diff --git a/src/core/Game.lua b/src/core/Game.lua index b1b730b9..bbe9c9eb 100644 --- a/src/core/Game.lua +++ b/src/core/Game.lua @@ -147,29 +147,42 @@ function Game:bootConfig() return boot end +-- NEW GAME, as a call: a fresh skeleton (through save.new_game, so a mod +-- can reshape it), the overworld at the skeleton's spawn, and the intro +-- screen on top. The title menu's NEW GAME row is this; a mod that starts a +-- game on its own terms -- a match, a challenge mode -- calls it directly. +-- +-- opts.intro = false skips the newGame screen (Oak's speech) so the player +-- lands straight in the world; the skeleton then has to carry a name and a +-- party, which is the caller's job via save.new_game. +function Game:startNewGame(opts) + local OverworldState = require("src.world.OverworldController") + while self.stack:top() do self.stack:pop() end + -- New Game keeps the standalone options.lua preferences + self.sessionStartedAt = os.time() + self.save = SaveData.newGame(self:bootConfig()) + -- no bucket carry-over: mod state from an abandoned session must + -- not leak into a fresh slot; mods seed via save.created instead + self:adoptSave(self.save) + ModRuntime.emit("save.created", { save = self.save }) + self:applyOptions(self.save.options) + self.stack:push(OverworldState, self.save.player.map, + self.save.player.x, self.save.player.y, + self.save.player.facing, + { via = "boot", freshBoot = true }) + if not (opts and opts.intro == false) then + Screens.push(self, bootScreens(self).newGame or "OakSpeech", + function() end) + end +end + -- the title screen with its NEW GAME / CONTINUE wiring; used at boot -- and by the START-menu QUIT confirmation function Game:makeTitleState() local OverworldState = require("src.world.OverworldController") local factory = Screens.get(self, bootScreens(self).title or "TitleState") local title = factory.new(self, { - onNewGame = function() - while self.stack:top() do self.stack:pop() end - -- New Game keeps the standalone options.lua preferences - self.sessionStartedAt = os.time() - self.save = SaveData.newGame(self:bootConfig()) - -- no bucket carry-over: mod state from an abandoned session must - -- not leak into a fresh slot; mods seed via save.created instead - self:adoptSave(self.save) - ModRuntime.emit("save.created", { save = self.save }) - self:applyOptions(self.save.options) - self.stack:push(OverworldState, self.save.player.map, - self.save.player.x, self.save.player.y, - self.save.player.facing, - { via = "boot", freshBoot = true }) - Screens.push(self, bootScreens(self).newGame or "OakSpeech", - function() end) - end, + onNewGame = function() self:startNewGame() end, onContinue = function() local loaded, recovered = SaveData.load() if loaded then diff --git a/src/link/CodeEntry.lua b/src/link/CodeEntry.lua index f0335662..23c74241 100644 --- a/src/link/CodeEntry.lua +++ b/src/link/CodeEntry.lua @@ -1,28 +1,63 @@ --- Shared 6-slot room-code entry widget: the digit-scrub interaction --- LinkState's own `ipDigits`/`addrPos` already uses for IP entry, over the --- Crockford-32-style alphabet pokeserver room/tournament codes are drawn --- from (23456789ABCDEFGHJKMNPQRSTUVWXYZ -- no 0/O/1/I/L, so a code read --- aloud or handwritten never has to be checked twice). +-- Shared slot-scrub entry widget: the digit-scrub interaction LinkState's +-- own `ipDigits`/`addrPos` already uses for IP entry, over the Crockford-32 +-- style alphabet pokeserver room/tournament codes are drawn from +-- (23456789ABCDEFGHJKMNPQRSTUVWXYZ -- no 0/O/1/I/L, so a code read aloud or +-- handwritten never has to be checked twice). +-- +-- The Gen 1 naming grid cannot stand in for this: it has no digits at all +-- (data/text/alphabets.asm is letters and punctuation), so a room code or +-- an address typed there would be unenterable. That is what this exists +-- for. +-- +-- new() takes an optional {length=, charset=} so the same interaction can +-- carry something other than a room code -- a dotted IP over "0123456789.", +-- say. Both default to the room-code shape, so existing callers are +-- unaffected and CodeEntry.LENGTH / CodeEntry.CHARSET still describe them. local CodeEntry = {} CodeEntry.CHARSET = "23456789ABCDEFGHJKMNPQRSTUVWXYZ" CodeEntry.LENGTH = 6 -function CodeEntry.new() +-- state carries its own length/charset so a caller holding two widgets of +-- different shapes cannot have one read the other's alphabet +function CodeEntry.new(opts) + local charset = (opts and opts.charset) or CodeEntry.CHARSET + local length = (opts and opts.length) or CodeEntry.LENGTH local chars = {} - for i = 1, CodeEntry.LENGTH do chars[i] = 1 end -- index into CHARSET, 1-based - return { chars = chars, pos = 1 } + for i = 1, length do chars[i] = 1 end -- index into charset, 1-based + return { chars = chars, pos = 1, charset = charset, length = length } end -local N = #CodeEntry.CHARSET +-- Seed the slots from an existing string: prefilling