mirror of
https://github.com/bryanthaboi/gen1recomp.git
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intro api upgrade (#294)
* intro api upgrade * api updates * fix tests * updated templates
This commit is contained in:
+357
-72
@@ -1,14 +1,16 @@
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-- The intro sequence (engine/movie/oak_speech/oak_speech.asm): Oak's
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-- welcome, the NIDORINO show-off, player and rival naming, and the
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-- closing "legend is about to unfold" text followed by the shrink-away:
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-- the player pic collapses through ShrinkPic1/ShrinkPic2 into the
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-- overworld walking sprite before the fade to white. Uses the real
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-- extracted texts (_OakSpeechText1/2A/2B/3, _IntroducePlayerText,
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-- _IntroduceRivalText) with literal fallbacks.
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-- closing "legend is about to unfold" text followed by the shrink-away.
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--
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-- Steps are a data table so mods can reshape the whole speech through
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-- hooks:wrap("intro.oak_speech.build"). Vanilla ids stay stable so a
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-- mod can insertBefore("name_player", ...) without counting indices.
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-- Calls onDone() after popping itself.
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local Sound = require("src.core.Sound")
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local Music = require("src.core.Music")
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local Logger = require("src.core.Logger")
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local Runtime = require("src.mods.Runtime")
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local TextBox = require("src.render.TextBox")
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local Font = require("src.render.Font")
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@@ -55,12 +57,154 @@ local function tryImage(path)
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return ok and img or nil
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end
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-- Resolve a pic descriptor to (image, flip).
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-- Descriptors:
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-- "oak" | "rival" | "player" shorthand
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-- { type = "trainer", id = "OPP_PROF_OAK" }
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-- { type = "pokemon", id = "PIKACHU", flip = true }
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-- { type = "player", path = "..." } optional override path
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-- { type = "image", path = "..." }
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-- { type = "sprite", id = "SPRITE_RED" }
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function OakSpeech.resolvePic(game, desc, speech)
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if desc == nil then return nil, false end
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if type(desc) == "string" then
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if desc == "oak" then
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desc = { type = "trainer", id = "OPP_PROF_OAK" }
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elseif desc == "rival" then
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desc = { type = "trainer", id = "OPP_RIVAL1" }
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elseif desc == "player" then
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desc = { type = "player" }
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else
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-- bare species id
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desc = { type = "pokemon", id = desc }
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end
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end
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local t = desc.type
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if t == "trainer" then
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if speech and desc.id == "OPP_PROF_OAK" and speech.oakPic then
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return speech.oakPic, false
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end
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if speech and desc.id == "OPP_RIVAL1" and speech.rivalPic then
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return speech.rivalPic, false
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end
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local trainers = game.data.trainers or {}
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local tr = trainers[desc.id]
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return tryImage(tr and tr.pic), false
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elseif t == "pokemon" then
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if speech and desc.id == speech.demoSpecies and speech.demoPic then
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return speech.demoPic, desc.flip and true or false
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end
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local path = require("src.pokemon.Sprites").path(
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game.data, desc.id, "front", { kind = "oak" })
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return tryImage(path), desc.flip and true or false
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elseif t == "player" then
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if speech and speech.playerPic and not desc.path then
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return speech.playerPic, false
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end
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return tryImage(desc.path or "assets/generated/trainer_card/red.png"), false
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elseif t == "image" then
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return tryImage(desc.path), desc.flip and true or false
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elseif t == "sprite" then
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local sp = game.data.sprites and game.data.sprites[desc.id]
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return tryImage(sp and sp.image), desc.flip and true or false
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end
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return nil, false
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end
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-- Vanilla step list. Ids are the stable anchors mods insert around.
