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Author SHA1 Message Date
bryanthaboi c0f654f8c2 Merge pull request #1195 from AverageConsumer/codex/mod-power-info
feat(mods): expose read-only device power info
2026-08-12 16:55:15 -04:00
AverageConsumer e44769a48a Expose read-only device power info to mods 2026-08-12 22:13:32 +02:00
bryanthaboi d38faab03c Delete mod-sandbox-notice.txt 2026-08-12 09:49:43 -04:00
bryanthaboi 83682f011d grandmas-kitchn 2026-08-12 09:22:30 -04:00
bryanthaboi 49d094b14d Merge branch 'main' into dev 2026-08-11 21:32:14 -04:00
bryanthaboi cd7985e4ac Merge pull request #1072 from dlloa/gen1recomp-issue-28
Export versioned mod option schemas for native launchers
2026-08-11 21:24:57 -04:00
bryanthaboi 61edf3470f Merge pull request #1067 from swuff-star/audio-mod-load-fix
load user's imported cache for modkit validation
2026-08-11 21:23:59 -04:00
bryanthaboi cd02cd6f33 Merge pull request #1061 from AverageConsumer/codex/mod-world-party-reorder
Mod API: expose safe overworld party reordering
2026-08-11 21:23:43 -04:00
bryanthaboi 127e3da909 Merge pull request #1062 from AverageConsumer/codex/mod-caught-marker-visibility
Mod API: allow opt-in caught markers in wild battle HUDs
2026-08-11 21:23:31 -04:00
bryanthaboi 8fa702e715 Merge pull request #1064 from TheRealSolidusSnake/feature/tls-support
TLS support
2026-08-11 21:23:20 -04:00
bryanthaboi 3aaaf9936e Merge pull request #1076 from MaxTomahawk/feat/mod-title-checkpoint-resume
feat(mods): resume selected checkpoints from title
2026-08-11 21:23:08 -04:00
bryanthaboi af33c6e810 Merge pull request #1078 from MaxTomahawk/feat/scripted-battle-checkpoints
feat(mods): checkpoint scripted battle decisions
2026-08-11 21:22:40 -04:00
bryanthaboi e8eccfd4df Merge pull request #1080 from MaxTomahawk/feat/device-date-time
feat(mods): add shared local date and time formatting
2026-08-11 21:21:51 -04:00
bryanthaboi 241c3345bd Merge pull request #1086 from thibautbus/fix/yellow-pallet-oak-music
Bring Oak's Pallet Town cutscene in line with the original Yellow game
2026-08-11 21:21:36 -04:00
bryanthaboi 20e0692486 Merge pull request #1087 from MaxTomahawk/fix/battle-decision-settling
fix: settle real battle checkpoint decisions
2026-08-11 21:21:14 -04:00
bryanthaboi 0136429d3e CLOSES #1090, CLOSES #1093, CLOSES #1094, CLOSES #1095, CLOSES #1098, CLOSES #1102, CLOSES #1105, CLOSES #1106, CLOSES #1108, CLOSES #1109, CLOSES #1110, CLOSES #1111, CLOSES #1113, CLOSES #1114, CLOSES #1117, CLOSES #1118, CLOSES #1121, CLOSES #1122, CLOSES #1123, CLOSES #1124, CLOSES #1126, CLOSES #1127, CLOSES #1128, CLOSES #1131, CLOSES #1132, CLOSES #1134, CLOSES #1137, CLOSES #1141 2026-08-11 21:19:36 -04:00
bryanthaboi 01aab1d763 Merge pull request #1138 from dburton95/dev
Add trueColor to Gen 2's BattleState.lua
2026-08-11 20:00:50 -04:00
Dorian Burton 3d2d53362d Add trueColor to Gen 2's BattleState.lua
Without the trueColor option from Gen 1's BattleState, custom sprites are rendered with the orignial sprites color pallete.
2026-08-11 17:51:23 -04:00
github-actions 03838ee1d4 chore(ios): update app-repo.json [skip ci] 2026-08-11 12:14:09 -04:00
bryanthaboi 2fabc03841 Merge pull request #1088 from bryanthaboi/dev
G2 support
2026-08-11 12:05:05 -04:00
MaxTomahawk 41f02ecfbc fix: settle real battle checkpoint decisions 2026-08-11 17:13:29 +02:00
thibautbus cef286b170 Add unit tests
Regression coverage for the four Yellow Pallet Town fixes on this
branch:

- tests/parity_J.lua: the old-man-style demo bag shows x1 in Yellow
  (SimulatedInputBattleItemList), not just the pre-existing x50
  (pokered's OldManItemList) case.
- tests/engine/push_battle_transition.lua: Commands.pushBattle calls
  ctx.overworld:pushBattle when available and falls back with a
  logged warning otherwise. Logger.warn is spied (pcall-safe, always
  restored) rather than read off the shared Logger.history ring
  buffer, so the fallback checks don't leave noise behind for
  whatever else runs in the same process.
- tests/parity_yellow_pallet_pikachu.lua: drives the real onStep
  closure through the real StateStack/OverworldState, with no mocked
  battle -- Red never plays Music_MuseumGuy for this escort (Blue
  shares the same code path: onStep only branches on
  GameVersion.isYellow(), never isBlue(), so a separate Blue run
  would exercise nothing new), and Yellow's hold before the Pikachu
  battle is armed for exactly 2 frames before handing off to
  BattleTransition rather than a bare stack push. Stops there rather
  than also driving the demo battle to completion just to assert
  Music_MuseumGuy fires in Yellow (that fix's own coverage): the
  extra coupling to unrelated battle menu/bag/throw frame budgets
  wasn't worth it for one more assertion. That side stays manually
  verified. scenario() restores Game/GameVersion and re-inits
  StateStack on the way out.

All three pass standalone (luajit tests/<path>). The Yellow E2E test
hits the same pre-existing "Music.playMap is nil" gap three other
map-warping parity tests already hit inside the aggregated
tests/run_tests.lua run (missing data/generated/audio.lua in this dev
environment) -- confirmed by diffing the identical error text against
parity_warp_after_warp_step.lua, which also passes clean standalone.
2026-08-11 16:55:06 +02:00
thibautbus ab94b96a79 Simplify comments 2026-08-11 15:23:32 +02:00
thibautbus cc43bd77d2 Give Oak's Pikachu catch the battle-start flash/wipe transition
story2.lua pushed the demo battle straight onto the stack, skipping
the flash + wipe that every other wild battle gets.

InitWildBattle calls DoBattleTransitionAndInitBattleVariables
unconditionally (core.asm:6699) -- there is no BATTLE_TYPE_OLD_MAN or
BATTLE_TYPE_PIKACHU special case -- so the old-man tutorial and Oak's
Pikachu catch get the wipe like any other wild battle, same as every
scripted trainer. Commands.old_man_demo already routed the Viridian
old man's tutorial catch through OverworldState:pushBattle for
exactly this reason; the fallback it used for a pushBattle-less
overworld (ctx.overworld and ctx.overworld.pushBattle then ... else
game.stack:push(battle)) was duplicated verbatim in Commands
.start_battle and would have been a third copy in story2.lua, so it's
pulled into one Commands.pushBattle(ctx, battle) helper instead, used
by all three call sites; the fallback branch now logs a warning
rather than silently dropping the transition and battle-theme start.
2026-08-11 14:01:19 +02:00
thibautbus d4dc72d0f4 Fix the old-man demo bag to show 1 Poke Ball in Yellow, 50 in Red/Blue
Confirmed against pokeyellow's engine/battle/core.asm: the Viridian
old man's demo and Oak's Pikachu catch share the same canned
one-item bag (SimulatedInputBattleItemList), quantity 1 -- pokered's
equivalent (OldManItemList, old man only, no Pikachu battle type) is
quantity 50. The port hardcoded x50 for both versions.
2026-08-11 14:01:06 +02:00
thibautbus 6d841526b1 Hold two frames on Oak's turn before the Pikachu battle starts
oak.facing was set and the battle pushed in the same synchronous
callback, so the overworld never rendered a frame of Oak already
turned toward the grass before the screen cut to battle.

Traced home/overworld.asm: PalletTownOakGreetsPlayerScript (the turn)
and PalletTownPikachuBattleScript (arming wCurOpponent) are separate
script ticks, one main-loop iteration apart. OverworldLoopLessDelay
burns two DelayFrame calls per iteration, calls RunMapScript (via
JoypadOverworld) first, and only then checks wCurOpponent to jump
into the battle -- so the turn from iteration A is on screen for the
two DelayFrame calls that open iteration B, before that same
iteration's RunMapScript arms wCurOpponent and falls straight into
the battle check. hold(2, ...) restores exactly that beat.