the LAN address means +-- the player scrubs the last octet instead of all twelve digits. Anything +-- not in the charset lands on slot 1's character. +-- Slots past the end of the seed -- and any character the charset does not +-- carry -- land on the charset's blank where it has one, so seeding a +-- 15-slot address widget with "192.168.1.40" reads back as that address and +-- not as "192.168.1.40000". A charset with no blank (the room code's) has +-- nowhere to put one, so those fall back to the first character as before. +function CodeEntry.fromText(text, opts) + local state = CodeEntry.new(opts) + local blank = state.charset:find(" ", 1, true) or 1 + for i = 1, state.length do + local ch = tostring(text or ""):sub(i, i) + state.chars[i] = (ch ~= "" and state.charset:find(ch, 1, true)) or blank + end + return state +end + +local function charsetOf(state) return state.charset or CodeEntry.CHARSET end +local function lengthOf(state) return state.length or CodeEntry.LENGTH end function CodeEntry.up(state) - state.chars[state.pos] = state.chars[state.pos] % N + 1 + local n = #charsetOf(state) + state.chars[state.pos] = state.chars[state.pos] % n + 1 end function CodeEntry.down(state) - state.chars[state.pos] = (state.chars[state.pos] - 2) % N + 1 + local n = #charsetOf(state) + state.chars[state.pos] = (state.chars[state.pos] - 2) % n + 1 end function CodeEntry.left(state) @@ -30,14 +65,18 @@ function CodeEntry.left(state) end function CodeEntry.right(state) - state.pos = math.min(CodeEntry.LENGTH, state.pos + 1) + state.pos = math.min(lengthOf(state), state.pos + 1) +end + +-- the character in slot i, which is what a draw loop wants +function CodeEntry.charAt(state, i) + local charset = charsetOf(state) + return charset:sub(state.chars[i], state.chars[i]) end function CodeEntry.text(state) local out = {} - for i = 1, CodeEntry.LENGTH do - out[i] = CodeEntry.CHARSET:sub(state.chars[i], state.chars[i]) - end + for i = 1, lengthOf(state) do out[i] = CodeEntry.charAt(state, i) end return table.concat(out) end diff --git a/src/link/LinkState.lua b/src/link/LinkState.lua index c2464beb..44ae1841 100644 --- a/src/link/LinkState.lua +++ b/src/link/LinkState.lua @@ -112,6 +112,32 @@ function LinkState.newJoinOnline(game, code) return self end +-- Adopt a transport that is ALREADY paired and skip the connect UI: an +-- overworld multiplayer session handing one pair of players off to a battle +-- or a trade. The caller has settled which mode and which side hosts, so +-- all that is left is the hello exchange every link session runs before it +-- commits -- the fingerprint/mod compatibility check still gets its say, +-- exactly as it would have on the LAN or ONLINE path. +-- +-- `transport` is anything Session accepts (update/poll/send/close plus the +-- .paired/.closed/.error fields), which is what lets a mod route a battle +-- over a channel of its own. Ownership transfers with it: exitWith closes +-- the session, so the caller's transport is done once this state unwinds. +-- +-- opts.forceLevel the level rule, normally chosen on the battleOptions +-- screen; an adopted session has no menu to pick it on +function LinkState.newFromSession(game, transport, mode, isHost, opts) + local self = LinkState.new(game) + self.net = Session.new(transport, { role = isHost and "host" or "guest", + kind = "link" }) + self.adopted = true + self.adoptedMode, self.adoptedHost = mode, isHost and true or false + self.forceLevel = opts and opts.forceLevel or nil + self.stage = "adopted" + self:sendHello(isHost and mode or nil) + return self +end + function LinkState:exitWith(message, reason) DiscordPresence.setJoinCode(nil) self.game.linkSession = nil -- back to the player's own GAME SPEED @@ -203,8 +229,9 @@ function LinkState:decideCompat(mode, isHost) mods = peer and peer.mods, fingerprint = peer and peer.fingerprint }, }) if self.verdict == "full" or self.verdict == "vanilla_peer" then - if isHost and mode == "battle" then + if isHost and mode == "battle" and not self.adopted then -- host picks the level rule now, before the parties are exchanged + -- (an adopted session had it passed in; see newFromSession) self.stage = "battleOptions" else self:startMode(mode, isHost) @@ -243,6 +270,16 @@ function LinkState:update(dt) end end + -- handed over from an already-paired session (LinkState.newFromSession): + -- both hellos are in flight, and the first one to land settles compat and + -- drops us straight into the agreed mode + if self.stage == "adopted" then + if self:pollHello() then + self:decideCompat(self.adoptedMode, self.adoptedHost) + end + return + end + if self.stage == "menu" then if input:wasPressed("down") then self.index = self.index % 3 + 1 @@ -497,11 +534,26 @@ function LinkState:update(dt) return end self.game.stack:push(battle) + self.battle = battle self.stage = "battleRunning" end elseif self.stage == "battleRunning" then if self.game.stack:top() == self