mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 19:24:01 +02:00
feat(mods): add validated battle menu intents
This commit is contained in:
@@ -264,6 +264,25 @@ Gold currently returns an empty `items` list rather than guessing at its
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pocketed PACK flow. Callers should ignore unknown fields and tolerate absent
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pocketed PACK flow. Callers should ignore unknown fields and tolerate absent
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optional ones.
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optional ones.
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## Battle menu intents
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`mod.battle:submit(intent)` applies a validated choice to the snapshot the mod
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just read. Every intent needs a mod-owned, strictly increasing positive
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integer `id` and the latest snapshot `revision`. Stale, replayed, covered, or
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invalid choices return `nil` plus a reason without changing the battle.
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The shared Red, Blue, Yellow, and Gold intents are:
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- `{ kind = "menu", choice = "fight" }` (`party`, `item`, and `run` are the
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other accepted choices)
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- `{ kind = "move", slot = 1..4 }`
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- `{ kind = "back" }` while the move menu is active
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Menu choices and moves use the same engine methods as the native controls;
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`party` and `item` open the native screens rather than exposing or duplicating
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their mutable logic. Tutorial, link, Safari, forced, stale, and covered battle
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states refuse these core intents. Use `mod.input` for ordinary text advance.
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## Rendering pipelines
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## Rendering pipelines
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Most registries hand the engine *content*. `render_pipelines` hands it
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Most registries hand the engine *content*. `render_pipelines` hands it
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@@ -197,4 +197,61 @@ function BattleAPI:snapshot()
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mimicMoves = mimicCopies(game, battle), mimicIndex = battle.mimicIndex }
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mimicMoves = mimicCopies(game, battle), mimicIndex = battle.mimicIndex }
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end
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end
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local MENU_CHOICES = { fight = true, party = true, item = true, run = true }
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local function validSlot(slot)
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return type(slot) == "number" and slot % 1 == 0 and slot >= 1
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end
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function BattleAPI:submit(intent)
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if type(intent) ~= "table" then return nil, "intent must be a table" end
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if type(intent.id) ~= "number" or intent.id % 1 ~= 0 or intent.id < 1 then
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return nil, "intent id must be a positive integer"
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end
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if self.lastIntentId and intent.id <= self.lastIntentId then
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return nil, "replayed intent"
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end
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local battle, top = activeBattle(self.game)
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if not battle then return nil, "no battle" end
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if intent.revision ~= self:_revision(battle, top) then
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return nil, "stale battle context"
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end
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local kind = battle:battleKind()
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if kind == "oldman" or kind == "link" or kind == "safari" then
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return nil, "battle kind is not controllable"
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end
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if top ~= battle then return nil, "battle menu is covered" end
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local ok, err
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if intent.kind == "menu" then
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if battle.phase ~= "menu" then return nil, "battle menu is not active" end
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if not MENU_CHOICES[intent.choice] then
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return nil, "unknown battle menu choice"
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end
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ok, err = battle:chooseMenu(intent.choice)
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elseif intent.kind == "move" then
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if battle.phase ~= "moveSelect" then
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return nil, "move menu is not active"
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end
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if battle.moveSwapIndex then return nil, "move reorder is active" end
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local move = validSlot(intent.slot) and battle.player
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and battle.player.curMoves[intent.slot]
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if not move then return nil, "invalid move slot" end
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if (move.pp or 0) <= 0 then return nil, "move has no PP" end
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if battle.player.disabledSlot == intent.slot then
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return nil, "move is disabled"
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end
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ok, err = battle:chooseMove(intent.slot)
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elseif intent.kind == "back" then
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ok, err = battle:cancelMove()
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else
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return nil, "unknown battle intent"
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end
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if not ok then return nil, err end
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self.lastIntentId = intent.id
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self.signature = nil
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return true
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end
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return BattleAPI
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return BattleAPI
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+74
-51
@@ -1951,6 +1951,77 @@ function BattleState:playerHasPP()
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return false
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return false
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end
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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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function BattleState:swapMoves(i, j)
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if i == j then return end
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if i == j then return end
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local moves = self.player.curMoves
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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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self.menuIndex = row * 2 + col + 1
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if input:wasPressed("a") then
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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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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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self:chooseMenu(({ "fight", "party", "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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end
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end
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return
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return
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end
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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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end
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elseif input:wasPressed("b") then