2026-08-11 14:00:59 +02:00
thibautbus 8e48bb4e32 Play the museum-guy cue during Oak's lab walk in Yellow
Yellow's Pallet Town intro (professor catches the wild Pikachu, then
walks the player to the lab) played the map's default Pallet Town
theme the whole time instead of the dedicated escort cue. Per
pokeyellow's actual scripts: PlayDefaultMusicFadeOutCurrent (run on
every battle exit) legitimately restores Pallet Town's theme after
the Pikachu demo battle for the Whew.../Come with me lines; the
escort cue (MUSIC_MUSEUM_GUY, the same "led by an NPC" theme Pewter's
museum guide uses) only starts in PalletMovementScript_OakMoveLeft,
the first function of the escort script -- but only in pokeyellow's
copy. pokered's copy of that same shared Red/Yellow function only
sets BIT_NO_MAP_MUSIC and leaves whatever was already playing
(MUSIC_MEET_PROF_OAK) running uninterrupted into the lab.

Start Music_MuseumGuy at the top of escortToLab, gated on Yellow so
Red/Blue keeps its unchanged behavior, and fix the Oak-escort warp's
keepMusic comment to say which song rides the warp in each version.
2026-08-11 14:00:40 +02:00
MaxTomahawk 2c8c800584 feat: add shared date and time formatting 2026-08-11 11:17:32 +02:00
MaxTomahawk 4db97164bb feat: anchor first checkpoint for cold restart 2026-08-11 08:59:47 +02:00
MaxTomahawk 882763cfe1 feat: checkpoint scripted battle decisions 2026-08-11 08:58:33 +02:00
david 798f3c25c0 Export legacy mod option schemas 2026-08-10 20:23:01 -07:00
david 02024fef58 Export versioned mod option schemas 2026-08-10 17:34:08 -07:00
Hanan Rodebaugh a4c51eccea expand cached data used when checking mods 2026-08-10 19:12:37 -04:00
Solidus Snake a9767e5df1 Add native TLS for Android love.system and desktop gen1tls.
Expose a non-blocking TLS socket API to mods (WSS clients) without bundling
any game-specific multiworld content.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-10 17:43:53 -04:00
AverageConsumer e59175fc89 feat(mods): allow caught markers in wild battle HUDs 2026-08-10 23:36:38 +02:00
MaxTomahawk 4e20f4585f fix(mods): emit restore lifecycle after title resume 2026-08-10 23:32:35 +02:00
MaxTomahawk 1c37867e52 fix(mods): keep title resume independent 2026-08-10 23:32:35 +02:00
MaxTomahawk 67491e2dac feat(mods): expose selected save chronology 2026-08-10 23:32:35 +02:00
MaxTomahawk 2d85c9595d test: cover title checkpoint resume recovery 2026-08-10 23:32:35 +02:00
MaxTomahawk b8138ef850 feat(mods): resume selected checkpoints from title 2026-08-10 23:32:35 +02:00
AverageConsumer e3fc8380cf feat(mods): expose safe overworld party reordering 2026-08-10 23:25:54 +02:00
github-actions b9afaaae60 chore(ios): update app-repo.json [skip ci] 2026-08-10 17:19:13 -04:00
bryanthaboi 4d03a38067 Merge pull request #1060 from bryanthaboi/dev
bugs and slugs
2026-08-10 17:11:22 -04:00
github-actions ab5fed60fe chore(ios): update app-repo.json [skip ci] 2026-08-10 15:16:03 -04:00
bryanthaboi e3a215e081 Merge pull request #1052 from bryanthaboi/dev
revisions and buggies
2026-08-10 15:05:40 -04:00
github-actions 0f484682d8 chore(ios): update app-repo.json [skip ci] 2026-08-06 10:41:34 -04:00
bryanthaboi 60cf07fb0a Merge pull request #912 from bryanthaboi/dev
launcher update, switch and xbox updates
2026-08-06 10:32:17 -04:00
github-actions 35ed326dda chore(ios): update app-repo.json [skip ci] 2026-08-06 07:27:09 -04:00
bryanthaboi f4a1dd9e16 Merge pull request #900 from bryanthaboi/dev
some bugs
2026-08-06 07:18:33 -04:00
github-actions 439e97aee6 chore(ios): update app-repo.json [skip ci] 2026-08-06 05:23:19 -04:00
bryanthaboi 9de4db8531 Merge pull request #882 from bryanthaboi/dev 2026-08-06 05:17:04 -04:00
github-actions 683fee8028 chore(ios): update app-repo.json [skip ci] 2026-08-05 16:49:41 -04:00
bryanthaboi a83d18fc51 Merge pull request #879 from bryanthaboi/dev
CLOSES #604, CLOSES #666, CLOSES #716, CLOSES #727, CLOSES #763, CLOS…
2026-08-05 16:42:56 -04:00
github-actions 9696c8d3e2 chore(ios): update app-repo.json [skip ci] 2026-08-05 14:59:49 -04:00
bryanthaboi 18b2bcd0a7 Merge pull request #873 from bryanthaboi/dev
bug fixes
2026-08-05 14:53:57 -04:00
github-actions 7def560726 chore(ios): update app-repo.json [skip ci] 2026-08-05 12:08:35 -04:00
bryanthaboi 6cbd0de77d Merge pull request #861 from bryanthaboi/dev
dunka dunka dunka dunka dunkaccino
2026-08-05 12:00:32 -04:00
github-actions afc5a52978 chore(ios): update app-repo.json [skip ci] 2026-08-04 16:55:32 -04:00
bryanthaboi 12a04f4188 Merge pull request #827 from bryanthaboi/dev
bang bang
2026-08-04 16:48:50 -04:00
github-actions 1963a5453e chore(ios): update app-repo.json [skip ci] 2026-08-04 11:10:21 -04:00
bryanthaboi 59a383736c Merge pull request #804 from bryanthaboi/dev
NOW AVAILABLE ON XBOX LFG
2026-08-04 11:03:21 -04:00
github-actions d377518632 chore(ios): update app-repo.json [skip ci] 2026-08-04 10:41:03 -04:00
bryanthaboi f74e21782b Merge pull request #798 from bryanthaboi/dev
perhaps a massive PR
2026-08-04 10:35:29 -04:00
github-actions 7b060c19f4 chore(ios): update app-repo.json [skip ci] 2026-08-04 06:50:19 -04:00
bryanthaboi 604b9338f9 Merge pull request #783 from bryanthaboi/dev
fixing some bugs and adding another tool to the translation toolbelt
2026-08-04 06:45:30 -04:00
github-actions 92f73d8bed chore(ios): update app-repo.json [skip ci] 2026-08-03 17:28:07 -04:00
bryanthaboi e3fcdd0776 Merge pull request #761 from bryanthaboi/dev
bugs and switch
2026-08-03 17:22:17 -04:00
93 changed files with 5309 additions and 375 deletions
+7
View File
@@ -68,3 +68,10 @@ mobile/ios/bundle_id.local
/ports/uwp/build/
/ports/uwp/third_party/*/source/
/ports/uwp/third_party/angle/depot_tools/
# Native TLS dialer build output (dotnet publish)
/native/tls_dial/bin/
/native/tls_dial/obj/
/dist/native/
/dist/win/
/.bazinga/
+43 -2
View File
@@ -242,7 +242,48 @@ with a `MK4xx` finding per site and an `unresolved:` note, with a file and a
line, for every reach a static scan could not follow. Neither substitutes for a
real Gold boot.
### 5. `mod.card`
### 5. What a mod's code can reach
Your code runs in a sandbox (`src/mods/Sandbox.lua`), not against the
engine's globals. Every chunk you author gets it: `main.lua`, your
`options_schema`, and anything you `load()` yourself. What is absent:
| Absent | Use instead |
| --- | --- |
| `io`, and `require("io")` | `mod:read` for your own files, `mod.storage` to persist |
| `os.getenv`, `os.execute`, `os.remove`, `os.rename`, `os.exit` | nothing; `os.time`/`os.date`/`os.clock` still work |
| `package`, `dofile`, `loadfile`, `debug`, `getfenv`, `setfenv` | `require` for the supported engine modules |
| `require("ffi")`, `require("love.*")` | the `love` table you are given |
| `love.filesystem` | `mod.storage` (per-mod, per-playthrough) and `mod:read` |
| `love.thread`, `love.event` | `mod.events`, `mod.hooks` |
| `love.system` | `mod.device:powerInfo()` for battery information |
The rest of `love` passes through unchanged, so graphics, audio, timers and
input work as they always have.
Three consequences worth knowing before you write against it:
- **Your globals are yours.** `_G` inside a mod is that mod's own table. Two
mods no longer share a namespace, and neither can reach the engine's. To
publish something to another mod, put it on `mod.exports` and let them
`mod.find("your_id").exports` — the channel that was always the intended
one. The same goes for the standard library: `string`, `table` and `math`
are per-mod copies, so patching one is a local decision.
- **Paths cannot climb.** `mod:read`, `mod.assets:path` and `mod.assets:image`
join to your own directory, and `..`, absolute paths and drive letters are
refused. So are `entry` and `options_schema` in your manifest.
- **Ship source, not bytecode.** A precompiled entry file is refused.
