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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-18 11:44:42 +02:00
feat(mods): add validated battle menu intents
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+74
-51
@@ -1951,6 +1951,77 @@ function BattleState:playerHasPP()
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return false
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end
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-- One semantic path for the native command menu and mod.battle intents.
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function BattleState:chooseMenu(choice)
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if self.phase ~= "menu" then return nil, "battle menu is not active" end
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if not self.player or not self.player.mon or self.player.mon.hp <= 0
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or self:menuLockedAction(self.player) then
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return nil, "battle menu is not ready"
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end
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self:clearTurnFlinches()
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if choice == "fight" and self.ghost then
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self:say(Strings("%s is too\nscared to move!", self.player.name))
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self.phase = "messages"
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self.afterQueue = "menu"
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self:act(function()
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self:executeAction(self.enemy, self.player, self:enemyAction())
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end)
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-- A scared turn still ticks the player's residual effects.
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self:queueResidual(self.player, self.enemy)
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self:act(function() self:endOfTurn() end)
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elseif choice == "fight" then
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-- Trapping, Bide, and similar locks skip the move list.
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local fightLock = self:fightLockedAction(self.player)
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if fightLock then
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self:resolveTurn(fightLock)
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elseif not self:playerHasPP() then
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-- No usable PP goes straight to Struggle.
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self:say(Strings("%s has no\nmoves left!", self.player.name))
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self:resolveTurn({ id = "STRUGGLE", pp = 1, struggle = true })
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else
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self.phase = "moveSelect"
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self.moveIndex = math.min(self.moveIndex, #self.player.curMoves)
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self.moveSwapIndex = nil
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end
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elseif choice == "run" then
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self:tryRun()
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elseif choice == "item" then
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self:openItems()
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elseif choice == "party" then
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self:openParty()
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else
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return nil, "unknown battle menu choice"
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end
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return true
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end
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function BattleState:chooseMove(index)
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if self.phase ~= "moveSelect" then return nil, "move menu is not active" end
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local move = self.player.curMoves[index]
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if not move then return nil, "invalid move slot" end
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self.moveIndex = index
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if self.player.disabledSlot == index then
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self:say(self:romText("_MoveDisabledText", "The move is\ndisabled!"))
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self.phase = "messages"
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self.afterQueue = "menu"
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elseif move.pp <= 0 then
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self:say(self:romText("_MoveNoPPText", "No PP left for\nthis move!"))
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self.phase = "messages"
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self.afterQueue = "menu"
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else
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self.playerMoveListIndex = index
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self:resolveTurn(move)
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end
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return true
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end
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function BattleState:cancelMove()
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if self.phase ~= "moveSelect" then return nil, "move menu is not active" end
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self.moveSwapIndex = nil
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self.phase = "menu"
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return true
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end
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function BattleState:swapMoves(i, j)
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if i == j then return end
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local moves = self.player.curMoves
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@@ -2120,42 +2191,7 @@ function BattleState:update(dt)
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self.menuIndex = row * 2 + col + 1
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if input:wasPressed("a") then
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require("src.core.Sound").play(self.data, "Press_AB")
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local choice = ({ "fight", "pkmn", "item", "run" })[self.menuIndex]
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if choice == "fight" and self.ghost then
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self:say(Strings("%s is too\nscared to move!", self.player.name))
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self.phase = "messages"
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self.afterQueue = "menu"
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self:act(function()
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self:executeAction(self.enemy, self.player, self:enemyAction())
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end)
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-- the scared turn still ticks the player's residual (PrintGhostText
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-- -> ExecutePlayerMoveDone, core.asm:3056, 3275-3279)
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self:queueResidual(self.player, self.enemy)
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self:act(function() self:endOfTurn() end)
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elseif choice == "fight" then
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-- After the menu: own trapping/Bide or foe Wrap skips the move
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-- list and forces the locked action (core.asm:320-329)
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local fightLock = self:fightLockedAction(self.player)
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if fightLock then
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self:resolveTurn(fightLock)
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return
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end
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if not self:playerHasPP() then
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-- _NoMovesLeftText, then Struggle engages
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self:say(Strings("%s has no\nmoves left!", self.player.name))
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self:resolveTurn({ id = "STRUGGLE", pp = 1, struggle = true })
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return
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end
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self.phase = "moveSelect"
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self.moveIndex = math.min(self.moveIndex, #self.player.curMoves)
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self.moveSwapIndex = nil
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elseif choice == "run" then
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self:tryRun()
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elseif choice == "item" then
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self:openItems()
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else
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self:openParty()
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end
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self:chooseMenu(({ "fight", "party", "item", "run" })[self.menuIndex])
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end
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return
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end
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@@ -2184,8 +2220,7 @@ function BattleState:update(dt)
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end
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elseif input:wasPressed("b") then
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require("src.core.Sound").play(self.data, "Press_AB")
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self.moveSwapIndex = nil
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self.phase = "menu"
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self:cancelMove()
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elseif input:wasPressed("a") then
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require("src.core.Sound").play(self.data, "Press_AB")
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if self.moveSwapIndex then
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@@ -2193,19 +2228,7 @@ function BattleState:update(dt)
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self.moveSwapIndex = nil
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return
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end
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local mv = moves[self.moveIndex]
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if self.player.disabledSlot == self.moveIndex then
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self:say(self:romText("_MoveDisabledText", "The move is\ndisabled!"))
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self.phase = "messages"
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self.afterQueue = "menu"
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elseif mv.pp <= 0 then
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self:say(self:romText("_MoveNoPPText", "No PP left for\nthis move!"))
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self.phase = "messages"
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self.afterQueue = "menu"
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else
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self.playerMoveListIndex = self.moveIndex
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self:resolveTurn(mv)
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end
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self:chooseMove(self.moveIndex)
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end
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return
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end
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