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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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require("src.core.Sound").play(self.data, "Press_AB")
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self.moveSwapIndex = nil
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self:cancelMove()
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self.phase = "menu"
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elseif input:wasPressed("a") then
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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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require("src.core.Sound").play(self.data, "Press_AB")
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if self.moveSwapIndex then
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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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self.moveSwapIndex = nil
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return
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return
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end
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end
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local mv = moves[self.moveIndex]
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self:chooseMove(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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end
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end
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return
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return
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end
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end
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@@ -116,4 +116,57 @@ function BattleAPI:snapshot()
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items = {} }
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items = {} }
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end
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end
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local MENU_CHOICES = { fight = true, party = true, item = true, run = true }
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local function validSlot(slot)
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return type(slot) == "number" and slot % 1 == 0 and slot >= 1
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end
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function BattleAPI:submit(intent)
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if type(intent) ~= "table" then return nil, "intent must be a table" end
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if type(intent.id) ~= "number" or intent.id % 1 ~= 0 or intent.id < 1 then
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return nil, "intent id must be a positive integer"
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end
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if self.lastIntentId and intent.id <= self.lastIntentId then
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return nil, "replayed intent"
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end
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local screen, top = activeBattle(self.game)
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if not screen or not screen.battle then return nil, "no battle" end
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if intent.revision ~= self:_revision(screen, top) then
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return nil, "stale battle context"
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end
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if screen.tutorial then return nil, "battle kind is not controllable" end
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if top ~= screen then return nil, "battle menu is covered" end
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local battle = screen.battle
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local ok, err
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if intent.kind == "menu" then
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if screen.phase ~= "menu" then return nil, "battle menu is not active" end
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if not MENU_CHOICES[intent.choice] then
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return nil, "unknown battle menu choice"
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end
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ok, err = screen:chooseMenu(intent.choice)
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elseif intent.kind == "move" then
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if screen.phase ~= "moves" then return nil, "move menu is not active" end
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if screen.moveSwapIndex then return nil, "move reorder is active" end
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local move = validSlot(intent.slot) and battle.player
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and battle.player.moves and battle.player.moves[intent.slot]
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if not move then return nil, "invalid move slot" end
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if (move.pp or 0) <= 0 then return nil, "move has no PP" end
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if battle:moveDisabled(battle.player, move.id) then
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return nil, "move is disabled"
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end
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ok, err = screen:chooseMove(intent.slot)
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elseif intent.kind == "back" then
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ok, err = screen:cancelMove()
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else
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return nil, "unknown battle intent"
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end
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if not ok then return nil, err end
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self.lastIntentId = intent.id
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self.signature = nil
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return true
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end
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return BattleAPI
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return BattleAPI
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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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-- 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.
|
-- $e1/$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 = { "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_BOX_X = 8
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local MENU_COL_SPACING = 6
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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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return (self.battle and self.battle.player and self.battle.player.moves) or {}
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end
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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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||||||
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end
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||||||
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elseif choice == "run" then
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self:submit({ kind = "run" })
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||||||
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elseif choice == "item" then
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if self.tutorial then
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||||||
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self:openTutorialPack()
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||||||
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elseif self.contest then
|
||||||
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self:throwParkBall()
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||||||
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else
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||||||
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self:openPack()
|
||||||
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end
|
||||||
|
elseif choice == "party" then
|
||||||
|
self:openParty()
|
||||||
|
else
|
||||||
|
return nil, "unknown battle menu choice"
|
||||||
|
end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
function BattleState:chooseMove(index)
|
||||||
|
if self.phase ~= "moves" then return nil, "move menu is not active" end
|
||||||
|
local move = self:playerMoves()[index]
|
||||||
|
if not move then return nil, "invalid move slot" end
|
||||||
|
self.moveIndex = index
|
||||||
|
self.moveSwapIndex = nil
|
||||||
|
if (move.pp or 0) <= 0 then
|
||||||
|
self:refuseMove(TEXT_NO_PP_LEFT)
|
||||||
|
elseif self.battle:moveDisabled(self.battle.player, move.id) then
|
||||||
|
self:refuseMove(TEXT_MOVE_DISABLED)
|
||||||
|
else
|
||||||
|
self:submit({ kind = "move", move = move.id })
|
||||||
|
end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
function BattleState:cancelMove()
|
||||||
|
if self.phase ~= "moves" then return nil, "move menu is not active" end
|
||||||
|
self.moveSwapIndex = nil
|
||||||
|
self.phase = "menu"
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
-- MoveSelectionScreen's `.pressed_select` (engine/battle/core.asm:5320-5374).