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function OakSpeech.defaultSteps(speech)
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return {
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{
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id = "oak_welcome",
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kind = "say",
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textKey = "_OakSpeechText1",
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pic = "oak",
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reveal = "fade",
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},
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{
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id = "demo_mon",
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kind = "demo",
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},
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{
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id = "world_spiel",
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kind = "say",
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textKey = "_OakSpeechText2B",
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},
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{
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id = "ask_player_name",
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kind = "say",
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textKey = "_IntroducePlayerText",
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pic = "player",
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},
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{
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id = "name_player",
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kind = "name",
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who = "player",
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title = "YOUR NAME?",
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presetsWho = "player",
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presetsFallback = { "RED", "ASH", "JACK" },
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},
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{
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id = "ask_rival_name",
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kind = "say",
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textKey = "_IntroduceRivalText",
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pic = "rival",
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},
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{
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id = "name_rival",
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kind = "name",
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who = "rival",
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title = "HIS NAME?",
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presetsWho = "rival",
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presetsFallback = { "BLUE", "GARY", "JOHN" },
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},
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{
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id = "legend",
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kind = "say",
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textKey = "_OakSpeechText3",
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pic = "player",
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},
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{
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id = "shrink",
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kind = "shrink",
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},
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}
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end
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-- list helpers for intro.oak_speech.build wrappers (also on ModUI)
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local function indexOfId(steps, id)
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for i, step in ipairs(steps) do
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if step.id == id then return i end
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end
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return nil
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end
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function OakSpeech.insertBefore(steps, anchorId, step)
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local i = indexOfId(steps, anchorId)
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table.insert(steps, i or (#steps + 1), step)
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return steps
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end
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function OakSpeech.insertAfter(steps, anchorId, step)
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local i = indexOfId(steps, anchorId)
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table.insert(steps, i and (i + 1) or (#steps + 1), step)
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return steps
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end
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function OakSpeech.removeId(steps, id)
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for i = #steps, 1, -1 do
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if steps[i].id == id then table.remove(steps, i) end
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end
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return steps
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end
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function OakSpeech.new(game, onDone)
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local self = setmetatable({}, OakSpeech)
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self.game = game
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self.onDone = onDone
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self.step = 0
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self.pic = nil
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self.answers = {}
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local trainers = game.data.trainers or {}
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self.oakPic = tryImage(trainers.OPP_PROF_OAK and trainers.OPP_PROF_OAK.pic)
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self.rivalPic = tryImage(trainers.OPP_RIVAL1 and trainers.OPP_RIVAL1.pic)
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@@ -69,8 +213,9 @@ function OakSpeech.new(game, onDone)
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-- the show-off mon and the name length cap come from data; the vanilla
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-- literals stay as the fallbacks
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self.demoSpecies = oakGfx.demoSpecies or "NIDORINO"
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local demo = game.data.pokemon and game.data.pokemon[self.demoSpecies]
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self.demoPic = tryImage(demo and demo.spriteFront)
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local demoPath = require("src.pokemon.Sprites").path(
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game.data, self.demoSpecies, "front", { kind = "oak" })
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self.demoPic = tryImage(demoPath)
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local constants = game.data.constants or {}
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self.nameLen = constants.playerNameLength or 7
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-- RedPicFront (gfx/player/red.png, shared with the trainer card) and
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@@ -87,9 +232,26 @@ function OakSpeech.new(game, onDone)
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return self
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end
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function OakSpeech:buildSteps()
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local steps = OakSpeech.defaultSteps(self)
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local hooked = Runtime.call("intro.oak_speech.build",
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function(s) return s end, steps, self)
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if type(hooked) ~= "table" then
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Logger.error("intro.oak_speech.build returned %s; keeping vanilla steps",
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type(hooked))
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return steps
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end
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return hooked
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end
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function OakSpeech:enter()
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-- MUSIC_ROUTES2 plays under the whole speech (oak_speech.asm:43-48)
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Music.play(self.game.data, self.cfg.music or "Music_Routes2")
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self.answers = {}
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self.steps = self:buildSteps()
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if Runtime.wants("intro.oak_speech.started") then
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Runtime.emit("intro.oak_speech.started", { speech = self, steps = self.steps })
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end
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self:advance()
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end
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@@ -97,80 +259,187 @@ function OakSpeech:say(key, next)
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self.game.stack:push(TextBox.new(self.game, textOr(self.game, key), next))
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end
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local STEPS = {
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-- 1. Oak's welcome (Oak's pic fades in first, FadeInIntroPic)
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function(self)
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self.pic = self.oakPic
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self:revealPic("fade", function()
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self:say("_OakSpeechText1", function() self:advance() end)
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function OakSpeech:sayText(text, next, opts)
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self.game.stack:push(TextBox.new(self.game, text, next, opts))
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end
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function OakSpeech:stepText(step)
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if step.text then return step.text end
