mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 03:02:39 +02:00
feat(mod-api): add trainer battle party scope
This commit is contained in:
+55
-11
@@ -617,6 +617,44 @@ local function newBattle(game)
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return self
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end
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local function scopedPlayerParty(game, indices)
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if indices == nil then return nil, nil end
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if type(indices) ~= "table" then
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Logger.warn("trainer battle party scope is not a table; using full party")
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return nil, nil
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end
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local count = #indices
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local keyCount = 0
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for key in pairs(indices) do
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keyCount = keyCount + 1
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if type(key) ~= "number" or key % 1 ~= 0 or key < 1 or key > count then
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Logger.warn("trainer battle party scope is malformed; using full party")
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return nil, nil
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end
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end
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if count == 0 or keyCount ~= count then
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Logger.warn("trainer battle party scope is empty or sparse; using full party")
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return nil, nil
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end
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local party, normalized, seen = {}, {}, {}
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for i = 1, count do
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local index = indices[i]
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if type(index) ~= "number" or index % 1 ~= 0
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or not game.save.party[index] or seen[index] then
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Logger.warn("trainer battle party scope contains an invalid index; using full party")
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return nil, nil
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end
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seen[index] = true
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normalized[i] = index
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party[i] = game.save.party[index]
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end
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return party, normalized
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end
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function BattleState:playerPartyView()
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return self.playerParty or self.game.save.party
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end
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-- opts.hooked: rod encounter, announced with _HookedMonAttackedText
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function BattleState.newWild(game, species, level, opts)
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local self = newBattle(game)
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@@ -692,13 +730,15 @@ local function applySpecialMoves(data, oppClass, partyIndex, party)
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end
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end
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function BattleState.newTrainer(game, oppClass, partyIndex)
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function BattleState.newTrainer(game, oppClass, partyIndex, opts)
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local self = newBattle(game)
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self.kind = "trainer"
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self.oppClass = oppClass
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-- the object_event trainer arg (roster index). computeMusicKind keys
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-- data/scripts/victories.lua on class#party, so keep it on the battle (#782).
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self.partyIndex = partyIndex or 1
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self.playerParty, self.playerPartyIndices = scopedPlayerParty(game,
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opts and opts.playerPartyIndices)
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self.trainer = game.data.trainers[oppClass]
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assert(self.trainer, "unknown trainer class " .. tostring(oppClass))
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-- pret GetTrainerName_: RIVAL1/2/3 copy wRivalName into wTrainerName
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@@ -742,7 +782,7 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
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end
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end
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self.enemyIndex = 1
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local playerMon = Party.firstHealthy(game.save.party)
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local playerMon = Party.firstHealthy(self:playerPartyView())
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if not playerMon then
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Logger.warn("trainer battle with no healthy party; skipping")
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self.dead = true
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@@ -2002,7 +2042,7 @@ function BattleState:update(dt)
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-- loops the party menu until a healthy mon is picked, so B and
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-- fainted picks land back here and reopen it
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if self.player.mon.hp <= 0 then
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if Party.firstHealthy(self.game.save.party) then
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if Party.firstHealthy(self:playerPartyView()) then
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self:openReplacementMenu()
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end
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return
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@@ -3890,7 +3930,8 @@ function BattleState:awardExp()
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-- (RemoveFaintedPlayerMon), so it drops out of the divisor and only
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-- the surviving participants are counted and paid
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local participants, alive = 0, {}
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for _, mon in ipairs(self.game.save.party) do
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local playerParty = self:playerPartyView()
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for _, mon in ipairs(playerParty) do
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if self.participants and self.participants[mon] then
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participants = participants + 1
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if mon.hp > 0 then table.insert(alive, mon) end
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@@ -3984,9 +4025,9 @@ function BattleState:awardExp()
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-- experience.asm:9-13); each mon gets its own GainedText with the
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-- "with EXP.ALL," tail (wBoostExpByExpAll) -- pokered prints no
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-- summary line
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for _, mon in ipairs(self.game.save.party) do
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for _, mon in ipairs(playerParty) do
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if mon.hp > 0 then
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ctx.applyShare(mon, math.max(1, ctx.participants) * #self.game.save.party * 2, "expAll")
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ctx.applyShare(mon, math.max(1, ctx.participants) * #playerParty * 2, "expAll")
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end
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end
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end
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@@ -4027,7 +4068,7 @@ function BattleState:enemyMonFainted()
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local nextName = nextMon.nickname or self.data.pokemon[nextMon.species].name
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local style = tostring((self.game.save.options or {}).battleStyle or "shift")
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:lower()
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local partyCount = #self.game.save.party
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local partyCount = #self:playerPartyView()
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-- ReplaceFaintedEnemyMon (core.asm:892-896): DrawEnemyPokeballs puts the
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-- foe's party ball row -- and the HUD chrome PlaceEnemyHUDTiles lays
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-- down under it (draw_hud_pokeball_gfx.asm:9-11, 33-45, 134-141) -- into
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@@ -4054,6 +4095,7 @@ function BattleState:enemyMonFainted()
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local game = self.game
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Screens.push(game, "PartyMenu", {
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battle = self,
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party = self:playerPartyView(),
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forceSwitch = true,
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onSwitch = function(mon)
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if mon ~= self.player.mon and mon.hp > 0 then
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@@ -4226,7 +4268,7 @@ function BattleState.isOaksLabStarterRival(self)
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end
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function BattleState:playerMonFainted()
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local nextMon = Party.firstHealthy(self.game.save.party)
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local nextMon = Party.firstHealthy(self:playerPartyView())
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-- Being out of useable POKéMON blacks you out even when the battle was
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-- already decided in our favour. A double faint -- our last mon dying
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-- to residual damage on the turn it lands the KO -- used to hit the
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@@ -4299,6 +4341,7 @@ function BattleState:openReplacementMenu()
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self:ui(function()
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return self:buildScreen("PartyMenu", {
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battle = self,
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party = self:playerPartyView(),
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-- ChooseNextMon: pick immediately (no SWITCH/STATS/CANCEL)
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forceSwitch = true,
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onSwitch = function(mon)
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@@ -4779,6 +4822,7 @@ function BattleState:openParty()
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self:ui(function()
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return self:buildScreen("PartyMenu", {
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battle = self,
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party = self:playerPartyView(),
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onSwitch = function(mon)
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if mon == self.player.mon then
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self:say(Strings("%s is\nalready out!", self.player.name))
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@@ -4825,8 +4869,8 @@ function BattleState:finish()
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-- here it did not, so say so rather than silently papering over it.