`permissions` in the manifest is still a disclosure the manager shows the
player, and `network` now gates `require("socket")` and friends. There is no
permission that grants raw filesystem access, because no mod needs one:
everything a mod legitimately writes is already scoped by
`mod.storage` or the asset-transform derived root.
If your mod used one of the absent globals, the fix is almost always
`mod.storage`. Open an issue if you have a case it does not cover.
### 6. `mod.card`
The manifest is the *engine's* contract: identity, load order, dependencies,
permissions, profile. The card is the *human-facing* one: who made this,
@@ -263,7 +304,7 @@ Two fields deserve their own note:
distributed mod never carries ROM-derived bytes, not even in its preview
images.
### 6. Tags
### 7. Tags
Lowercase kebab strings, open vocabulary. The showcase generator
lowercases and de-dupes. A recommended starting set: `beginner`,
+2 -1
View File
@@ -203,7 +203,8 @@ return {
rows[#rows + 1] = { "set_field", "pikachuInBall", true }
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
ow.runner:run(rows, { npc = npc, onDone = done })
ow.runner:run(rows, { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end,
TEXT_OAKSLAB_RIVAL = {
+24 -7
View File
@@ -206,6 +206,13 @@ M.PALLET_TOWN = {
end
local function escortToLab(oak)
-- PalletMovementScript_OakMoveLeft
-- (engine/overworld/auto_movement.asm) starts MUSIC_MUSEUM_GUY
-- when the escort begins in Yellow. Until then, Pallet Town plays
-- after the battle; Red/Blue leave MUSIC_MEET_PROF_OAK playing.
if yellow then
Music.play(game.data, "Music_MuseumGuy")
end
local numSteps = x - 10
if oak and numSteps > 0 then
ow:scriptMove(oak, "left", numSteps, function()
@@ -249,14 +256,24 @@ M.PALLET_TOWN = {
function()
-- Oak turns toward the horizontally adjacent grass (left exit
-- looks right, right exit looks left -- the
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch)
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch).
-- In pokeyellow, PalletTownOakGreetsPlayerScript turns Oak and
-- PalletTownPikachuBattleScript arms the battle on the next
-- overworld iteration. OverworldLoopLessDelay
-- (home/overworld.asm) burns two DelayFrame calls at the top
-- of each iteration and calls RunMapScript before checking
-- wCurOpponent, so those two DelayFrame calls are what keep
-- Oak's turn on screen before the battle check fires.
if oak then oak.facing = x == 10 and "right" or "left" end
local battle = BattleState.newWild(game, "PIKACHU", 5)
battle:makeOldManDemo("PROF.OAK")
battle.onFinish = function()
afterPikaBattle()
end
game.stack:push(battle)
hold(2, nil, function()
local battle = BattleState.newWild(game, "PIKACHU", 5)
battle:makeOldManDemo("PROF.OAK")
battle.onFinish = function()
afterPikaBattle()
end
-- Use the standard wild-battle entry transition.
Commands.pushBattle(ctx, battle)
end)
end))
end
+4 -2
View File
@@ -36,7 +36,8 @@ M.CERULEAN_MELANIES_HOUSE = {
rows[#rows + 1] = { "label", "declined" }
rows[#rows + 1] = { "show_text", "MelanieText5" }
end
ow.runner:run(rows, { npc = npc, onDone = done })
ow.runner:run(rows, { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end,
-- pet flavor: the text with the species' cry over it
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
@@ -105,7 +106,8 @@ M.VERMILION_CITY = {
rows[#rows + 1] = { "label", "declined" }
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
end
ow.runner:run(rows, { npc = npc, onDone = done })
ow.runner:run(rows, { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end,
},
}
+2 -1
View File
@@ -100,7 +100,8 @@ local function oldMan2Talk(game, ow, npc, done)
game.stack:push(TextBox.new(game, text(game).losingMyTouch, done))
return
end
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done })
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end
M.VIRIDIAN_CITY = {
+91
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@@ -0,0 +1,91 @@
# RFC 0008 — Runtime mod option schema export
## Status
Proposed. Engine: `src/mods/Loader.lua`. Tests:
`tests/mod_loader_tests.lua`. This RFC defines an optional filesystem
contract; it does not require a native launcher or any other consumer.
## Motivation
A native launcher may want to present settings for installed mods before it
starts the game. Running every mod's entry chunk in that launcher just to
discover its settings would duplicate engine behavior and give the launcher
an unnecessary code-execution surface. The engine already has the authoritative
runtime schemas after mod loading, so it can publish a data-only snapshot for
platform shells that want one.
## The exact contract
After the mod loader has finished running entry chunks, it may write
`mod_option_schemas.json` beside `options.lua` in the same filesystem. The
document is a snapshot of the current boot; it is not a second settings store
and does not change how option values are read or written.
Version 1 has this shape:
```json
{
"schema_version": 1,
"mods": {
"example": [
{"key":"enabled","type":"toggle","label":"Enabled","default":true},
{"key":"mode","type":"choice","label":"Mode","default":"safe",
"choices":[["Safe","safe"],["Fast","fast"]]},
{"key":"rate","type":"number","label":"Rate","default":5,
"min":0,"max":10,"step":1},
{"key":"name","type":"text","label":"Name","default":"","maxLen":12}
]
}
}
```
`mods` is keyed by mod id. Its rows come from the runtime
`mod.options:define` schema, or from the legacy manifest `options_schema` file
when the runtime schema is absent. The supported row types are `toggle`,
`choice`, `number`, and `text`. Their optional fields retain the meanings
established by the existing in-game option UI: choices are `[label, value]`
pairs, numeric rows may provide `min`, `max`, and `step`, and text rows may
provide `maxLen`.
Only mods that are enabled and successfully loaded in the current boot are
included. A disabled or failed mod must not contribute rows. If an older
snapshot exists and the current boot has no schema-bearing mods, the producer
overwrites it with `{"schema_version":1,"mods":{}}`; this prevents stale
settings rows from surviving a disable or load failure. A fresh mod-free boot
does not create the file, and a filesystem without write support is tolerated.
The producer writes the snapshot after entry chunks and the final load set
have been established. Consumers must treat the file as untrusted input and
must not execute anything from it.
## Compatibility and versioning
The contract is optional on both sides. A native consumer may be absent, and
the engine continues normally if the file cannot be written. A native
consumer is not required to render, validate, or persist every supported row;
it may ignore an unknown row type or optional field.
For compatibility with files produced by the original unversioned prototype,
a missing `schema_version` means version 1. Consumers must ignore documents
with a newer version rather than guessing at their shape. Producers must bump
the version whenever they change the document shape or the meaning of an
existing field. Version 1 is therefore the legacy unversioned format as well
as the explicitly versioned format shown above.
## Migration note
Nothing. Existing mods, option values, and the in-game options UI are
unchanged. Platforms that do not consume `mod_option_schemas.json` have no
new integration requirement.
## Parity tests
`tests/mod_loader_tests.lua` verifies the explicit version, runtime and legacy
row round-tripping, enabled/disabled filtering, failed-mod filtering,
stale-snapshot clearing, and tolerance of a read-only filesystem.
## Deprecation etiquette
Nothing is deprecated. The unversioned file form remains readable as legacy
version 1; new producers write the explicit `schema_version` field.
+85 -6
View File
@@ -68,6 +68,14 @@ optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
`warp`, visible `item`, and untaken `hidden` locations. All fields are
read-only snapshots; mods choose which layers to render.
## Party ordering
Companion UIs and alternate party screens can call
`mod.world:canReorderParty()` before offering a reorder action, then
`mod.world:reorderParty(fromSlot, toSlot)` with one-based party slots. The
operation is accepted only during idle overworld play; menus, movement,
scripts, battles, and transitions leave the party untouched.
## Rendering pipelines
Most registries hand the engine *content*. `render_pipelines` hands it
@@ -231,7 +239,18 @@ local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
`context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine
version is compatibility metadata; physical launcher-slot and path identity stays
private.
private. A title-selected context may additionally contain `normalSavedAt`, the
validated matching ordinary-save chronology only; it never exposes normal-save
progress or a slot/path handle.
At the title screen only, `mod.storage:selected(game)` returns a bound storage
facade for the launcher-selected existing playthrough, or `nil, code, message`.
Resolving this facade is read-only: it never allocates an identity, adopts a
fresh New Game, or exposes a slot id/path. Its `context()`, `read(key)`,
`write(key, value)`, `list(prefix)`, and `delete(key)` methods have the same
data-only and transaction contract as `mod.storage`, but remain restricted to
the calling mod's selected existing namespace. It is intended for title tools
that need to browse or manage durable history before the first normal SAVE.