|
-- MoveSelectionScreen's `.pressed_select` (engine/battle/core.asm:5320-5374).
|
||||||
-- SELECT marks a slot, SELECT again swaps the marked slot with the one under
|
-- SELECT marks a slot, SELECT again swaps the marked slot with the one under
|
||||||
-- the cursor, and A or B clears the mark without swapping (the A arm opens
|
-- the cursor, and A or B clears the mark without swapping (the A arm opens
|
||||||
@@ -1833,37 +1893,7 @@ function BattleState:update(_dt)
|
|||||||
or self.menuIndex - 2
|
or self.menuIndex - 2
|
||||||
elseif input:wasPressed("a") then
|
elseif input:wasPressed("a") then
|
||||||
self:playSfx("Sfx_ReadText2")
|
self:playSfx("Sfx_ReadText2")
|
||||||
local choice = MENU[self.menuIndex]
|
self:chooseMenu(MENU_ACTION[MENU[self.menuIndex]])
|
||||||
if choice == "FIGHT" then
|
|
||||||
-- `call .CheckPlayerHasUsableMoves / ret z` (engine/battle/core.asm
|
|
||||||
-- :5058-5059): a mon with nothing to spend never sees the list.
|
|
||||||
local fighter = self.battle and self.battle.player
|
|
||||||
if fighter and #self:playerMoves() > 0
|
|
||||||
and not self.battle:hasUsableMoves(fighter) then
|
|
||||||
return self:submit({ kind = "move", move = Battle.STRUGGLE })
|
|
||||||
end
|
|
||||||
self.phase = "moves"
|
|
||||||
-- MoveSelectionScreen seeds wMenuCursorY from wCurMoveNum + 1
|
|
||||||
-- (engine/battle/core.asm:5111) and the A-press writes the picked row
|
|
||||||
-- back, so the list reopens on the move used last turn; only
|
|
||||||
-- SendOutPlayerMon and CleanUpBattleRAM zero it. Clamp rather than
|
|
||||||
-- reset, for a moveset that shrank (Mimic, a forgotten slot).
|
|
||||||
local moves = self:playerMoves()
|
|
||||||
self.moveIndex = math.max(1,
|
|
||||||
math.min(self.moveIndex or 1, math.max(1, #moves)))
|
|
||||||
elseif choice == "RUN" then
|
|
||||||
self:submit({ kind = "run" })
|
|
||||||
elseif choice == "PACK" then
|
|
||||||
if self.tutorial then
|
|
||||||
self:openTutorialPack()
|
|
||||||
elseif self.contest then
|
|
||||||
self:throwParkBall()
|
|
||||||
else
|
|
||||||
self:openPack()
|
|
||||||
end
|
|
||||||
else
|
|
||||||
self:openParty()
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
@@ -1884,22 +1914,12 @@ function BattleState:update(_dt)
|
|||||||
elseif input:wasPressed("b") then
|
elseif input:wasPressed("b") then
|
||||||
-- B leaves the list, and a mark never survives it
|
-- B leaves the list, and a mark never survives it
|
||||||
self:playSfx("Sfx_ReadText2")
|
self:playSfx("Sfx_ReadText2")
|
||||||
self.moveSwapIndex = nil
|
self:cancelMove()
|
||||||
self.phase = "menu"
|
|
||||||
elseif input:wasPressed("a") then
|
elseif input:wasPressed("a") then
|
||||||
-- `xor a / ld [wSwappingMove], a` opens the A arm: choosing a move
|
-- `xor a / ld [wSwappingMove], a` opens the A arm: choosing a move
|
||||||
-- cancels a pending swap rather than performing it
|
-- cancels a pending swap rather than performing it
|
||||||
self:playSfx("Sfx_ReadText2")
|
self:playSfx("Sfx_ReadText2")
|
||||||
self.moveSwapIndex = nil
|
self:chooseMove(self.moveIndex)
|
||||||
local move = moves[self.moveIndex]
|
|
||||||
if not move then return end
|
|
||||||
-- `.no_pp_left` and `.move_disabled` both end on `jp MoveSelectionScreen`
|
|
||||||
-- (engine/battle/core.asm:5213-5246): neither spends the turn.