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if step.textKey then return textOr(self.game, step.textKey) end
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return ""
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end
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function OakSpeech:applyPic(step)
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if step.pic == nil then return end
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local img, flip = OakSpeech.resolvePic(self.game, step.pic, self)
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if img then
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self.pic = img
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self.picFlip = flip or false
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elseif step.pic == "player" or (type(step.pic) == "table" and step.pic.type == "player") then
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-- mirror the old fallback: player pic missing → oak
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self.pic = self.playerPic or self.oakPic
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self.picFlip = false
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end
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end
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function OakSpeech:recordAnswer(step, index, label, value)
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if value == nil then value = label end
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if step.saveKey then
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self.answers[step.saveKey] = value
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end
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if Runtime.wants("intro.oak_speech.answered") then
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Runtime.emit("intro.oak_speech.answered", {
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speech = self,
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step = step,
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index = index,
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label = label,
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value = value,
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saveKey = step.saveKey,
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})
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end
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end
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function OakSpeech:afterReveal(step, fn)
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if step.reveal then
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self:revealPic(step.reveal, fn)
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else
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fn()
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end
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end
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function OakSpeech:runCry(step)
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local cry = step.cry
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if not cry then return end
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if cry == true then
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if type(step.pic) == "string" and step.pic ~= "oak"
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and step.pic ~= "rival" and step.pic ~= "player" then
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cry = step.pic
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elseif type(step.pic) == "table" and step.pic.type == "pokemon" then
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cry = step.pic.id
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else
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return
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end
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end
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Sound.playCry(self.game.data, cry)
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end
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function OakSpeech:runStep(step)
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local kind = step.kind or "say"
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if kind == "say" then
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self:applyPic(step)
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self:afterReveal(step, function()
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self:runCry(step)
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self:sayText(self:stepText(step), function() self:advance() end)
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end)
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end,
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-- 2. NIDORINO show-off: the front sprite is mirrored horizontally
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-- (LoadFlippedFrontSpriteByMonIndex) and wipes in from the right
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-- (MovePicLeft), then its cry sounds and the text prints
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function(self)
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elseif kind == "demo" then
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-- NIDORINO show-off: mirrored front sprite + wipe + cry + text 2A
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self.pic = self.demoPic
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self.picFlip = true
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self:revealPic("wipe", function()
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Sound.playCry(self.game.data, self.demoSpecies)
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self:say("_OakSpeechText2A", function() self:advance() end)
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end)
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end,
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-- 3. the rest of the world-of-POKéMON spiel
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function(self)
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self:say("_OakSpeechText2B", function() self:advance() end)
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end,
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-- 4. "First, what is your name?" over the player's own pic
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-- (RedPicFront, oak_speech.asm:86-91) then the naming screen
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function(self)
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self.pic = self.playerPic or self.oakPic
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self:say("_IntroducePlayerText", function() self:advance() end)
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end,
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function(self)
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elseif kind == "name" then
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local who = step.who or "player"
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local presets = step.presets
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or namePresets(self.game, step.presetsWho or who,
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step.presetsFallback or { "RED" })
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require("src.ui.Screens").push(self.game, "NamingScreen", {
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title = "YOUR NAME?",
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presets = namePresets(self.game, "player", { "RED", "ASH", "JACK" }),
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maxLen = self.nameLen,
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title = step.title or (who == "rival" and "HIS NAME?" or "YOUR NAME?"),
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presets = presets,
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maxLen = step.maxLen or self.nameLen,
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onDone = function(name)
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self.game.save.player.name = name
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if who == "rival" then
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self.game.save.player.rival = name
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else
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self.game.save.player.name = name
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end
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self:recordAnswer(step, 1, name, name)
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self:advance()
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end,
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})
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end,
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-- 6. the rival introduction and naming
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function(self)
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self.pic = self.rivalPic
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self:say("_IntroduceRivalText", function() self:advance() end)
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end,
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function(self)
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require("src.ui.Screens").push(self.game, "NamingScreen", {
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title = "HIS NAME?",
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presets = namePresets(self.game, "rival", { "BLUE", "GARY", "JOHN" }),
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maxLen = self.nameLen,
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onDone = function(name)
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self.game.save.player.rival = name
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self:advance()
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end,
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})
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end,
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-- 8. "your very own POKéMON legend is about to unfold!" over the
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-- player pic again (oak_speech.asm:105-113)
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function(self)
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self.pic = self.playerPic or self.oakPic
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self:say("_OakSpeechText3", function() self:advance() end)
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end,
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-- 9. SFX_SHRINK: the pic collapses through the two shrink frames
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-- into the walking sprite, then fades to white (oak_speech.asm
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-- .next, lines 115-166). Not skippable, like the DelayFrames
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-- chain it ports.