Values must be tables containing serializable data only. Keys are conservative
slash-separated segments (letters, digits, `_`, `-`); paths and filesystem
@@ -250,13 +269,21 @@ if capability.canCapture then
end
local ok, code, message = mod.checkpoints:restore(game, checkpoint)
-- After the tool has durably committed its first checkpoint, make a
-- never-saved playthrough reachable through ordinary title boot exactly once.
local anchored, anchorCode, anchorMessage =
mod.checkpoints:ensureNormalSave(game, checkpoint)
```
Checkpoint format 1 supports settled overworld control and proven battle
player-decision safe points. Battle checkpoints are limited to ordinary
single-player wild/trainer origins with no suspended script; link, Safari,
ghost, demo, scripted, animation, message, queue, and forced-action phases fail
closed. New checkpoints preserve gameplay RNG, while legacy overworld records
player-decision safe points. Ordinary single-player wild/trainer encounters are
supported. Scripted story battles are also supported when the engine can detach
their current built-in battle command and data-only row continuation, rebind any
NPC by stable id, and resume the story through a fresh runner. The suspended Lua
coroutine is never serialized. Link, Safari, ghost, demo, opaque callback,
non-data-only script, animation, message, queue, concurrent-script, and
forced-action phases fail closed. New checkpoints preserve gameplay RNG, while legacy overworld records
without RNG remain loadable. Capture excludes global options and runtime
objects. Restore validates format, game/playthrough identity, content,
coordinates, battle relationships, continuation, and RNG before mutation;
@@ -293,7 +320,25 @@ private state. A mod that deliberately stores progress-coupled truth in
cannot distinguish it safely from independent history, configuration, or cache
data.
See RFC 0003, RFC 0004, and RFC 0005 for exact contracts and error codes.
`mod.checkpoints:resume(game, checkpoint)` is the title-session counterpart to
live `restore`. It validates the same data-only checkpoint against the
engine-selected existing playthrough, reconstructs only after all validation
passes, preserves current options, and verifies by recapture. A title session
has no live gameplay rollback state: if reconstruction or verification fails,
the engine rebuilds a usable title session and returns `false, code, message`.
It never rewrites a normal Pokémon save. It is unavailable outside title and does
not broaden capture or arbitrary-frame support.
`mod.checkpoints:ensureNormalSave(game, checkpoint)` is a separate live-runtime
operation for durable checkpoint tools. It creates ordinary progress only when
none exists, only after validating that the supplied checkpoint is the exact
current safe runtime, and through the normal atomic save lifecycle. Once an
ordinary save exists it returns `true, "already_exists"` without writing, so
subsequent checkpoints and the player's later SAVE commands remain independent.
Call it only after the tool's own checkpoint/index commit; treat an anchoring
failure as a failed first checkpoint rather than claiming restart safety.
See RFC 0003, RFC 0004, RFC 0005, and RFC 0006 for exact contracts and error
codes.
## Developer console
@@ -449,3 +494,37 @@ platform-bridge mod bundled only with that build's launcher, for example).
Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call`
already falls straight through to the vanilla function when no mod has
wrapped the name, at negligible cost.
## Shared date and time presentation
The global Options menu owns `DATE FORMAT` (`DEVICE`, `DD-MM-YYYY`,
`MM-DD-YYYY`, `YYYY-MM-DD`) and `TIME FORMAT` (`DEVICE`, `24 HOUR`, `12 HOUR`).
These preferences live in `options.lua`, so checkpoint restore never rewinds
them. `DEVICE` uses the process time locale when the platform provides one;
the portable fallback is `DD-MM-YYYY` plus 24-hour time.
Mods format captured timestamps through the read-only public facade:
```lua
local date = mod.datetime:date(game, createdAt)
local time = mod.datetime:time(game, createdAt)
local both = mod.datetime:dateTime(game, createdAt)
```
The live `game` supplies only the current option context. Formatting never
mutates the save, options, or timestamp, and invalid timestamps return
`"----"`.
## Device power information
Sandboxed mods can read the host's battery state without receiving the rest
of `love.system`:
```lua
local state, percent = mod.device:powerInfo()
```
`state` follows LÖVE's values: `"unknown"`, `"battery"`, `"nobattery"`,
`"charging"`, or `"charged"`. `percent` is `0` through `100`, or `nil` when
the platform cannot report it. The facade is read-only and does not expose
URL launching, clipboard access, or other system operations.
+1
View File
@@ -19,6 +19,7 @@ Features intentionally added beyond the original Pokémon Red, Blue, and Yellow
* **Soft reset button combination**
* **Keyboard and controller rebinding**
* **Mod profiles** with separate mod settings and save slots
* **Sandboxed mods**: an installed mod can read only its own folder and write only its own storage, so it cannot reach the rest of your device
* **Improved launcher and save editor UI**, including background downloads and update checks
* **Direct-launch options** for shortcuts, Steam entries, and handheld frontends
* **Custom boot branding**
+30 -12
View File
@@ -15,9 +15,12 @@ references, completion is currently an `onFinish` closure, and scripted battles
resume a suspended `ScriptRunner` coroutine. Copying the controller would create
a record that is neither data-only nor process-independent.
The engine can instead expose a narrow semantic safe point. This gives all mods
the strongest persistent battle checkpoint the current architecture can prove,
without claiming mid-animation or suspended-script support.
The engine can instead expose a narrow semantic safe point. Ordinary encounters
use fixed engine-owned completion descriptors. A scripted story encounter may
also participate when its active command row and remaining row-list are
detached data, its NPC can be rebound by stable object id, and its completion is
one of the engine-declared semantic forms. The suspended coroutine itself is
never captured.
## API delta
@@ -26,7 +29,7 @@ second format-1 runtime kind.
### Capability
`mod.checkpoints:inspect(game)` returns this only when an ordinary single-player
`mod.checkpoints:inspect(game)` returns this only when a supported single-player
wild or trainer battle is settled at the player command menu:
```lua
@@ -35,13 +38,15 @@ wild or trainer battle is settled at the player command menu:
The action/message queue, waits, UI, animations, HP/status presentation, and
faint processing must be settled. The player must actually control the menu.
The underlying overworld must have no running/queued script or scripted move,
and the battle must carry an engine-owned semantic continuation descriptor.
The battle must carry an engine-owned semantic continuation descriptor. An
ordinary encounter requires an idle overworld. A scripted story encounter may
have exactly its originating foreground runner suspended at the battle command;
queued/parallel scripts and scripted movement remain unsafe.
Additional refusal codes are `battle_phase_busy`, `battle_origin_unsupported`,
`battle_variant_unsupported`, and `link_battle_unsupported`. Link, Safari,
ghost, old-man/demo, fishing, static-object, script-suspended, and mod-created
closure continuations remain rejected.
ghost, old-man/demo, fishing, opaque callback continuations, non-data-only
scripts, and unsupported concurrent script work remain rejected.
### Capture
@@ -107,10 +112,20 @@ trainer class/party, and optional header event; a win reapplies the same defeate
flag, event, reward, and `afterBattle` path. Reconstructed overworld input and
NPC freeze state are normalized instead of reviving the old closure.
`Commands.start_battle` is deliberately unsupported: its completion closure
mutates script context and resumes a coroutine whose program counter and Lua
stack cannot be serialized. Existing script rejection remains the correct safe
contract until a separate semantic ScriptRunner checkpoint RFC exists.
For `start_battle`, `rival_battle`, and `static_battle`, the runner records the
detached row list and current command program counter plus stable source/NPC
identity where present. On restore, battle completion starts a fresh runner at
that command with a one-use semantic battle result. Replaying the current
command (rather than skipping to the next row) preserves wrapper behavior such
as rival-party consequences, static-object removal, `lastCheck`, and deferred
`afterBattle` evolution ordering. The reconstructed overworld starts with
normalized input/NPC freeze state, so an engine-marked `release_npc` callback
needs no closure revival.
Arbitrary `onDone` callbacks, function-bearing rows, unknown commands, missing
NPC identities, old-man/demo flows, and concurrent scripts fail closed. This is
not a general ScriptRunner snapshot: no coroutine, Lua stack, local variable,
function, or runtime object enters the checkpoint.
## Migration note
@@ -138,3 +153,6 @@ No-mod behavior is unchanged when checkpoints are unused.
- exactly one post-verification `checkpoint.restored` event and none on failure;
- legacy overworld checkpoint compatibility;
- complete ROM-free engine and public mod-API suites.
- scripted trainer and static/wild story continuation, including wrapper-row
replay, cold reconstruction, malformed row rejection, and opaque callback
refusal.
@@ -0,0 +1,92 @@
# RFC 0006 — Selected title playthrough storage and checkpoint resume
## Status
Proposed. Engine: `SaveData.lua`, `Storage.lua`, `Checkpoint.lua`, and
`Loader.lua`. Tests: `title_playthrough_context.lua`, existing storage,
checkpoint, title, save-slot, and no-mod parity suites.
## Motivation
A tool checkpoint may be the first durable record of a new playthrough. The
engine intentionally keeps normal Pokémon SAVE independent: before the first
normal write, identity is retained by the engine-owned selected-slot mapping,
while title starts with a fresh New Game skeleton. A durable checkpoint tool may
explicitly create one ordinary progress anchor after its first checkpoint has
committed; later tool writes must remain independent. Calling ordinary active
`mod.storage` there would allocate/adopt an identity, and live
`mod.checkpoints:restore` correctly refuses title because it has no gameplay
rollback state. Generic public capabilities are required; a tool must not use
private storage paths, slot ids, or simulate the player's SAVE menu flow.