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-- The old-man / PROF.OAK demo also skips it: the party never fought
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-- (Yellow's Pallet intro runs before the player owns a mon at all).
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if self.result ~= "lose" and not self.demo
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and not Party.firstHealthy(self.game.save.party) then
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if self.kind ~= "link" and self.result ~= "lose" and not self.demo
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and not Party.firstHealthy(self:playerPartyView()) then
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Logger.warn("battle finished %s with no healthy party; forcing blackout",
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tostring(self.result))
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self.result = "lose"
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@@ -5707,7 +5751,7 @@ function BattleState:drawHUDs(slide)
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for i = 10, 17 do hudTile(0x76, i * 8, 88) end
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hudTile(0x6F, 72, 88)
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love.graphics.setColor(1, 1, 1, 1)
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self:drawBallRow(self.playerParty or self.game.save.party, 88, 80, 8)
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self:drawBallRow(self:playerPartyView(), 88, 80, 8)
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end
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local hidePlayer = self.safari or self.demo
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if showStatus and self.player and not hidePlayer and not self.showPlayerBack
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@@ -44,6 +44,7 @@ local BATTLE_FIELDS = {
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"sideToxic", "isGymLeader", "musicKind", "lastBall", "lockedBall",
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"lowHealthAlarmDisabled", "lowHealthAlarmOn", "victoryMusicPlayed",
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"endBattleText",
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"playerPartyIndices",
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}
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local function partyIndex(party, mon)
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@@ -91,6 +92,23 @@ local function integer(value, min, max)
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and value >= (min or -math.huge) and value <= (max or math.huge)
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end
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local function exactIndexSet(indices, maxIndex, requireMember)
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if type(indices) ~= "table" then return nil end
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local count, keys = #indices, 0
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for key in pairs(indices) do
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keys = keys + 1
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if not integer(key, 1, count) then return nil end
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end
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if keys ~= count or (requireMember and count == 0) then return nil end
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local seen = {}
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for i = 1, count do
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local index = indices[i]
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if not integer(index, 1, maxIndex) or seen[index] then return nil end
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seen[index] = true
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end
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return seen
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end
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local function validateMoveList(data, moves)
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if type(moves) ~= "table" then return false end
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for _, move in ipairs(moves) do
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@@ -200,6 +218,16 @@ function BattleCheckpoint.validate(game, checkpoint)
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if type(party) ~= "table" or not validateBattler(game.data, model.player, #party) then
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return nil, "invalid_content", "Player battle state is invalid."
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end
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local scopedIndices
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if model.playerPartyIndices ~= nil then
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if model.kind ~= "trainer" then
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return nil, "invalid_checkpoint", "Battle party scope is invalid."
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end
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scopedIndices = exactIndexSet(model.playerPartyIndices, #party, true)
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if not scopedIndices or not scopedIndices[model.player.index] then
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return nil, "invalid_checkpoint", "Battle party scope is invalid."
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end
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end
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if model.kind == "wild" then
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if not validateMon(game.data, model.enemyMon)
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or not validateBattler(game.data, model.enemy, 1) then
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@@ -220,12 +248,15 @@ function BattleCheckpoint.validate(game, checkpoint)
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end
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end
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for _, indices in ipairs({ model.participants, model.leveledUp }) do
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if type(indices) ~= "table" then
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local referenced = exactIndexSet(indices, #party, false)
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if not referenced then
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return nil, "invalid_checkpoint", "Battle party reference set is missing."
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end
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for _, index in ipairs(indices) do
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if not integer(index, 1, #party) then
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return nil, "invalid_checkpoint", "Battle party reference is invalid."
