This commit is contained in:
bryanthaboi
2026-08-16 06:41:58 -04:00
34 changed files with 1800 additions and 138 deletions
+95 -52
View File
@@ -38,6 +38,7 @@ local romText = RomText
local BattleState = {}
BattleState.__index = BattleState
BattleState.isOpaque = true
BattleState.isBattleState = true
-- Category identity for per-category GAME SPEED (RFC 0007), the same
-- style OverworldController.isOverworld already uses. Every battle --
@@ -156,6 +157,13 @@ function BattleState:caughtMarkerVisible()
function() return false end, self) == true
end
function BattleState:catchChance(ball, rateOverride)
if Runtime.wantsHook("catch.rate") then return nil end
return Catching.chance(ball, self.enemy.mon, self.enemy.def, rateOverride,
{ ballDef = self:ballDef(ball), statuses = self.data.statuses,
battle = self })
end
function BattleState:moveGridNavigation()
if self:wideLayout() then return true end
if not Runtime.wantsHook("battle.move_grid_navigation") then return false end
@@ -1162,7 +1170,7 @@ function BattleState:startMessage(item)
local npos = text:find("[\n\v]", pos)
local chunk = npos and text:sub(pos, npos - 1) or text:sub(pos)
local codes = Font.encode(chunk)
self.lines[#self.lines + 1] = { codes = codes, cont = cont }
self.lines[#self.lines + 1] = { codes = codes, cont = cont, text = chunk }
self.total = self.total + #codes
if not npos then break end
cont = text:sub(npos, npos) == "\v"
@@ -1195,6 +1203,18 @@ function BattleState:beginMsgLine()
self.shown[#self.shown + 1] = {}
end
function BattleState:visibleText()
if self.phase ~= "messages" or not (self.current or self.animPlaying) then
return nil
end
local out, count = {}, #(self.shown or {})
for i = math.max(1, self.lineIndex - count + 1), self.lineIndex do
local line = self.lines and self.lines[i]
if line then out[#out + 1] = line.text or "" end
end
return #out > 0 and out or nil
end
function BattleState:updateQueue()
if self.waitingUI then
if self.game.stack:top() ~= self then return true end
@@ -1927,6 +1947,77 @@ function BattleState:playerHasPP()
return false
end
-- One semantic path for the native command menu and mod.battle intents.
function BattleState:chooseMenu(choice)
if self.phase ~= "menu" then return nil, "battle menu is not active" end
if not self.player or not self.player.mon or self.player.mon.hp <= 0
or self:menuLockedAction(self.player) then
return nil, "battle menu is not ready"
end
self:clearTurnFlinches()
if choice == "fight" and self.ghost then
self:say(Strings("%s is too\nscared to move!", self.player.name))
self.phase = "messages"
self.afterQueue = "menu"
self:act(function()
self:executeAction(self.enemy, self.player, self:enemyAction())
end)
-- A scared turn still ticks the player's residual effects.
self:queueResidual(self.player, self.enemy)
self:act(function() self:endOfTurn() end)
elseif choice == "fight" then
-- Trapping, Bide, and similar locks skip the move list.
local fightLock = self:fightLockedAction(self.player)
if fightLock then
self:resolveTurn(fightLock)
elseif not self:playerHasPP() then
-- No usable PP goes straight to Struggle.
self:say(Strings("%s has no\nmoves left!", self.player.name))
self:resolveTurn({ id = "STRUGGLE", pp = 1, struggle = true })
else
self.phase = "moveSelect"
self.moveIndex = math.min(self.moveIndex, #self.player.curMoves)
self.moveSwapIndex = nil
end
elseif choice == "run" then
self:tryRun()
elseif choice == "item" then
self:openItems()
elseif choice == "party" then
self:openParty()
else
return nil, "unknown battle menu choice"
end
return true
end
function BattleState:chooseMove(index)
if self.phase ~= "moveSelect" then return nil, "move menu is not active" end
local move = self.player.curMoves[index]
if not move then return nil, "invalid move slot" end
self.moveIndex = index
if self.player.disabledSlot == index then
self:say(self:romText("_MoveDisabledText", "The move is\ndisabled!"))
self.phase = "messages"
self.afterQueue = "menu"
elseif move.pp <= 0 then
self:say(self:romText("_MoveNoPPText", "No PP left for\nthis move!"))
self.phase = "messages"
self.afterQueue = "menu"
else
self.playerMoveListIndex = index
self:resolveTurn(move)
end
return true
end
function BattleState:cancelMove()
if self.phase ~= "moveSelect" then return nil, "move menu is not active" end
self.moveSwapIndex = nil
self.phase = "menu"
return true
end
function BattleState:swapMoves(i, j)
if i == j then return end
local moves = self.player.curMoves
@@ -2096,42 +2187,7 @@ function BattleState:update(dt)
self.menuIndex = row * 2 + col + 1
if input:wasPressed("a") then
require("src.core.Sound").play(self.data, "Press_AB")
local choice = ({ "fight", "pkmn", "item", "run" })[self.menuIndex]
if choice == "fight" and self.ghost then
self:say(Strings("%s is too\nscared to move!", self.player.name))
self.phase = "messages"
self.afterQueue = "menu"
self:act(function()
self:executeAction(self.enemy, self.player, self:enemyAction())
end)
-- the scared turn still ticks the player's residual (PrintGhostText
-- -> ExecutePlayerMoveDone, core.asm:3056, 3275-3279)
self:queueResidual(self.player, self.enemy)
self:act(function() self:endOfTurn() end)
elseif choice == "fight" then
-- After the menu: own trapping/Bide or foe Wrap skips the move
-- list and forces the locked action (core.asm:320-329)
local fightLock = self:fightLockedAction(self.player)
if fightLock then
self:resolveTurn(fightLock)
return
end
if not self:playerHasPP() then
-- _NoMovesLeftText, then Struggle engages
self:say(Strings("%s has no\nmoves left!", self.player.name))
self:resolveTurn({ id = "STRUGGLE", pp = 1, struggle = true })
return
end
self.phase = "moveSelect"
self.moveIndex = math.min(self.moveIndex, #self.player.curMoves)
self.moveSwapIndex = nil
elseif choice == "run" then
self:tryRun()
elseif choice == "item" then
self:openItems()
else
self:openParty()
end
self:chooseMenu(({ "fight", "party", "item", "run" })[self.menuIndex])
end
return
end
@@ -2160,8 +2216,7 @@ function BattleState:update(dt)
end
elseif input:wasPressed("b") then
require("src.core.Sound").play(self.data, "Press_AB")
self.moveSwapIndex = nil
self.phase = "menu"
self:cancelMove()
elseif input:wasPressed("a") then
require("src.core.Sound").play(self.data, "Press_AB")
if self.moveSwapIndex then
@@ -2169,19 +2224,7 @@ function BattleState:update(dt)
self.moveSwapIndex = nil
return
end
local mv = moves[self.moveIndex]
if self.player.disabledSlot == self.moveIndex then
self:say(self:romText("_MoveDisabledText", "The move is\ndisabled!"))
self.phase = "messages"
self.afterQueue = "menu"
elseif mv.pp <= 0 then
self:say(self:romText("_MoveNoPPText", "No PP left for\nthis move!"))
self.phase = "messages"
self.afterQueue = "menu"
else
self.playerMoveListIndex = self.moveIndex
self:resolveTurn(mv)
end
self:chooseMove(self.moveIndex)
end
return
end