## Additive public API
### `mod.storage:selected(game)`
Available only while the engine is in a title session. Returns an opaque bound
facade or `nil, code, message`:
```lua
local selected = mod.storage:selected(game)
local context = selected:context()
local history = selected:read("history/index")
```
The facade exposes `context()`, `read(key)`, `write(key, value)`,
`list(prefix)`, and `delete(key)`. It is bound internally to the launcher-
selected existing game-version/playthrough and the calling mod id. It neither
accepts an arbitrary playthrough id nor reveals a slot id, filesystem path, or
another mod namespace. Resolution is read-only; no selected mapping means
`no_selected_playthrough`, and opening a title browser never mints an identity.
Its detached context can include only `normalSavedAt` from a matching ordinary
save, so title tools can apply their own resume policy without receiving the
canonical normal-save record.
### `mod.checkpoints:ensureNormalSave(game, checkpoint)`
Available only at a live checkpoint-safe boundary. After a tool has durably
committed the supplied current checkpoint, it may request an ordinary progress
anchor for a playthrough that has never had one. The engine validates the
checkpoint, proves it exactly matches a fresh capture of the live runtime, and
uses the normal atomic save path including `save.write` lifecycle/veto hooks.
The operation is idempotent. It returns `true, "already_exists"` without writing
when matching normal progress already exists, so later checkpoints never move
the vanilla CONTINUE target. A stale/non-current checkpoint, unsafe runtime,
write veto/failure, or failed readback returns a structured failure. A tool
should call it only after its own checkpoint and index are durable and must not
report that first checkpoint as successful if the required anchor fails.
### `mod.checkpoints:resume(game, checkpoint)`
Available only from title. It validates format, data-only structure, selected
game/playthrough identity, canonical save/content, overworld/battle runtime, and
RNG exactly as `restore` does. It then reconstructs semantic overworld or a
supported battle continuation, preserves current options, and differentially
recaptures before committing. On success it emits `checkpoint.restored` once.
Title has no live runtime rollback. A reconstruction or verification failure
therefore rebuilds a clean title session from the pre-operation title save and
RNG; it emits no success event and never rewrites normal progress. Validation
failure leaves the existing title session untouched. Stable errors include
`not_at_title`, `no_selected_playthrough`, normal checkpoint validation codes,
`resume_failed`, and `title_recovery_failed`.
## Isolation and migration
Explicit NEW GAME retains its existing fresh-identity rule. It does not reuse a
previous selected mapping and cannot see old tool history. Existing mods change
nothing: no identity, storage, title reconstruction, or event is created unless
the new methods are called. `mod.storage` remains independent durable data and
does not rewind with a checkpoint; canonical `game.save` / `mod.save` does.
## Verification
The public SDK test starts a fresh playthrough, stores tool history, creates and
readback-verifies exactly one normal anchor, proves subsequent calls do not
rewrite it, simulates title/restart, reads the selected binding without
allocating title identity, resumes an overworld checkpoint, preserves options,
differentially recaptures, and confirms a later explicit NEW GAME receives
another identity. A separate two-process disk test proves cold-start routing and
reconstruction. Existing no-mod, storage, checkpoint, battle, and title suites
prove additive parity.
+49
View File
@@ -0,0 +1,49 @@
# RFC 0008 — Read-only device power information for sandboxed mods
## Status
Proposed. Engine: `Loader.lua`, `Sandbox.lua`. Test:
`tests/modkit/cases/device_power_info.lua`.
## Motivation
A handheld UI mod can show the player's battery state and warn before power
loss. The sandbox correctly removes `love.system` because that module also
launches URLs and exposes other host operations, but it leaves no scoped way
to read the harmless power values that LÖVE already provides.
## The decision it extends
Extends the mod sandbox in `src/mods/Sandbox.lua`: blocked host modules stay
blocked while legitimate operations receive narrow engine-owned facades.
## The exact API delta
Add `mod.device:powerInfo() -> state, percent`.
The engine calls `love.system.getPowerInfo()` outside the mod sandbox and
returns only its first two values. `state` is one of LÖVE's standard power
states. `percent` is `0` through `100` or `nil`. When the platform has no
power-information backend, the result is `"unknown", nil`.
No permission grants access to `love.system`; URL launching, clipboard access,
OS identification, and the module table itself remain unavailable.
## Migration note for existing mods
Mods that used `love.system.getPowerInfo()` replace that call with
`mod.device:powerInfo()`. No other mod changes.
## Parity tests
- **No mod:** loading no mods does not call the platform power backend.
- **Mod API:** a fixture mod loaded through the public loader receives state
and percentage through `mod.device`, while the existing sandbox suite keeps
proving that direct `love.system` access is refused.
- **Unavailable backend:** the public facade returns `"unknown", nil` rather
than inventing battery data or failing mod load.
## Deprecation etiquette
Nothing deprecated. The facade is additive; the sandbox's `love.system` block
remains in force.
@@ -23,6 +23,7 @@
#ifdef LOVE_ANDROID
#include <cerrno>
#include <cstring>
#include <unordered_map>
#include <SDL.h>
@@ -324,6 +325,182 @@ bool httpDownload(const char *url, const char *destPath, const char *userAgent,
return result;
}
/*
* TLS sockets. Same resolution rule as httpDownload above -- the activity's
* own class, never FindClass -- and the same tolerance for an old APK: a
* missing method answers like a platform without TLS instead of aborting.
*/
static jclass tlsActivityClass(JNIEnv *env)
{
jobject activityObj = (jobject) SDL_AndroidGetActivity();
if (activityObj == nullptr)
return nullptr;
jclass activity = env->GetObjectClass(activityObj);
env->DeleteLocalRef(activityObj);
return activity;
}
int tlsOpen(const char *host, int port)
{
if (host == nullptr)
return -1;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsOpen", "(Ljava/lang/String;I)I");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jstring jhost = env->NewStringUTF(host);
jint result = env->CallStaticIntMethod(activity, method, jhost, (jint) port);
env->DeleteLocalRef(jhost);
env->DeleteLocalRef(activity);
return (int) result;
}
int tlsStatus(int handle)
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsStatus", "(I)I");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jint result = env->CallStaticIntMethod(activity, method, (jint) handle);
env->DeleteLocalRef(activity);
return (int) result;
}
int tlsSend(int handle, const char *data, int length)
{
if (data == nullptr || length <= 0)
return 0;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsSend", "(I[B)I");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jbyteArray payload = env->NewByteArray((jsize) length);
if (payload == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
env->SetByteArrayRegion(payload, 0, (jsize) length, (const jbyte*) data);
jint result = env->CallStaticIntMethod(activity, method, (jint) handle, payload);
env->DeleteLocalRef(payload);
env->DeleteLocalRef(activity);
return (int) result;
}
int tlsReceive(int handle, char *buf, int max)
{
if (buf == nullptr || max <= 0)
return 0;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsReceive", "(II)[B");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jobject result = env->CallStaticObjectMethod(activity, method, (jint) handle, (jint) max);
env->DeleteLocalRef(activity);
if (result == nullptr)
return 0;
jbyteArray bytes = (jbyteArray) result;
jsize length = env->GetArrayLength(bytes);
if (length > max)
length = max;
env->GetByteArrayRegion(bytes, 0, length, (jbyte*) buf);
env->DeleteLocalRef(result);
return (int) length;
}
bool tlsError(int handle, char *buf, int max)
{
if (buf == nullptr || max <= 0)
return false;
buf[0] = '\0';
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return false;
jmethodID method = env->GetStaticMethodID(activity, "tlsError", "(I)Ljava/lang/String;");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jobject result = env->CallStaticObjectMethod(activity, method, (jint) handle);
env->DeleteLocalRef(activity);
if (result == nullptr)
return false;
jstring text = (jstring) result;
const char *utf = env->GetStringUTFChars(text, nullptr);
if (utf != nullptr)
{
strncpy(buf, utf, (size_t) max - 1);
buf[max - 1] = '\0';
env->ReleaseStringUTFChars(text, utf);
}
env->DeleteLocalRef(result);
return buf[0] != '\0';
}
void tlsClose(int handle)
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return;
jmethodID method = env->GetStaticMethodID(activity, "tlsClose", "(I)V");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return;
}
env->CallStaticVoidMethod(activity, method, (jint) handle);
env->DeleteLocalRef(activity);
}
/*
* Helper functions for the filesystem module
*/
@@ -98,6 +98,27 @@ bool restartApp();
**/
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept);
/**
* TLS client sockets (GameActivity.tls*, implemented by TlsSocket.java).