|
|
||||||
if (move.pp or 0) <= 0 then return self:refuseMove(TEXT_NO_PP_LEFT) end
|
|
||||||
if self.battle:moveDisabled(self.battle.player, move.id) then
|
|
||||||
return self:refuseMove(TEXT_MOVE_DISABLED)
|
|
||||||
end
|
|
||||||
self:submit({ kind = "move", move = move.id })
|
|
||||||
end
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -4,7 +4,8 @@ love = love or require("tests.love_stub")
|
|||||||
local S = require("tests.harness").suite("mod battle snapshot")
|
local S = require("tests.harness").suite("mod battle snapshot")
|
||||||
local check, eq = S.check, S.eq
|
local check, eq = S.check, S.eq
|
||||||
|
|
||||||
check(require("src.battle.BattleState").isBattleState == true,
|
local Gen1BattleState = require("src.battle.BattleState")
|
||||||
|
check(Gen1BattleState.isBattleState == true,
|
||||||
"Gen 1 battle states carry the discovery marker")
|
"Gen 1 battle states carry the discovery marker")
|
||||||
|
|
||||||
local TypeChart = require("src.battle.TypeChart")
|
local TypeChart = require("src.battle.TypeChart")
|
||||||
@@ -50,6 +51,18 @@ local battle = {
|
|||||||
function battle:battleKind() return "wild" end
|
function battle:battleKind() return "wild" end
|
||||||
function battle:effectRecord() return { accuracyChecked = true } end
|
function battle:effectRecord() return { accuracyChecked = true } end
|
||||||
function battle:visibleText() return { "Wild TESTMON appeared!" } end
|
function battle:visibleText() return { "Wild TESTMON appeared!" } end
|
||||||
|
function battle:menuLockedAction() return nil end
|
||||||
|
function battle:chooseMenu(choice)
|
||||||
|
self.chosenMenu = choice
|
||||||
|
if choice == "fight" then self.phase = "moveSelect" end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
function battle:chooseMove(slot)
|
||||||
|
self.chosenMove = slot
|
||||||
|
self.phase = "messages"
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
function battle:cancelMove() self.phase = "menu" return true end
|
||||||
function battle:catchChance(ball)
|
function battle:catchChance(ball)
|
||||||
return require("src.battle.Catching").chance(ball, self.enemy.mon,
|
return require("src.battle.Catching").chance(ball, self.enemy.mon,
|
||||||
game.data.pokemon[self.enemy.mon.species])
|
game.data.pokemon[self.enemy.mon.species])
|
||||||
@@ -81,6 +94,35 @@ game.stack.states = {}
|
|||||||
check(api:snapshot() == nil, "Gen 1 returns nil outside a battle")
|
check(api:snapshot() == nil, "Gen 1 returns nil outside a battle")
|
||||||
game.stack.states = { battle }
|
game.stack.states = { battle }
|
||||||
|
|
||||||
|
local menu = api:snapshot()
|
||||||
|
local ok, err = api:submit({ id = 1, revision = menu.revision - 1,
|
||||||
|
kind = "menu", choice = "fight" })
|
||||||
|
check(not ok and err == "stale battle context",
|
||||||
|
"Gen 1 rejects a stale intent")
|
||||||
|
ok, err = api:submit({ id = 1, revision = menu.revision,
|
||||||
|
kind = "menu", choice = "missing" })
|
||||||
|
check(not ok and err == "unknown battle menu choice",
|
||||||
|
"Gen 1 rejects an unknown menu choice")
