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feat(mods): expose contextual field items
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@@ -240,7 +240,7 @@ resolves to the weaker claim:
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| `warned` | present, answers nil or degrades, and names itself once with the mod attributed |
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| `absent` | deliberately not served; a nil read is the honest failure |
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Today that is 288 backed, 32 warned and 161 absent across the fifteen modules.
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Today that is 291 backed, 32 warned and 161 absent across the fifteen modules.
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`notes` keys are documentation topics rather than a member list -- dotted paths
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(`save.money`), field names (`warpAt`), hook names (`hook ui.pc.items`) and
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bare topics (`identity`, `iteration`, `rawset`) all appear there. `members` is
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@@ -486,6 +486,9 @@ has its own entry points for (`start_battle "wild" species level`, `warp`,
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**by name, before the first row runs**, so a mod never gets a half-run queue.
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`marchInPlace` still has no Gen 2 equivalent (the Gen 2 movement stream has no
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byte for it) and returns `nil, reason` rather than approximating one.
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`availableFieldActions` and `useFieldAction` expose the same contextual
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bicycle and fishing records in both games. Each engine keeps ownership of its
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inventory, terrain, surfing, bike, and fishing rules.
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**Hooks and events that fire on Gold.** Every name below is the Gen 1 name
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carrying the Gen 1 payload keys, because Gold's call sites reuse them rather
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@@ -147,6 +147,20 @@ Companion UIs and alternate party screens can call
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operation is accepted only during idle overworld play; menus, movement,
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scripts, battles, and transitions leave the party untouched.
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## Contextual field items
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`mod.world:availableFieldActions()` returns the field items that can start at
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the player's current position. Red and Gold currently expose `bicycle` and
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`fish`; fishing rows include the owned rods that are valid choices. The list
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is empty while the world is busy, while riding states or terrain forbid an
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action, or when the required item is not owned.
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Call `mod.world:useFieldAction(id, opts)` to perform a listed action through
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the active game's own field-item path. Fishing accepts `{ rod = "OLD_ROD" }`
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and chooses automatically when only one rod is available. Invalid, stale, and
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busy requests return `nil` plus a reason without changing game state. Mods do
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not need generation-specific bike, collision, or fishing logic.
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## Rendering pipelines
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Most registries hand the engine *content*. `render_pipelines` hands it
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@@ -325,7 +325,7 @@ This is not a dev-mode feature; it installs on any Gold boot that has mods.
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| `src.pokemon.Boxes` | facade | over `src/core/gen2/Boxes.lua` | 22 / 0 / 0 |
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| `src.battle.BattleState` | facade | over `src/ui/gen2/BattleState.lua` | 16 / 2 / 39 |
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| `src.ui.PartyMenu` | facade | over `src/ui/gen2/PartyMenu.lua` | 15 / 2 / 16 |
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| `src.world.WorldAPI` | alias | `src/world/gen2/WorldAPI.lua` | 12 / 2 / 0 |
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| `src.world.WorldAPI` | alias | `src/world/gen2/WorldAPI.lua` | 15 / 2 / 0 |
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| `src.world.PikachuFollower` | alias | `src/world/gen2/Follower.lua` | 10 / 0 / 11 |
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| `src.script.ScriptRunner` | facade | over `src/script/gen2/Vm.lua` | 10 / 7 / 1 |
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| `src.ui.OptionsMenu` | facade | over `src/ui/gen2/OptionsMenu.lua` | 8 / 0 / 1 |
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@@ -774,7 +774,7 @@ profile to test in, and `POKEPORT_DEV=1` adds the console and `F5` hot reload.
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- **Coverage is partial and will stay partial.** 15 Gen 1 modules are served
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out of a much larger engine, and within those 15 the coverage table records
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288 backed members against 32 warned and 161 absent. The absent ones are not
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291 backed members against 32 warned and 161 absent. The absent ones are not
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a backlog; most are absent because there is no honest Gen 2 answer, and each
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one carries its reason. The counts move as the adapter learns something: a
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member that turns out to answer nil is demoted from backed to warned or
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