* LuaSocket, which is what LOVE ships, does TCP only, so wss:// is otherwise
* unreachable -- and an Archipelago room hosted on archipelago.gg accepts a
* plain connection only to drop it. The platform has both a TLS stack and the
* system trust store, so this borrows them rather than vendoring mbedTLS.
*
* tlsOpen returns a handle immediately and connects on its own thread: poll
* tlsStatus for 0 connecting / 1 open / 2 closed, and -1 for a handle that
* does not exist. Bytes given to tlsSend before the handshake finishes are
* queued rather than refused. tlsReceive fills buf and returns how much it
* took, 0 when nothing is waiting. A closed connection keeps both its reason
* (tlsError) and whatever arrived before it closed until tlsClose.
**/
int tlsOpen(const char *host, int port);
int tlsStatus(int handle);
int tlsSend(int handle, const char *data, int length);
int tlsReceive(int handle, char *buf, int max);
bool tlsError(int handle, char *buf, int max);
void tlsClose(int handle);
/*
* Helper functions for the filesystem module
*/
@@ -244,6 +244,72 @@ bool System::httpDownload(const char *url, const char *destPath,
#endif
}
int System::tlsOpen(const char *host, int port) const
{
#ifdef LOVE_ANDROID
return love::android::tlsOpen(host, port);
#else
LOVE_UNUSED(host);
LOVE_UNUSED(port);
return -1;
#endif
}
int System::tlsStatus(int handle) const
{
#ifdef LOVE_ANDROID
return love::android::tlsStatus(handle);
#else
LOVE_UNUSED(handle);
return -1;
#endif
}
int System::tlsSend(int handle, const char *data, int length) const
{
#ifdef LOVE_ANDROID
return love::android::tlsSend(handle, data, length);
#else
LOVE_UNUSED(handle);
LOVE_UNUSED(data);
LOVE_UNUSED(length);
return -1;
#endif
}
int System::tlsReceive(int handle, char *buf, int max) const
{
#ifdef LOVE_ANDROID
return love::android::tlsReceive(handle, buf, max);
#else
LOVE_UNUSED(handle);
LOVE_UNUSED(buf);
LOVE_UNUSED(max);
return -1;
#endif
}
bool System::tlsError(int handle, char *buf, int max) const
{
#ifdef LOVE_ANDROID
return love::android::tlsError(handle, buf, max);
#else
LOVE_UNUSED(handle);
LOVE_UNUSED(buf);
LOVE_UNUSED(max);
return false;
#endif
}
void System::tlsClose(int handle) const
{
#ifdef LOVE_ANDROID
love::android::tlsClose(handle);
#else
LOVE_UNUSED(handle);
#endif
}
bool System::hasBackgroundMusic() const
{
#if defined(LOVE_ANDROID)
@@ -149,6 +149,20 @@ public:
virtual bool httpDownload(const char *url, const char *destPath,
const char *userAgent = nullptr, const char *accept = nullptr) const;
/**
* TLS client sockets (Android only; every call fails elsewhere, where
* LuaSec or another provider is the answer). Non-blocking by contract:
* tlsOpen returns a handle and connects on its own thread, tlsStatus
* reports 0 connecting / 1 open / 2 closed / -1 unknown, and bytes sent
* before the handshake completes are queued rather than refused.
**/
virtual int tlsOpen(const char *host, int port) const;
virtual int tlsStatus(int handle) const;
virtual int tlsSend(int handle, const char *data, int length) const;
virtual int tlsReceive(int handle, char *buf, int max) const;
virtual bool tlsError(int handle, char *buf, int max) const;
virtual void tlsClose(int handle) const;
/**
* Gets if the user is playing music on background.
* Throws an exception on unsupported platforms.
@@ -139,6 +139,79 @@ int w_hasBackgroundMusic(lua_State *L)
return 1;
}
/*
* TLS sockets. Deliberately a handle-and-poll API rather than an object:
* the caller is a per-frame pump that must never block, and everything with
* a thread behind it lives on the Java side.
*/
int w_tlsOpen(lua_State *L)
{
const char *host = luaL_checkstring(L, 1);
int port = (int) luaL_checknumber(L, 2);
lua_pushnumber(L, instance()->tlsOpen(host, port));
return 1;
}
int w_tlsStatus(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
lua_pushnumber(L, instance()->tlsStatus(handle));
return 1;
}
int w_tlsSend(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
size_t length = 0;
const char *data = luaL_checklstring(L, 2, &length);
lua_pushnumber(L, instance()->tlsSend(handle, data, (int) length));
return 1;
}
int w_tlsReceive(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
int max = (int) luaL_optnumber(L, 2, 8192);
if (max <= 0)
{
lua_pushliteral(L, "");
return 1;
}
// A frame's worth of a busy room, on the C stack rather than the heap:
// this runs every frame and an allocation per poll is not worth it.
if (max > 65536)
max = 65536;
char buf[65536];
int got = instance()->tlsReceive(handle, buf, max);
if (got < 0)
{
lua_pushnil(L);
return 1;
}
lua_pushlstring(L, buf, (size_t) got);
return 1;
}
int w_tlsError(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
char buf[512];
if (!instance()->tlsError(handle, buf, (int) sizeof(buf)))
{
lua_pushnil(L);
return 1;
}
lua_pushstring(L, buf);
return 1;
}
int w_tlsClose(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
instance()->tlsClose(handle);
return 0;
}
static const luaL_Reg functions[] =
{
{ "getOS", w_getOS },
@@ -153,6 +226,12 @@ static const luaL_Reg functions[] =
{ "syncHealthSteps", w_syncHealthSteps },
{ "restartApp", w_restartApp },
{ "httpDownload", w_httpDownload },
{ "tlsOpen", w_tlsOpen },
{ "tlsStatus", w_tlsStatus },
{ "tlsSend", w_tlsSend },
{ "tlsReceive", w_tlsReceive },
{ "tlsError", w_tlsError },
{ "tlsClose", w_tlsClose },
{ "hasBackgroundMusic", w_hasBackgroundMusic },
{ 0, 0 }
};
@@ -606,6 +606,45 @@ public class GameActivity extends SDLActivity {
* The body lands in a .part file and is renamed only once complete, so a
* dropped connection can never leave a half file the caller trusts.
*/
/**
* TLS client sockets, exposed as love.system.tls* and used by the
* Archipelago mod for wss:// rooms. LuaSocket speaks TCP only, so without
* these a hosted room -- every one of which is TLS-only -- is unreachable
* from the game. The work is in TlsSocket; these are the static entry
* points, because the JNI side resolves methods on the activity's own
* class (see love/src/common/android.cpp) and cannot see other classes
* from a worker thread.
*/
@Keep
public static int tlsOpen(String host, int port) {
return TlsSocket.open(host, port);
}
@Keep
public static int tlsStatus(int handle) {
return TlsSocket.status(handle);
}
@Keep
public static int tlsSend(int handle, byte[] data) {
return TlsSocket.send(handle, data);
}
@Keep
public static byte[] tlsReceive(int handle, int max) {
return TlsSocket.receive(handle, max);
}
@Keep
public static String tlsError(int handle) {
return TlsSocket.error(handle);
}
@Keep
public static void tlsClose(int handle) {
TlsSocket.close(handle);
}
@Keep
public static boolean httpDownload(String url, String destPath, String userAgent, String accept) {
if (url == null || destPath == null) return false;
@@ -0,0 +1,310 @@
package org.love2d.android;
import android.util.Log;
import java.io.InputStream;
import java.io.OutputStream;
import java.net.InetSocketAddress;
import java.net.Socket;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.atomic.AtomicInteger;
import javax.net.ssl.HttpsURLConnection;
import javax.net.ssl.SNIHostName;
import javax.net.ssl.SNIServerName;
import javax.net.ssl.SSLParameters;
import javax.net.ssl.SSLSocket;
import javax.net.ssl.SSLSocketFactory;
/**
* A TLS client socket that Lua can drive without ever blocking a frame.
*
* WHY THIS EXISTS. LuaSocket, which is what LOVE ships, speaks TCP and nothing
* else, so wss:// was simply unreachable from the game -- and every room hosted
* on archipelago.gg is TLS-only, accepting a plain connection just long enough
* to drop it. The alternative was vendoring mbedTLS into the NDK build and
* carrying a CA bundle in the APK; the platform already has both a TLS stack
* and the system trust store, so this asks Android instead.
*
* THE CONTRACT. Callers get an int handle and poll it. open() returns
* immediately and the connect and handshake happen on their own thread, so a
* slow or unreachable host costs nothing on the game thread -- which matters
* more here than it did for httpDownload, since that runs on a worker and this
* is serviced from the frame loop. Bytes handed to send() before the handshake
* finishes are queued, not refused, so a caller can write its request the
* moment it has a handle and never think about readiness again.
*
* Reads are drained by a thread into a chunk queue and handed over a copy at a
* time; a caller that stops polling stops the connection rather than growing
* the heap without limit.
