mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 03:02:39 +02:00
Bugs and stuff (#144)
* main menu scrollable when over 8 items * buggies * more buggies * Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win
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+49
-27
@@ -36,18 +36,13 @@ local function makeRng(seed)
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end
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end
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-- battler builder shared by both sides -- NO badge boosts, so both
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-- machines compute identical stats
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-- Battlers go through BattleState.makeBattler so pics get the same
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-- Assets.resolve + SGB/GBC palette + padBottom path as wild/trainer
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-- battles. save=nil skips badge boosts so both machines keep identical
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-- stats (Gen 1 cable battles famously kept badges; we still diverge).
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local function mkBattler(data, mon, isPlayer)
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local def = data.pokemon[mon.species]
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local ok, img = pcall(love.graphics.newImage,
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isPlayer and def.spriteBack or def.spriteFront)
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return {
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mon = mon, def = def, isPlayer = isPlayer, stages = {},
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name = mon.nickname or def.name,
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curStats = mon.stats, curTypes = def.types, curMoves = mon.moves,
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sprite = ok and img or nil,
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}
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local BattleState = require("src.battle.BattleState")
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return BattleState.makeBattler(data, mon, isPlayer, nil)
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end
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-- canonical (host-side-first) state hash, unchanged since v1: it stays on
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@@ -213,6 +208,8 @@ function LinkBattle.new(game, net, opts)
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self.player = mkBattler(game.data, myParty[1], true)
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self.enemy = mkBattler(game.data, theirParty[1], false)
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self.enemyParty = theirParty
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self.playerParty = myParty -- intro ball row uses the clamped copies
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self.opponentName = theirName
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self.introText = ("%s wants\nto battle!"):format(theirName)
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self.remoteHashes = {}
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self.localHashes = {}
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@@ -235,6 +232,43 @@ function LinkBattle.new(game, net, opts)
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return nil
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end
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-- player-side SendOutMon (poof + grow-in + cry); mirrors BattleState
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local function sendOutPlayer(s, mon)
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local previous = s.player
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s.player = mkBattler(game.data, mon, true)
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s:syncSides()
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Runtime.emit("battle.battler_switched", {
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battle = s, side = s.sides[1], battler = s.player, previous = previous,
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})
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s.sendingOut = true
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s:sayNext(s:sendOutText(s.player.name))
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s:animNext("POOF_ANIM", false)
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s:actNext(function()
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s.sendingOut = false
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s:startGrowIn(s.player)
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require("src.core.Sound").playCry(s.data, s.player.mon.species)
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end)
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end
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-- enemy-side EnemySendOut (grow-in + cry; no poof)
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local function sendOutEnemy(s, mon)
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local previous = s.enemy
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s.enemy = mkBattler(game.data, mon, false)
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s:syncSides()
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Runtime.emit("battle.battler_switched", {
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battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
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})
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s.enemySendingOut = true
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s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
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s:actNext(function()
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s.enemySendingOut = false
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s:startGrowIn(s.enemy)
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s:actNext(function()
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require("src.core.Sound").playCry(s.data, s.enemy.mon.species)
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end)
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end)
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end
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-- decode a remote action message against the enemy battler
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local function decodeTheirAction(s, msg)
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if msg.kind == "move" then
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@@ -306,17 +340,11 @@ function LinkBattle.new(game, net, opts)
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-- switches happen before attacks (both may switch)
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if myMsg.kind == "switch" then
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local idx = myMsg.index
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s:act(function()
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s.player = mkBattler(game.data, myParty[idx], true)
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s:sayNext(("Go! %s!"):format(s.player.name))
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end)
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s:act(function() sendOutPlayer(s, myParty[idx]) end)
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myAction = nil
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end
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if theirSwitch then
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s:act(function()
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s.enemy = mkBattler(game.data, theirParty[theirSwitch], false)
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s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
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end)
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s:act(function() sendOutEnemy(s, theirParty[theirSwitch]) end)
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end
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s:act(function()
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@@ -452,10 +480,7 @@ function LinkBattle.new(game, net, opts)
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self.playerMonFainted = function(s)
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for _, mon in ipairs(myParty) do
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if mon.hp > 0 then
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s:act(function()
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s.player = mkBattler(game.data, mon, true)
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s:sayNext(("Go! %s!"):format(s.player.name))
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end)
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s:act(function() sendOutPlayer(s, mon) end)
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return
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end
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end
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@@ -468,10 +493,7 @@ function LinkBattle.new(game, net, opts)
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self.enemyMonFainted = function(s)
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for _, mon in ipairs(theirParty) do
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if mon.hp > 0 then
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s:act(function()
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s.enemy = mkBattler(game.data, mon, false)
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s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
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end)
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s:act(function() sendOutEnemy(s, mon) end)
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return
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end
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end
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