feat(mods): resume selected checkpoints from title

This commit is contained in:
MaxTomahawk
2026-08-10 14:23:10 +02:00
parent 79ed37699e
commit b8138ef850
7 changed files with 452 additions and 4 deletions
+83 -3
View File
@@ -246,7 +246,7 @@ end
local FACINGS = { up = true, down = true, left = true, right = true }
local function validate(game, checkpoint)
local function validate(game, checkpoint, expectedIdentity)
if type(checkpoint) ~= "table" then
return nil, "invalid_checkpoint", "Checkpoint root must be a table."
end
@@ -264,13 +264,16 @@ local function validate(game, checkpoint)
end
local identity = copy.identity
local current = game and game.save
local currentId = current and current.meta and current.meta.playthroughId
local currentId = expectedIdentity and expectedIdentity.playthroughId
or (current and current.meta and current.meta.playthroughId)
local currentVersion = expectedIdentity and expectedIdentity.gameVersion
or (current and current.version)
if type(identity) ~= "table" or type(identity.engineVersion) ~= "string"
or type(identity.gameVersion) ~= "string"
or type(identity.playthroughId) ~= "string" then
return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt."
end
if identity.gameVersion ~= current.version then
if identity.gameVersion ~= currentVersion then
return nil, "wrong_game", "Checkpoint belongs to another game version."
end
if identity.playthroughId ~= currentId then
@@ -421,4 +424,81 @@ function Checkpoint.restore(game, checkpoint)
return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err)
end
local function isTitleSession(game)
local states = game and game.stack and game.stack.states
if type(states) ~= "table" then return false end
for _, state in ipairs(states) do
if type(state) == "table" and state.screenId == "TitleState" then return true end
end
return false
end
local function emitRestored(game, checkpoint)
if ModRuntime.wants("checkpoint.restored") then
ModRuntime.emit("checkpoint.restored", { game = game, kind = checkpoint.kind })
end
end
local function rebuildTitle(game, savedTitle, rng)
local save, err = dataCopy(savedTitle)
if not save then error("title rollback decode failed: " .. tostring(err), 0) end
game.save = save
if type(game.adoptSave) == "function" then game:adoptSave(save) end
restoreRng(rng)
if not (game.stack and game.stack.top and game.stack.pop and game.stack.push
and type(game.makeTitleState) == "function") then
error("title recovery is unavailable", 0)
end
while game.stack:top() do game.stack:pop() end
game.stack:push(game:makeTitleState())
end
-- Reconstruct a validated persistent checkpoint from the title session. This
-- is intentionally separate from restore(): title has no live gameplay state
-- to capture for rollback. Validation happens before any mutation; a failed
-- reconstruction rebuilds a fresh usable title session instead of exposing a
-- half-installed overworld or battle.
function Checkpoint.resume(game, checkpoint)
if not isTitleSession(game) then
return false, "not_at_title",
"Checkpoint resume is available only from the title session."
end
local save = game and game.save
local playthroughId, identityCode, identityMessage =
SaveData.selectedPlaythroughId(save)
if type(playthroughId) ~= "string" or playthroughId == "" then
return false, identityCode, identityMessage
end
local expected = { gameVersion = save and save.version, playthroughId = playthroughId }
local validated, code, message = validate(game, checkpoint, expected)
if not validated then return false, code, message end
local titleSave, titleErr = dataCopy(save)
if not titleSave then
return false, "title_recovery_unavailable",
"Could not preserve the title session: " .. tostring(titleErr)
end
local titleRng = captureRng()
local currentOptions = save.options
local ok, err = pcall(apply, game, validated, currentOptions)
if ok then
local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end
if restored and equalData(restored, validated) then
emitRestored(game, validated)
return true
end
err = restored and ("resumed state differed at "
.. tostring(firstDifference(validated, restored) or "canonical encoding"))
or ("resumed state could not be captured: " .. tostring(verifyCode))
end
local recovered, recoveryErr = pcall(rebuildTitle, game, titleSave, titleRng)
if not recovered then
return false, "title_recovery_failed",
"Checkpoint resume failed and title recovery failed: " .. tostring(recoveryErr)
end
return false, "resume_failed", "Checkpoint resume failed: " .. tostring(err)
end
return Checkpoint