*/
final class TlsSocket {
static final int STATUS_CONNECTING = 0;
static final int STATUS_OPEN = 1;
static final int STATUS_CLOSED = 2;
private static final int CONNECT_TIMEOUT_MS = 15000;
private static final int READ_CHUNK = 16384;
/** Roughly a second of a very chatty room; past this the reader is gone. */
private static final int MAX_BUFFERED = 4 * 1024 * 1024;
private static final ConcurrentHashMap<Integer, TlsSocket> LIVE =
new ConcurrentHashMap<Integer, TlsSocket>();
private static final AtomicInteger NEXT_HANDLE = new AtomicInteger(1);
private final String host;
private final int port;
private final int handle;
private volatile int status = STATUS_CONNECTING;
private volatile String error = null;
private volatile boolean closing = false;
private volatile SSLSocket socket = null;
private final Object inLock = new Object();
private final ArrayDeque<byte[]> inChunks = new ArrayDeque<byte[]>();
private int inHeadOffset = 0;
private int inAvailable = 0;
private final Object outLock = new Object();
private final ArrayDeque<byte[]> outChunks = new ArrayDeque<byte[]>();
private TlsSocket(String host, int port, int handle) {
this.host = host;
this.port = port;
this.handle = handle;
}
// ---------------------------------------------------------------- API
static int open(String host, int port) {
if (host == null || host.length() == 0 || port <= 0 || port > 65535) return -1;
final int handle = NEXT_HANDLE.getAndIncrement();
final TlsSocket self = new TlsSocket(host, port, handle);
LIVE.put(Integer.valueOf(handle), self);
Thread dialer = new Thread(new Runnable() {
@Override public void run() { self.dial(); }
}, "tls-dial-" + handle);
dialer.setDaemon(true);
dialer.start();
return handle;
}
static int status(int handle) {
TlsSocket self = LIVE.get(Integer.valueOf(handle));
return self == null ? -1 : self.status;
}
static String error(int handle) {
TlsSocket self = LIVE.get(Integer.valueOf(handle));
return self == null ? null : self.error;
}
static int send(int handle, byte[] data) {
TlsSocket self = LIVE.get(Integer.valueOf(handle));
if (self == null || data == null) return -1;
if (self.status == STATUS_CLOSED) return -1;
if (data.length == 0) return 0;
synchronized (self.outLock) {
self.outChunks.add(data);
self.outLock.notifyAll();
}
return data.length;
}
static byte[] receive(int handle, int max) {
TlsSocket self = LIVE.get(Integer.valueOf(handle));
if (self == null || max <= 0) return null;
return self.take(max);
}
static void close(int handle) {
TlsSocket self = LIVE.remove(Integer.valueOf(handle));
if (self != null) self.shutdown(null);
}
// ------------------------------------------------------------ internals
private void dial() {
Socket plain = null;
try {
plain = new Socket();
plain.connect(new InetSocketAddress(host, port), CONNECT_TIMEOUT_MS);
plain.setTcpNoDelay(true);
SSLSocketFactory factory = (SSLSocketFactory) SSLSocketFactory.getDefault();
SSLSocket ssl = (SSLSocket) factory.createSocket(plain, host, port, true);
// Wrapping an already-connected socket skips the SNI and hostname
// checking that createSocket(host, port) would have done for us, and
// a shared address like archipelago.gg answers with the wrong
// certificate without the name in the hello. Both are set through
// SSLParameters where the platform has it, with the verifier below
// as the floor for anything older.
boolean verifiedByPlatform = false;
try {
SSLParameters params = ssl.getSSLParameters();
params.setEndpointIdentificationAlgorithm("HTTPS");
List<SNIServerName> names = new ArrayList<SNIServerName>(1);
names.add(new SNIHostName(host));
params.setServerNames(names);
ssl.setSSLParameters(params);
verifiedByPlatform = true;
} catch (Throwable ignored) {
// Older platform: handled after the handshake instead.
}
enableModernProtocols(ssl);
ssl.startHandshake();
if (!verifiedByPlatform
&& !HttpsURLConnection.getDefaultHostnameVerifier()
.verify(host, ssl.getSession())) {
throw new java.io.IOException(
"certificate does not match " + host);
}
socket = ssl;
if (closing) { shutdown(null); return; }
status = STATUS_OPEN;
Thread writer = new Thread(new Runnable() {
@Override public void run() { pumpOut(); }
}, "tls-write-" + handle);
writer.setDaemon(true);
writer.start();
pumpIn();
} catch (Throwable t) {
shutdown(describe(t));
if (plain != null) {
try { plain.close(); } catch (Throwable ignored) {}
}
}
}
/**
* minSdk is 16, where TLS 1.1/1.2 exist but are off by default. Every
* modern server refuses everything older, so switch on whatever the
* platform has rather than leaving an old device negotiating TLS 1.0.
*/
private static void enableModernProtocols(SSLSocket ssl) {
try {
List<String> wanted = new ArrayList<String>(3);
for (String supported : ssl.getSupportedProtocols()) {
if (supported.startsWith("TLSv1.1")
|| supported.startsWith("TLSv1.2")
|| supported.startsWith("TLSv1.3")) {
wanted.add(supported);
}
}
if (!wanted.isEmpty()) {
ssl.setEnabledProtocols(wanted.toArray(new String[wanted.size()]));
}
} catch (Throwable ignored) {
}
}
private void pumpIn() {
try {
InputStream in = socket.getInputStream();
byte[] buf = new byte[READ_CHUNK];
while (!closing) {
int n = in.read(buf);
if (n < 0) break;
if (n == 0) continue;
byte[] chunk = new byte[n];
System.arraycopy(buf, 0, chunk, 0, n);
synchronized (inLock) {
if (inAvailable + n > MAX_BUFFERED) {
throw new java.io.IOException("read buffer overflow");
}
inChunks.add(chunk);
inAvailable += n;
}
}
shutdown(null);
} catch (Throwable t) {
shutdown(describe(t));
}
}
private void pumpOut() {
try {
OutputStream out = socket.getOutputStream();
while (true) {
byte[] chunk;
synchronized (outLock) {
while (outChunks.isEmpty() && !closing && status != STATUS_CLOSED) {
outLock.wait();
}
if (closing || status == STATUS_CLOSED) return;
chunk = outChunks.poll();
}
if (chunk != null) {
out.write(chunk);
out.flush();
}
}
} catch (Throwable t) {
shutdown(describe(t));
}
}
private byte[] take(int max) {
synchronized (inLock) {
if (inAvailable <= 0) return null;
int want = Math.min(max, inAvailable);
byte[] out = new byte[want];
int filled = 0;
while (filled < want) {
byte[] head = inChunks.peek();
if (head == null) break;
int have = head.length - inHeadOffset;
int take = Math.min(have, want - filled);
System.arraycopy(head, inHeadOffset, out, filled, take);
filled += take;
inHeadOffset += take;
if (inHeadOffset >= head.length) {
inChunks.poll();
inHeadOffset = 0;
}
}
inAvailable -= filled;
if (filled == want) return out;
byte[] short_ = new byte[filled];
System.arraycopy(out, 0, short_, 0, filled);
return short_;
}
}
/**
* The handle stays registered until the caller closes it, so why the
* connection ended and whatever arrived before it did are both still
* readable. Dropping it here instead would turn a server that states its
* refusal and hangs up into an unknown handle, which is the one failure a
* player most needs the reason for.