|
||||||
|
check(api:submit({ id = 1, revision = menu.revision,
|
||||||
|
kind = "menu", choice = "fight" }), "Gen 1 accepts a menu intent")
|
||||||
|
eq(battle.chosenMenu, "fight", "Gen 1 uses the semantic menu path")
|
||||||
|
ok, err = api:submit({ id = 1, revision = menu.revision,
|
||||||
|
kind = "menu", choice = "fight" })
|
||||||
|
check(not ok and err == "replayed intent", "Gen 1 rejects a replayed intent")
|
||||||
|
local moveMenu = api:snapshot()
|
||||||
|
ok, err = api:submit({ id = 2, revision = moveMenu.revision,
|
||||||
|
kind = "move", slot = 9 })
|
||||||
|
check(not ok and err == "invalid move slot",
|
||||||
|
"Gen 1 rejects an invalid move slot")
|
||||||
|
check(api:submit({ id = 2, revision = moveMenu.revision,
|
||||||
|
kind = "move", slot = 1 }), "Gen 1 accepts a valid move")
|
||||||
|
eq(battle.chosenMove, 1, "Gen 1 uses the semantic move path")
|
||||||
|
battle.phase = "moveSelect"
|
||||||
|
local back = api:snapshot()
|
||||||
|
check(api:submit({ id = 3, revision = back.revision, kind = "back" }),
|
||||||
|
"Gen 1 accepts move-menu back")
|
||||||
|
eq(battle.phase, "menu", "Gen 1 back restores the command menu")
|
||||||
|
|
||||||
local player2 = { species = "CHIKORITA", level = 5, hp = 20,
|
local player2 = { species = "CHIKORITA", level = 5, hp = 20,
|
||||||
maxHp = 21, moves = { { id = "TACKLE", pp = 35, maxPp = 35 } } }
|
maxHp = 21, moves = { { id = "TACKLE", pp = 35, maxPp = 35 } } }
|
||||||
local enemy2 = { species = "RATTATA", level = 3, hp = 12, maxHp = 12,
|
local enemy2 = { species = "RATTATA", level = 3, hp = 12, maxHp = 12,
|
||||||
@@ -90,6 +132,17 @@ local battle2 = { player = player2, enemy = enemy2, party = { player2 },
|
|||||||
function battle2:moveDisabled() return false end
|
function battle2:moveDisabled() return false end
|
||||||
local screen2 = { screenId = "Gen2BattleState", battle = battle2,
|
local screen2 = { screenId = "Gen2BattleState", battle = battle2,
|
||||||
phase = "menu", menuIndex = 1, moveIndex = 1 }
|
phase = "menu", menuIndex = 1, moveIndex = 1 }
|
||||||
|
function screen2:chooseMenu(choice)
|
||||||
|
self.chosenMenu = choice
|
||||||
|
if choice == "fight" then self.phase = "moves" end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
function screen2:chooseMove(slot)
|
||||||
|
self.chosenMove = slot
|
||||||
|
self.phase = "resolving"
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
function screen2:cancelMove() self.phase = "menu" return true end
|
||||||
local game2 = {
|
local game2 = {
|
||||||
data = {
|
data = {
|
||||||
pokemon = { CHIKORITA = { name = "CHIKORITA" },
|
pokemon = { CHIKORITA = { name = "CHIKORITA" },
|
||||||
@@ -121,6 +174,60 @@ game2.stack.states = {}
|
|||||||
check(api2:snapshot() == nil, "Gold returns nil outside a battle")
|
check(api2:snapshot() == nil, "Gold returns nil outside a battle")
|
||||||
game2.stack.states = { screen2 }
|
game2.stack.states = { screen2 }
|
||||||
|
|
||||||
|
screen2.message = nil
|
||||||
|
screen2.phase = "menu"
|
||||||
|
local menu2 = api2:snapshot()
|
||||||