then + -- the lockstep copies carry the damage the real party never takes + -- (cable rules), so a mode that wants it -- a tournament ladder, a + -- battle royale -- reads it from here before the state unwinds + local battle = self.battle + if battle then + Runtime.emit("link.battle_ended", { + result = battle.result or "ended", + myParty = battle.playerParty, + theirParty = battle.enemyParty, + peerName = self.peerName, + role = self.isHost and "host" or "guest", + }) + end + self.battle = nil self:exitWith(nil) -- battle finished end end diff --git a/src/world/OverworldController.lua b/src/world/OverworldController.lua index e0391b3f..47dda17e 100644 --- a/src/world/OverworldController.lua +++ b/src/world/OverworldController.lua @@ -1993,7 +1993,13 @@ function OverworldState:interact() -- talk() lands the follower on its cell first. require("src.world.PikachuFollower").talk(Game, self, npc) elseif not npc.moving then - self:talkTo(npc) + -- world.talk: the A press on an object, before the map's text tables + -- get it. A runtime object a mod spawned (WorldAPI:spawnNpc) carries + -- no TEXT_* id, so the vanilla path has nothing to say for it; a mod + -- that owns the object wraps this and simply does not call next(). + -- Everything else falls straight through to talkTo as before. + Runtime.call("world.talk", function(ow, target) ow:talkTo(target) end, + self, npc) end interacted(self, fx, fy, "npc", npc) return diff --git a/src/world/WorldAPI.lua b/src/world/WorldAPI.lua index 69b9eea2..d4f3d800 100644 --- a/src/world/WorldAPI.lua +++ b/src/world/WorldAPI.lua @@ -5,6 +5,7 @@ -- quiet no-op, never a crash. Reaching into OverworldState internals -- stays unsupported; anything a mod legitimately needs belongs here. +local Collision = require("src.world.Collision") local Logger = require("src.core.Logger") local FieldDefaults = require("src.world.FieldDefaults") local Map = require("src.world.Map") @@ -407,6 +408,72 @@ function Handle:position() return self.npc.cellX, self.npc.cellY end +-- Walk one tile starting NOW, outside the scripted-movement queue. +-- +-- scriptMove queues onto OverworldState.scriptMoves, and a non-empty +-- scriptMoves is how the overworld knows a cutscene is running -- it gates +-- handleInput (OverworldController "local scripted = ... #self.scriptMoves > +-- 0"), so an actor animated that way freezes the player's controls for as +-- long as it walks. That is right for Oak marching to his lab and wrong for +-- an actor that moves on its own schedule: a networked player's ghost, an +-- ambient walker. This is the same per-tile state scriptMove sets, minus +-- the queue and therefore minus the lockout. +-- +-- Collision is deliberately not checked. The caller is replaying a move +-- that was already decided somewhere else (validated on the peer's machine, +-- or authored), and re-judging it here would let the two copies disagree +-- about where the actor is. Use canStep first if you want the check. +function Handle:stepNow(dir) + local npc = self.npc + if not Collision.DELTA[dir] then return nil, "bad direction: " .. tostring(dir) end + if npc.moving then return nil, "already moving" end + npc.facing = dir + npc.targetX, npc.targetY = Collision.target(npc.cellX, npc.cellY, dir) + npc.moving = true + npc.progress = 0 + return true +end + +-- Would stepNow land somewhere legal? Exposed separately so a caller that +-- does want the map's opinion can ask for it without giving up the "replay +-- verbatim" default above. +function Handle:canStep(dir) + local ow = self.ow + if not (ow and ow.map) then return false end + return Collision.canMove(ow.map, ow.entities, self.npc, dir) and true or false +end + +-- Snap to a cell with no animation: a warp arrival, or a resync that has +-- drifted too far to walk off. Clears any step in flight so the entity +-- cannot land on its old target a frame later. +function Handle:placeAt(x, y, facing) + local npc = self.npc + npc.moving = false + npc.marching = false + npc.targetX, npc.targetY = nil, nil + npc.progress = 0 + npc.cellX, npc.cellY = x, y + npc.px, npc.py = x * 16, y * 16 + if facing then npc.facing = facing end + return true +end + +-- True while a step is still animating, so a driver can pace itself rather +-- than stomping a move in flight. +function Handle:isMoving() + return self.npc.moving and true or false +end + +-- Whether the player may walk through this object (Collision.occupied skips +-- passable entities -- Yellow's companion Pikachu is the engine's own user +-- of the flag). It still draws and can still be talked to; it just stops +-- being an obstacle, which is what a dynamic actor wants when standing in a +-- doorway would otherwise wall someone in. +function Handle:setPassable(passable) + self.npc.passable = passable and true or false + return true +end + function WorldAPI:npc(mapId, indexOrName) local ow = self:overworld() if not ow then return nil, NO_OVERWORLD end