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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-18 19:54:21 +02:00
feat(mods): add validated battle menu intents
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+63
-43
@@ -121,6 +121,8 @@ local TEXT_ASK_FORGET_MOVE = Strings.source(
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-- Gen 1 uses. The second label is the two-glyph <PK><MN> ligature (charmap
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-- $e1/$e2), which is what makes it fit a six-tile column.
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local MENU = { "FIGHT", "<PK><MN>", "PACK", "RUN" }
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local MENU_ACTION = { FIGHT = "fight", ["<PK><MN>"] = "party",
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PACK = "item", RUN = "run" }
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local MENU_BOX_X = 8
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local MENU_COL_SPACING = 6
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@@ -1660,6 +1662,64 @@ function BattleState:playerMoves()
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return (self.battle and self.battle.player and self.battle.player.moves) or {}
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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 choice == "fight" then
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-- CheckPlayerHasUsableMoves skips MoveSelectionScreen and uses Struggle.
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local fighter = self.battle and self.battle.player
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if fighter and #self:playerMoves() > 0
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and not self.battle:hasUsableMoves(fighter) then
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self:submit({ kind = "move", move = Battle.STRUGGLE })
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else
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self.phase = "moves"
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-- MoveSelectionScreen reopens on the last used move, clamped if the
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-- moveset shrank since then.
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local moves = self:playerMoves()
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self.moveIndex = math.max(1,
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math.min(self.moveIndex or 1, math.max(1, #moves)))
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end
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elseif choice == "run" then
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self:submit({ kind = "run" })
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elseif choice == "item" then
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if self.tutorial then
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self:openTutorialPack()
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elseif self.contest then
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self:throwParkBall()
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else
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self:openPack()
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end
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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 ~= "moves" then return nil, "move menu is not active" end
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local move = self:playerMoves()[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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self.moveSwapIndex = nil
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if (move.pp or 0) <= 0 then
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self:refuseMove(TEXT_NO_PP_LEFT)
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elseif self.battle:moveDisabled(self.battle.player, move.id) then
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self:refuseMove(TEXT_MOVE_DISABLED)
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else
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self:submit({ kind = "move", move = move.id })
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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 ~= "moves" 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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-- MoveSelectionScreen's `.pressed_select` (engine/battle/core.asm:5320-5374).
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-- SELECT marks a slot, SELECT again swaps the marked slot with the one under
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-- the cursor, and A or B clears the mark without swapping (the A arm opens
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@@ -1833,37 +1893,7 @@ function BattleState:update(_dt)
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or self.menuIndex - 2
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elseif input:wasPressed("a") then
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self:playSfx("Sfx_ReadText2")
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local choice = MENU[self.menuIndex]
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if choice == "FIGHT" then
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-- `call .CheckPlayerHasUsableMoves / ret z` (engine/battle/core.asm
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-- :5058-5059): a mon with nothing to spend never sees the list.
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local fighter = self.battle and self.battle.player
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if fighter and #self:playerMoves() > 0
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and not self.battle:hasUsableMoves(fighter) then
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return self:submit({ kind = "move", move = Battle.STRUGGLE })
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end
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self.phase = "moves"
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-- MoveSelectionScreen seeds wMenuCursorY from wCurMoveNum + 1
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-- (engine/battle/core.asm:5111) and the A-press writes the picked row
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-- back, so the list reopens on the move used last turn; only
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-- SendOutPlayerMon and CleanUpBattleRAM zero it. Clamp rather than
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-- reset, for a moveset that shrank (Mimic, a forgotten slot).
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local moves = self:playerMoves()
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self.moveIndex = math.max(1,
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math.min(self.moveIndex or 1, math.max(1, #moves)))
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elseif choice == "RUN" then
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self:submit({ kind = "run" })
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elseif choice == "PACK" then
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if self.tutorial then
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self:openTutorialPack()
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elseif self.contest then
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self:throwParkBall()
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else
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self:openPack()
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end
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else
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self:openParty()
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end
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self:chooseMenu(MENU_ACTION[MENU[self.menuIndex]])
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end
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return
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end
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@@ -1884,22 +1914,12 @@ function BattleState:update(_dt)
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elseif input:wasPressed("b") then
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-- B leaves the list, and a mark never survives it
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self:playSfx("Sfx_ReadText2")
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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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-- `xor a / ld [wSwappingMove], a` opens the A arm: choosing a move
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-- cancels a pending swap rather than performing it
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self:playSfx("Sfx_ReadText2")
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self.moveSwapIndex = nil
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local move = moves[self.moveIndex]
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if not move then return end
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-- `.no_pp_left` and `.move_disabled` both end on `jp MoveSelectionScreen`
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-- (engine/battle/core.asm:5213-5246): neither spends the turn.
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if (move.pp or 0) <= 0 then return self:refuseMove(TEXT_NO_PP_LEFT) end
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if self.battle:moveDisabled(self.battle.player, move.id) then
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return self:refuseMove(TEXT_MOVE_DISABLED)
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end
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self:submit({ kind = "move", move = move.id })
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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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