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Merge pull request #1370 from AverageConsumer/codex/mod-field-action-busy
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@@ -226,6 +226,8 @@ exposes `headbutt`, `whirlpool`, `waterfall`, `sweet_scent`, and the
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contextual `squirtbottle` key item. Fishing rows include the owned rods that
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are valid choices. The list is empty while the world is busy, and omits an
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action whenever its item, move, badge, terrain, or engine state forbids it.
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The optional second return is `"world is busy"` during transient input locks
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or `"no overworld"` before a playable world exists.
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Call `mod.world:useFieldAction(id, opts)` to perform a listed action through
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the active game's own field-item path. Fishing accepts `{ rod = "OLD_ROD" }`
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@@ -95,8 +95,10 @@ end
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-- are listed; callers receive copied labels and never inspect world internals.
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function WorldAPI:availableFieldActions()
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local game, ow, out = self.game, self:overworld(), {}
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if not (game and game.save and ow and ow.map and ow.player)
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or not acceptsMenuInput(game, ow) then return out end
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if not (game and game.save and ow and ow.map and ow.player) then
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return out, NO_OVERWORLD
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end
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if not acceptsMenuInput(game, ow) then return out, "world is busy" end
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local save, inventory = game.save, game.save.inventory or {}
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local items = game.data and game.data.items or {}
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@@ -78,8 +78,10 @@ end
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-- collision and fishing rules.
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function WorldAPI:availableFieldActions()
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local world, game, out = self:overworld(), self.game, {}
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if not (world and game and game.save and world.map and world.player)
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or not world:acceptsMenuInput() then return out end
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if not (world and game and game.save and world.map and world.player) then
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return out, NO_OVERWORLD
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end
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if not world:acceptsMenuInput() then return out, "world is busy" end
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local inventory = game.save.inventory or {}
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if (inventory.BICYCLE or 0) > 0 then
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@@ -34,6 +34,9 @@ function redGame.stack:top() return self.states[#self.states] end
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local RedAPI = require("src.world.WorldAPI")
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local red = RedAPI.new(redGame, "fixture")
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local unavailable, reason = RedAPI.new({}, "fixture"):availableFieldActions()
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T.eq(#unavailable, 0, "Red lists no actions without an overworld")
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T.eq(reason, "no overworld", "Red reports a missing overworld")
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local RedWorld = require("src.world.OverworldController")
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T.check(type(RedWorld.useBicycle) == "function"
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and type(RedWorld.useFishingRod) == "function"
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@@ -59,7 +62,9 @@ T.check(not ok and err == "fishing rod unavailable",
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T.eq(redWorld.rodUsed, used, "a rejected Red rod changes nothing")
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redWorld.player.moving = true
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T.eq(#red:availableFieldActions(), 0, "Red hides actions while moving")
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actions, err = red:availableFieldActions()
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T.eq(#actions, 0, "Red hides actions while moving")
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T.eq(err, "world is busy", "Red distinguishes a busy world from no actions")
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ok, err = red:useFieldAction("bicycle")
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T.check(not ok and err == "world is busy",
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"Red refuses a stale action while busy")
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@@ -142,6 +147,9 @@ goldWorld.fieldContext = function(_, mon) return {
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local GoldAPI = require("src.world.gen2.WorldAPI")
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local gold = GoldAPI.new(goldGame, "fixture")
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unavailable, reason = GoldAPI.new({}, "fixture"):availableFieldActions()
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T.eq(#unavailable, 0, "Gold lists no actions without an overworld")
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T.eq(reason, "no overworld", "Gold reports a missing overworld")
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actions = gold:availableFieldActions()
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byId = {}
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for _, action in ipairs(actions) do byId[action.id] = action end
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@@ -170,4 +178,9 @@ T.check(gold:useFieldAction("squirtbottle"),
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T.eq(goldWorld.itemUsed, "SQUIRTBOTTLE",
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"Gold delegates the SquirtBottle to its field-item path")
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goldWorld.acceptsMenuInput = function() return false end
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actions, err = gold:availableFieldActions()
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T.eq(#actions, 0, "Gold hides actions while busy")
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T.eq(err, "world is busy", "Gold distinguishes a busy world from no actions")
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T.finish()
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