|
ok, err = api2:submit({ id = 1, revision = menu2.revision - 1,
|
||||||
|
kind = "menu", choice = "fight" })
|
||||||
|
check(not ok and err == "stale battle context",
|
||||||
|
"Gold rejects a stale intent")
|
||||||
|
ok, err = api2:submit({ id = 1, revision = menu2.revision,
|
||||||
|
kind = "menu", choice = "missing" })
|
||||||
|
check(not ok and err == "unknown battle menu choice",
|
||||||
|
"Gold rejects an unknown menu choice")
|
||||||
|
check(api2:submit({ id = 1, revision = menu2.revision,
|
||||||
|
kind = "menu", choice = "fight" }), "Gold accepts a menu intent")
|
||||||
|
eq(screen2.chosenMenu, "fight", "Gold uses the semantic menu path")
|
||||||
|
local moveMenu2 = api2:snapshot()
|
||||||
|
ok, err = api2:submit({ id = 2, revision = moveMenu2.revision,
|
||||||
|
kind = "move", slot = 9 })
|
||||||
|
check(not ok and err == "invalid move slot",
|
||||||
|
"Gold rejects an invalid move slot")
|
||||||
|
check(api2:submit({ id = 2, revision = moveMenu2.revision,
|
||||||
|
kind = "move", slot = 1 }), "Gold accepts a valid move")
|
||||||
|
eq(screen2.chosenMove, 1, "Gold uses the semantic move path")
|
||||||
|
screen2.phase = "moves"
|
||||||
|
local back2 = api2:snapshot()
|
||||||
|
check(api2:submit({ id = 3, revision = back2.revision, kind = "back" }),
|
||||||
|
"Gold accepts move-menu back")
|
||||||
|
eq(screen2.phase, "menu", "Gold back restores the command menu")
|
||||||
|
|
||||||
|
do
|
||||||
|
local Data = require("tests.modkit").fixtures.fresh()
|
||||||
|
local Pokemon = require("src.pokemon.Pokemon")
|
||||||
|
local SaveData = require("src.core.SaveData")
|
||||||
|
local save = SaveData.newGame()
|
||||||
|
save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
|
||||||
|
local pressed = {}
|
||||||
|
local game3 = { data = Data, save = save, input = {
|
||||||
|
wasPressed = function(_, key) return pressed[key] == true end,
|
||||||
|
isDown = function() return false end,
|
||||||
|
}, stack = { states = {} } }
|
||||||
|
function game3.stack:top() return self.states[#self.states] end
|
||||||
|
function game3.stack:push(state) self.states[#self.states + 1] = state end
|
||||||
|
local real = Gen1BattleState.newWild(game3, "FIXMON_B", 12)
|
||||||
|
real.phase, real.queue, real.introSlide = "menu", {}, nil
|
||||||
|
game3.stack.states = { real }
|
||||||
|
pressed.a = true
|
||||||
|
real:update(1 / 60)
|
||||||
|
pressed.a = nil
|
||||||
|
eq(real.phase, "moveSelect", "native Gen 1 FIGHT uses the semantic path")
|
||||||
|
pressed.b = true
|
||||||
|
real:update(1 / 60)
|
||||||
|
pressed.b = nil
|
||||||
|
eq(real.phase, "menu", "native Gen 1 move-menu back still works")
|
||||||
|
end
|
||||||
|
|
||||||
local Loader = require("src.mods.Loader")
|
local Loader = require("src.mods.Loader")
|
||||||
local fs = { read = function() end, getInfo = function() end,
|
local fs = { read = function() end, getInfo = function() end,
|
||||||
getDirectoryItems = function() return {} end }
|
getDirectoryItems = function() return {} end }
|
||||||
|
|||||||
Reference in New Issue
Block a user