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if scopedIndices then
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for index in pairs(referenced) do
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if not scopedIndices[index] then
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return nil, "invalid_checkpoint", "Battle party reference is invalid."
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end
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end
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end
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end
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@@ -276,7 +307,9 @@ function BattleCheckpoint.restore(game, checkpoint, copy)
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local model = checkpoint.runtime.battle
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local battle
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if model.kind == "trainer" then
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battle = BattleState.newTrainer(game, model.oppClass, model.partyIndex)
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battle = BattleState.newTrainer(game, model.oppClass, model.partyIndex, {
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playerPartyIndices = model.playerPartyIndices,
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})
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battle.enemyParty = assert(copy(model.enemyParty))
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battle.enemyIndex = model.enemyIndex
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else
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@@ -289,6 +289,7 @@ function PartyMenu.new(game, opts)
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opts = opts or {}
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local self = setmetatable({}, PartyMenu)
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self.game = game
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local party = opts.party or (opts.battle and opts.battle.playerParty)
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-- PartyMenuInit (home/pokemon.asm) seeds the cursor from
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-- wPartyAndBillsPCSavedMenuItem rather than from zero, and
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-- HandlePartyMenuInput writes wCurrentMenuItem back into it on every
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@@ -297,7 +298,7 @@ function PartyMenu.new(game, opts)
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-- both zero the byte, which BattleState mirrors. The clamp covers a
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-- party that shrank (deposit / release) while the saved index was
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-- pointing past the end. #768
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local count = #(opts.party or (game.save and game.save.party) or {})
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local count = #(party or (game.save and game.save.party) or {})
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self.index = math.min(math.max(1, game.partyMenuSavedIndex or 1),
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math.max(1, count))
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self.onSwitch = opts.onSwitch
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@@ -314,7 +315,7 @@ function PartyMenu.new(game, opts)
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self.tmhm = opts.tmhm
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self.forceSwitch = opts.forceSwitch
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self.battle = opts.battle
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self.party = opts.party -- link battles pass their clamped copies
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self.party = party -- link/scoped battles pass their local party view
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self.swapFrom = nil
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self.submenu = nil
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self.subIndex = 1
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@@ -3092,6 +3092,27 @@ local function meetTrainerTheme(cls)
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or "Music_MeetMaleTrainer"
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end
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-- Public pre-trainer gate. A mod may retain continueBattle while a registered
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-- preparation screen is on top, then resume once with an optional ordered
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-- save-party index scope. The hook is cold on a no-mod boot.
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function OverworldState.prepareTrainerBattle(game, context, startBattle)
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if not Runtime.wantsHook("trainer.before_battle") then
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startBattle()
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return false
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end
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local started = false
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local function continueBattle(options)
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if started then return false end
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started = true
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startBattle(options)
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return true
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end
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local deferred = Runtime.call("trainer.before_battle",
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function() return false end, game, context, continueBattle)
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if deferred ~= true and not started then continueBattle() end
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return deferred == true
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end
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-- Run the pre-battle text -> battle -> won text -> flags sequence.
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-- skipBattleText is for map scripts shaped like SilphCo11FDefaultScript
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-- (scripts/SilphCo11F.asm), which DisplayTextID the challenge line BEFORE
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@@ -3119,7 +3140,7 @@ function OverworldState:engageTrainer(npc, onDone, endBattleText, skipBattleText
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or (header and header.won and Game.data.text[header.won])
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local BattleState = require("src.battle.BattleState")
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local function startBattle()
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local function startBattle(options)
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-- TalkToTrainer (home/trainers.asm:88) prints the before-battle text
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-- FIRST and only then runs `call EngageMapTrainer` / `jp
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-- StartTrainerBattle`, so a trainer challenged on foot gets the sting
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@@ -3134,7 +3155,8 @@ function OverworldState:engageTrainer(npc, onDone, endBattleText, skipBattleText
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local theme = meetTrainerTheme(d.trainerClass)
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if theme then require("src.core.Music").play(Game.data, theme) end
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end
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local battle = BattleState.newTrainer(Game, d.trainerClass, d.trainerParty)
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local battle = BattleState.newTrainer(Game, d.trainerClass, d.trainerParty,
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options)
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battle.checkpointOrigin = {
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kind = "trainer_encounter",
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map = self.map.id,
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@@ -3171,10 +3193,22 @@ function OverworldState:engageTrainer(npc, onDone, endBattleText, skipBattleText
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end
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self:pushBattle(battle)
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end
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local function prepareBattle()
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if not Runtime.wantsHook("trainer.before_battle") then
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startBattle()
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return
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end
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OverworldState.prepareTrainerBattle(Game, {
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trainerClass = d.trainerClass,
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partyIndex = d.trainerParty or 1,
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mapId = self.map.id,
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npcId = npc.id,
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}, startBattle)
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end
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if skipBattleText then
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startBattle()
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prepareBattle()
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else
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Game.stack:push(TextBox.new(Game, battleText, startBattle))
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Game.stack:push(TextBox.new(Game, battleText, prepareBattle))
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end
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end
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