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Add lifecycle hooks for tool mods
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@@ -0,0 +1,92 @@
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-- Public seams a tool mod needs: a fixed-step input hook and a
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-- title-menu entry point. Both are no-ops without a mod (gate_hooks.lua
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-- covers that parity); this case proves a real public wrapper can act at the
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-- correct point and decorate the real title menu.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.modkit")
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local Hooks = require("src.mods.Hooks")
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local Runtime = require("src.mods.Runtime")
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local savedEvents, savedHooks, savedErrors =
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Runtime.events, Runtime.hooks, Runtime.errors
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local hooks = Hooks.new()
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Runtime.hooks = hooks
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-- If input.step disappears, or moves after Input:step, a bot's buttons land
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-- one logic tick late. Exercise Game:step itself and pin the observable
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-- ordering rather than merely checking that a hook was registered.
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do
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local order = {}
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local fake = {
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input = { step = function() order[#order + 1] = "input" end },
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stack = { update = function(_, dt)
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order[#order + 1] = "world"
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T.eq(dt, 1 / 60, "the world receives the fixed-step dt")
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end },
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save = {},
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}
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hooks:wrap("input.step", function(nextFn, game, dt)
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T.check(game == fake, "input.step receives the live Game object")
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T.eq(dt, 1 / 60, "input.step receives the fixed-step dt")
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order[#order + 1] = "hook"
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return nextFn(game, dt)
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end, 0, "tool_fixture")
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require("src.core.Game").step(fake, 1 / 60)
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T.eq(table.concat(order, ","), "hook,input,world",
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"input.step runs before input edges are promoted and before gameplay")
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hooks:removeOwner("tool_fixture")
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end
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-- If ui.title_menu.items disappears, a tool mod can load but has no
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-- safe user-facing way to begin a fresh, non-destructive run.
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do
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local TitleState = require("src.ui.TitleState")
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local stack = { states = {} }
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function stack:push(state) self.states[#self.states + 1] = state end
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function stack:top() return self.states[#self.states] end
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local game = {
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data = { field = { title = { cycleSpecies = { "MEW" } } },
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pokemon = { MEW = {} } },
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stack = stack,
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}
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hooks:wrap("ui.title_menu.items", function(nextFn, liveGame, items)
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T.check(liveGame == game, "ui.title_menu.items receives the live Game")
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table.insert(items, #items, { label = "AUTOPLAY" })
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return nextFn(liveGame, items)
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end, 0, "tool_fixture")
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TitleState.new(game, {}):openMenu()
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local menu = stack:top()
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T.eq(menu.items[#menu.items - 1].label, "AUTOPLAY",
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"ui.title_menu.items can insert AUTOPLAY before EXIT GAME")
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hooks:removeOwner("tool_fixture")
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end
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-- A viewer/AI session must be able to veto every normal progress-save path,
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-- including the in-game SAVE menu and autosaves, before captureSave mutates
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-- the live snapshot in preparation for disk IO.
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do
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local captured = false
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local fake = {
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save = {},
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overworld = { captureSave = function() captured = true end },
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}
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hooks:wrap("save.write", function(nextFn, game)
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T.check(game == fake, "save.write receives the live Game object")
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return false
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end, 0, "tool_fixture")
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local saved = require("src.core.Game").writeSave(fake)
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T.eq(saved, false, "save.write can veto progress persistence")
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T.eq(captured, false, "a veto happens before save-state capture")
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hooks:removeOwner("tool_fixture")
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end
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Runtime.events, Runtime.hooks, Runtime.errors =
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savedEvents, savedHooks, savedErrors
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T.finish("tool_mod_hooks")
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@@ -0,0 +1,46 @@
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-- End-game persistence must honor a Game:writeSave veto so an ephemeral tool
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-- session cannot overwrite the player's real save while THE END is on screen.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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if not _G.love then _G.love = require("tests.love_stub") end
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local T = require("tests.modkit")
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local Commands = require("src.script.Commands")
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local SaveData = require("src.core.SaveData")
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local Screens = require("src.ui.Screens")
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local originalPush, originalSave = Screens.push, SaveData.save
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local screens = {}
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local directWrites = 0
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Screens.push = function(_, id, onDone, onTheEnd)
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screens[id] = { onDone = onDone, onTheEnd = onTheEnd }
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return screens[id]
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end
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SaveData.save = function()
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directWrites = directWrites + 1
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return true
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end
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local save = SaveData.newGame()
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save.party = {}
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local game = {
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data = { field = { boot = {} } },
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save = save,
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writeSave = function() return false end,
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}
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local runner = { yield = function() coroutine.yield() end }
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local ctx = { game = game, save = save, runner = runner }
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local co = coroutine.create(function() Commands.record_hall_of_fame(ctx) end)
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local ok, err = coroutine.resume(co)
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T.check(ok, "Hall of Fame command reaches its UI yield: " .. tostring(err))
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T.check(screens.HallOfFame ~= nil, "Hall of Fame induction was requested")
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screens.HallOfFame.onDone()
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T.check(screens.Credits ~= nil, "credits were requested after induction")
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screens.Credits.onTheEnd()
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T.eq(directWrites, 0,
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"a vetoed Hall of Fame autosave performs no fallback disk write")
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Screens.push, SaveData.save = originalPush, originalSave
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T.finish("tool_save_safety")
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