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function(self)
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elseif kind == "choice" then
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self:applyPic(step)
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self:afterReveal(step, function()
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self:runCry(step)
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local function openMenu()
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local Menu = require("src.ui.Menu")
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local items = {}
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for i, label in ipairs(step.choices or {}) do
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items[i] = {
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label = label,
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onSelect = function()
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local value = label
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if step.values and step.values[i] ~= nil then
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value = step.values[i]
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end
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self:recordAnswer(step, i, label, value)
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self:advance()
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end,
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}
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end
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self.game.stack:push(Menu.new(self.game, items, {
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cancelable = step.cancelable == true,
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tx = step.tx or 4,
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ty = step.ty or 0,
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tw = step.tw or 12,
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th = step.th,
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}))
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end
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local text = self:stepText(step)
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if text ~= "" then
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self:sayText(text, openMenu)
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else
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openMenu()
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end
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end)
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elseif kind == "yesno" then
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self:applyPic(step)
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self:afterReveal(step, function()
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self:runCry(step)
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self:sayText(self:stepText(step), nil, {
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defaultNo = step.defaultNo,
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choice = function(yes)
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local label = yes and "YES" or "NO"
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local value = yes
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if step.values then
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if yes then
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value = step.values[1]
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else
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value = step.values[2]
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end
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end
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self:recordAnswer(step, yes and 1 or 2, label, value)
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self:advance()
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end,
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})
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end)
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elseif kind == "pic" then
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-- show a sprite with an optional reveal, no text
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self:applyPic(step)
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self:afterReveal(step, function()
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self:runCry(step)
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self:advance()
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end)
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elseif kind == "shrink" then
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Sound.play(self.game.data, "Shrink")
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-- the OakSpeechText3 box holds its last page on screen through the
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-- shrink (pokered text boxes persist until overwritten)
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self.shrinkText = self:lastPageLines("_OakSpeechText3")
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-- prefer an explicit shrink text key; fall back to the legend beat
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local key = step.textKey or "_OakSpeechText3"
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self.shrinkText = self:lastPageLines(key)
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self.shrink = { frame = 0 }
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end,
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}
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elseif kind == "fn" then
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-- full escape hatch: step.run(speech, done)
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if type(step.run) == "function" then
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step.run(self, function() self:advance() end)
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else
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self:advance()
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end
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else
|
||||
Logger.warn("oak speech unknown step kind %s (id=%s); skipping",
|
||||
tostring(kind), tostring(step.id))
|
||||
self:advance()
|
||||
end
|
||||
end
|
||||
|
||||
-- the last two visible lines of a text's final page, pre-encoded
|
||||
function OakSpeech:lastPageLines(key)
|
||||
@@ -202,15 +471,31 @@ end
|
||||
function OakSpeech:advance()
|
||||
self.step = self.step + 1
|
||||
self.picFlip = false
|
||||
local fn = STEPS[self.step]
|
||||
if fn then
|
||||
fn(self)
|
||||
local steps = self.steps
|
||||
if not steps then
|
||||
-- enter() builds steps; keep a path for callers that advance early
|
||||
steps = self:buildSteps()
|
||||
self.steps = steps
|
||||
end
|
||||
local step = steps[self.step]
|
||||
if step then
|
||||
if Runtime.wants("intro.oak_speech.step") then
|
||||
Runtime.emit("intro.oak_speech.step", {
|
||||
speech = self, step = step, index = self.step,
|
||||
})
|
||||
end
|
||||
self:runStep(step)
|
||||
else
|
||||
self:finish()
|
||||
end
|
||||
end
|
||||
|
||||
function OakSpeech:finish()
|
||||
if Runtime.wants("intro.oak_speech.finished") then
|
||||
Runtime.emit("intro.oak_speech.finished", {
|
||||
speech = self, answers = self.answers,
|
||||
})
|
||||
end
|
||||
-- the map theme starts with the overworld beneath (the original's
|
||||
-- special warp into Pallet Town)
|
||||
local ow = self.game.overworld
|
||||
@@ -267,8 +552,8 @@ function OakSpeech:draw()
|
||||
if self.pic then
|
||||
-- IntroDisplayPicCenteredOrUpperRight centered: the 7x7-tile pic
|
||||
-- area sits at hlcoord 6,4 = (48,32); smaller mon pics pad inside
|
||||
-- it like the sprite buffer does ((8 - w) >> 1 tiles across,
|
||||
-- bottom-aligned)
|
||||
-- it like the sprite buffer does ((8 - w) >> 1) tiles across,
|
||||
-- bottom-aligned
|
||||
local w, h = self.pic:getDimensions()
|
||||
local x = 48 + math.floor((8 - w / 8) / 2) * 8
|
||||
local y = 32 + (7 - h / 8) * 8
|
||||
|
||||
Reference in New Issue
Block a user