle/menu) for whichever
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@@ -305,3 +358,36 @@ which stay unconditional and are never visible to a subscriber.
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Developer mode also arms the mod loader's dev tripwire, which flags mods
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that reach outside their permission set.
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## Process-lifecycle hooks
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These exist so a platform-specific launcher integration (a native shell
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that embeds this engine and wraps its window in platform UI) can live
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entirely in a mod instead of hand-patching `main.lua`, which every other
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engine change also touches.
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`core.update` receives `(next, game, dt)` once per frame from
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`love.update`. Vanilla behavior is `game:update(dt)`, unconditionally. A
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mod may skip calling `next(game, dt)` to pause the simulation for that
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frame (e.g. while a native settings sheet is on top), and may run
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additional per-frame polling before or after that call regardless of
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whether it calls `next` -- useful for one-shot flags that must be observed
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every frame even while paused.
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`core.quit_to_launcher` receives `(next)` once from `love.quit()`. `next()`
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returns the engine's own decision for whether closing the window should
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return to the Lua launcher instead of exiting; a mod may return `false`
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outright, without ever calling `next`, to veto that and let the process
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really quit -- for a platform host that owns its own "return to launcher"
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UI and would otherwise get looped straight back into the game it just
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quit.
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A manifest may also declare `force_enable_env`, an environment variable
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name that re-enables the mod regardless of a saved disable in
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`options.mods` when that variable is set to `"1"`. This is for a mod that
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cannot function disabled on the one build where its env var is set (a
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platform-bridge mod bundled only with that build's launcher, for example).
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Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call`
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already falls straight through to the vanilla function when no mod has
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wrapped the name, at negligible cost.
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@@ -0,0 +1,107 @@
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# RFC 0006 — Generic process-lifecycle hooks for platform launcher integrations
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## Status
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Proposed. Engine: `PlatformHooks.lua` (new), `main.lua`, `Manifest.lua`,
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`Loader.lua`. Tests: `tests/modkit/cases/platform_lifecycle_hooks.lua`,
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`tests/mod_loader_tests.lua`, `tests/mod_manifest_tests.lua`.
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## Motivation
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A platform-specific launcher wrapper -- a native shell that embeds this
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engine and owns its own UI around the game window (a mobile app shell,
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say, presenting its own settings/import/save screens and only handing
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control to the LÖVE window once play starts) needs three things no
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current hook covers:
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1. Pause the simulation while its own UI is on top of the game window.
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2. Live-reload options it wrote from outside any Lua UI.
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3. Veto `main.lua`'s "closing the window returns to the Lua launcher"
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behavior when the platform shell owns that job itself -- without this,
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a shell that re-fronts its own launcher UI on quit gets looped straight
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back into `HostShell.restart()`'s in-process reboot instead.
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Implementing this by hand-patching `main.lua`'s `love.update`/`love.quit`
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directly ties every such integration to editing the one file every other
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engine change also touches, guaranteeing merge conflicts for any second
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platform integration (or any unrelated engine PR landing around the same
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time). No existing hook covers "should the per-frame simulation step run"
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or "should closing the window return to the Lua launcher."
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## The decision it extends
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No prior D-number. Extends the hook-contract section of `docs/modding.md`
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alongside `input.step`, `render.hud`, `screen.render_visible`, etc.
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## The exact API delta
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Backward-compatible, additive-only.
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### `core.update`
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New hook, `(game, dt) -> nil` through the public wrapper signature
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`(next, game, dt)`, called once per frame from `love.update` via
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`src/core/PlatformHooks.lua`'s `PlatformHooks.update(game, dt)`. Vanilla
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behavior (used when no mod claims the hook) is `game:update(dt)`,
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unconditionally -- identical to `love.update`'s behavior before this hook
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existed. A subscriber may skip calling `next(game, dt)` to pause the
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simulation for that frame, or do additional per-frame work before/after
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calling it regardless of whether it calls `next`.
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### `core.quit_to_launcher`
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New hook, `() -> boolean` through the public wrapper signature `(next)`,
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called once from `love.quit()` via
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`PlatformHooks.quitToLauncher(vanilla)`. `vanilla` is the pre-existing
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non-platform-specific decision (`Game and not Importer and not
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quitToLauncher and not scripted and not launchedIntoGame`). A subscriber
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may return `false` outright to veto returning to the Lua launcher (without
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ever calling `next`, so the vanilla condition is never evaluated), or call
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`next()` and return its result to pass the vanilla decision through
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unchanged.
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Neither hook is guarded by `Runtime.wantsHook` -- both fire unconditionally
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every call, matching the existing `input.step` precedent
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(`src/core/Game.lua`), since `Hooks:call` already fast-paths to a bare
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`vanilla(...)` call when no mod has wrapped the name.
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### `Manifest.force_enable_env`
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New optional manifest field, a bare env-var name. `Loader:load` re-enables
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a mod carrying this field whenever that variable is set to `"1"`,
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regardless of a saved disable in `options.mods`. This exists for exactly
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the mod class this RFC is for: a platform-bridge mod that ships only with
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one build and cannot function disabled there, but must still behave like
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every other mod (a manifest opt-in, not an engine special case) on every
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build that doesn't set its variable.
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## Migration note for existing mods
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**Nothing.** With no subscriber, `love.update` still calls `Game:update(dt)`
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unconditionally every frame and `love.quit()`'s restart-to-launcher
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decision is exactly the pre-existing condition -- bit-identical to today's
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behavior on every platform where no mod wraps either hook. A manifest with
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no `force_enable_env` field behaves exactly as before.
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## Parity tests
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- **No-mod:** `core.update`'s vanilla runs exactly once per call with the
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hook chain empty; `core.quit_to_launcher`'s vanilla return value passes
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through unchanged. Both hooks are picked up automatically by the
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catalog-driven no-mod gate (`tests/engine/gate_hooks.lua`, which scans
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for `Runtime.call("...")` call sites), so neither needs a dedicated
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no-mod test file.
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- **Mod-API:** `tests/modkit/cases/platform_lifecycle_hooks.lua` proves,
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through a fixture mod loaded via the public loader (not the engine's
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internals), that a subscriber can skip the vanilla update call (pause),
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run extra per-frame polling regardless of pause state, and veto the
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quit-to-launcher decision without the vanilla condition ever running.
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- `tests/mod_loader_tests.lua` and `tests/mod_manifest_tests.lua` cover
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`force_enable_env`: a matching env var re-enables a mod saved as
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disabled, and an unset one leaves the saved disable alone.
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## Deprecation etiquette
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Nothing deprecated. These are two additive hooks and one additive manifest
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field; `main.lua`'s only footprint is one `require` and two call sites
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into `src/core/PlatformHooks.lua`.
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