feat(mods): expose contextual field items

This commit is contained in:
AverageConsumer
2026-08-14 21:39:18 +02:00
parent 797a6bebfe
commit dcc388a942
8 changed files with 267 additions and 4 deletions
+14
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@@ -147,6 +147,20 @@ Companion UIs and alternate party screens can call
operation is accepted only during idle overworld play; menus, movement,
scripts, battles, and transitions leave the party untouched.
## Contextual field items
`mod.world:availableFieldActions()` returns the field items that can start at
the player's current position. Red and Gold currently expose `bicycle` and
`fish`; fishing rows include the owned rods that are valid choices. The list
is empty while the world is busy, while riding states or terrain forbid an
action, or when the required item is not owned.
Call `mod.world:useFieldAction(id, opts)` to perform a listed action through
the active game's own field-item path. Fishing accepts `{ rod = "OLD_ROD" }`
and chooses automatically when only one rod is available. Invalid, stale, and
busy requests return `nil` plus a reason without changing game state. Mods do
not need generation-specific bike, collision, or fishing logic.
## Rendering pipelines
Most registries hand the engine *content*. `render_pipelines` hands it