*/
private void shutdown(String why) {
if (why != null && error == null) error = why;
closing = true;
status = STATUS_CLOSED;
synchronized (outLock) { outLock.notifyAll(); }
SSLSocket s = socket;
socket = null;
if (s != null) {
try { s.close(); } catch (Throwable ignored) {}
}
if (why != null) Log.d("TlsSocket", host + ":" + port + " -- " + why);
}
private static String describe(Throwable t) {
String msg = t.getMessage();
String name = t.getClass().getSimpleName();
if (msg == null || msg.length() == 0) return name;
return name + ": " + msg;
}
}
+98
View File
@@ -12,6 +12,104 @@
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"version": "0.1.78",
"date": "2026-08-11",
"size": 10944298,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.78/gen1recomp-0.1.78-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.1.77",
"date": "2026-08-10",
"size": 9611135,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.77/gen1recomp-0.1.77-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #960 Missing sounds for logging off & walking into NPCs\n- #961 Sound effects for entering/leaving a building & using stairs playing too late\n- #968 Caterpie not evolving?\n- #995 Nurse doesn't bow after healing\n- #1006 Minor bug: Prof Oak's aid can't do math\n- #1009 Pikachu follows player right away\n- #1013 Unable to nickname Pikachu in Yellow\n- #1021 Pikachu not moving in Prof. Oak's lab\n- #1031 Not evolving\n- #1044 Saving sound effect not playing when changing box at PC\n- #1045 Menuing sound effects missing in fights\n- #1049 No option to rename Lapras in Silph Co.\n- #1050 Pokemon Fan Club Chairman missing dialogue option.\n\n## Contributors\n\n- @AverageConsumer\n- @bryanthaboi\n- @castdrian\n- @ShaneMcGovernIE"
},
{
"version": "0.1.76",
"date": "2026-08-10",
"size": 9610081,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.76/gen1recomp-0.1.76-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #617 Old Man in Viridian\n- #889 Pokemon yellow can't export save file right\n- #915 wrong sprite used in opening\n- #916 Trainer sprite at end of fly animation\n- #931 Mod update checks fail\n- #932 Bugs reset settings\n- #933 Add TitleState override for player\n- #945 Cannot edit Trainer Class's Battle Theme\n- #969 Linux x86_64 AppImage Shows up as \"LOVE\" instead of \"gen1recomp\"\n- #1016 Mod API: support variable-size overworld sprites\n- #1039 Encounter rate grace period not working\n- #1040 Player sprite walks right through rival after defeating him at the end of the game\n\n## Contributors\n\n- @ArmstrongThomas\n- @AverageConsumer\n- @Bortlesboat\n- @bryanthaboi\n- @crusty\n- @dlloa\n- @jherediagu\n- @KikiManjaro\n- @martin2844\n- @MaxTomahawk\n- @ShaneMcGovernIE\n- @steve1337\n- @swuff-star\n- @thibautbus\n- @Yukitty\n- hernan"
},
{
"version": "0.1.75",
"date": "2026-08-06",
"size": 9574086,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.75/gen1recomp-0.1.75-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #826 \"Super effective\" and \"not very effective\" SFX are reversed\n- #848 Roms not showing up\n- #876 Remote mod download is unavailable on this platform\n- #899 Importing Pokémon red leads to the contents extracted without a folder called 'red'\n- #902 Audio is wrong!\n\n## Contributors\n\n- @andrewqsantos\n- @bryanthaboi\n- @caorthann-celt\n- @johnjohto\n- @ShaneMcGovernIE"
},
{
"version": "0.1.74",
"date": "2026-08-06",
"size": 9588946,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.74/gen1recomp-0.1.74-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #883 Evolution Stones consumed if evolution is cancelled\n- #887 MacOS Closing game just keeps reopening\n- #894 Max Repel usable in battle\n\n## Contributors\n\n- @bryanthaboi\n- @MarceloMachadoxD\n- @ratherDashing"
},
{
"version": "0.1.73",
"date": "2026-08-06",
"size": 9585729,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.73/gen1recomp-0.1.73-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #878 Mod API: allow active screen states to be hidden from the main render\n\n## Contributors\n\n- @AverageConsumer\n- @bryanthaboi"
},
{
"version": "0.1.72",
"date": "2026-08-05",
"size": 9586678,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.72/gen1recomp-0.1.72-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #604 Android, retroid pocket 2+ Rom won't import\n- #666 Pikachu emotions are not working on Android\n- #716 Lock Auto Rotate Mobile\n- #727 [Bug] [Windows] Gen1 Recomp \"still in use\" after closing\n- #763 Some EVENTS are turned off\n- #781 Mouse cursor broken on Linux with multi-monitor X11 setup\n- #784 Leech Seed effect\n- #799 Held direction randomly stops player movement (requires re-input)\n- #801 Cannot update mods from the launcher (MacOS)\n- #810 Launcher menu cuts off in vertical mode iOS\n- #828 Closing the app causes settings in launcher to reset\n- #834 Mod import failing\n- #838 Exporting save file Pokemon Yellow\n- #839 AYN Thor Misplaced Data files\n- #849 Public folder support on iOS\n- #852 Cannot switch between saves states on smaller 4:3 screen or in vertical mode\n- #857 Mt. Moon Fossils Reappeared and Wont Disappear.\n- #863 [Yellow] When you use stairs, Pikachu shouldn't be next to you in the new area\n- #864 Faithful Ratio\n- #867 Missing Dialogue after defeating Marowak in Pokemon Tower\n- #869 Giovanni moves up to the player too early\n- #870 Start Menu on Classic Color\n- #872 Missing text when finding an item with full inventory\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.1.71",
"date": "2026-08-05",
"size": 9569738,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.71/gen1recomp-0.1.71-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #806 Haptic Feedback for On-screen controls (mobile)\n- #809 NPC Stuck in Rock when battle triggered and pushing rock towards it\n- #853 When selecting one of the two pokemon after defeating the Karate Master it should show the Pokedex entry\n- #854 Textbox disappears when the yes/no dialogue appears\n- #860 Disabled moves can still be used in the turn they were disabled\n- #862 Casino Poster Rocket Grunt walks into the poster and doesn't \"Dang!\"\n- #865 [Yellow] James doesn't move in multiple encounters\n- #866 [Yellow] Dialogue in wrong \"order\" after multiple encounters (J+J, Giovanni, probably more)\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.1.70",
"date": "2026-08-05",
"size": 9562731,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.70/gen1recomp-0.1.70-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #590 Launcher/Save Editor/Dex\n- #788 Fly to the Pokemon Centers in the Routes is not available in original\n- #795 Fly logic is drastically different from the originals.\n- #796 Using Rare Candy from the menu closes it out.\n- #797 Gym Leaders giving items when your bag is full / Bypassing bag limit.\n- #805 Escape Rope Moltres Tower\n- #826 \"Super effective\" and \"not very effective\" SFX are reversed\n- #833 Cancelling nickname entry results in \"A\" as the nickname\n- #835 Restarting the launcher forgets the last rom used\n- #837 Wrong sound effect for Pikachu when entering battle\n- #844 Blizzard sound effect.\n- #845 Moderate issue: Fuchsia City binoculars.\n- #846 Surfing speed after using the bicycle.\n- #847 Minor issues related to the endgame.\n\n## Contributors\n\n- @bryanthaboi\n- @dburton95\n- @johnjohto\n- @KikiManjaro"
},
{
"version": "0.1.69",
"date": "2026-08-04",
"size": 9552851,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.69/gen1recomp-0.1.69-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #768 Menu behaviour for Pokemon and HM moves\n- #785 Back to launcher\n- #792 HM moves in the wrong position in the menu.\n- #807 Expose gameplay pointer events and source-safe mod input injection\n- #811 Untranslatables\n- #814 [minor thing] bold arrow on move swap (select)\n\n## Contributors\n\n- @bryanthaboi\n- @johnjohto"
},
{
"version": "0.1.68",
"date": "2026-08-04",
"size": 9768011,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.68/gen1recomp-0.1.68-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi\n- @caorthann-celt"
},
{
"version": "0.1.67",
"date": "2026-08-04",
"size": 9767619,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.67/gen1recomp-0.1.67-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #373 Lines at Title Screen\n- #644 Substitute failing causes visual issues\n- #673 iOS: thin vertical seam below the START menu panel (v0.1.56, iPhone 15 Pro Max)\n- #703 Credits playing too fast (song ends after it should)\n- #726 Surfing Pikachu Minigame Broken\n- #737 Battle menu move cursor fails to reset to the first slot after switching Pokémon\n- #750 NPC (possibly player) trades still graphically broken\n- #752 Launcher exports save to AppData while in portable mode\n- #764 Trainer Fanfare doesn't play\n- #765 Text Advance broken in certain aspects\n- #768 Menu behaviour for Pokemon and HM moves\n- #773 Battle screen colours messed up when BG = World, battle in un-flashed Rock Tunnel\n- #774 bug(build): Desktop build can reject a valid game archive under pipefail\n- #775 TM42 Dream Eater dialog.\n- #777 Battle Screen is Very dark\n- #780 Do not delete save\n- #782 Giovanni battle at Silph Co plays wrong song\n\n## Contributors\n\n- @bryanthaboi\n- @luisgonzaleznf\n- @ShaneMcGovernIE"
},
{
"version": "0.1.66",
"date": "2026-08-04",
"size": 9749980,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.66/gen1recomp-0.1.66-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #691 Save file transfer\n- #743 Cannot Scroll Main Menu/Mod Menu\n- #779 \"Enemy \" untranslateable\n\n## Contributors\n\n- @bryanthaboi\n- @jherediagu\n- @ShaneMcGovernIE\n- @vegerot"
},
{
"version": "0.1.65",
"date": "2026-08-03",
"size": 9376618,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.65/gen1recomp-0.1.65-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #592 Screen Orientation\n- #702 FLY overworld animation incorrect/incomplete\n- #748 Launcher Menu has overlap\n- #754 Can push boulders with STRENGTH through walls\n- #758 PC to Mac Online Multiplayer Disconnects Shortly After Starting Match\n\n## Contributors\n\n- @andrewqsantos\n- @Bortlesboat\n- @bryanthaboi\n- @castdrian\n- @johnjohto\n- @ShaneMcGovernIE"
},
{
"version": "0.1.64",
"date": "2026-08-03",
+1
View File
@@ -0,0 +1 @@
/Users/bryanbassett/Documents/development/pokemon-gen1-recomp-project/.bazinga/mods/timekeepers_hut
+24
View File
@@ -0,0 +1,24 @@
<Project Sdk="Microsoft.NET.Sdk">
<!--
Desktop TLS dialer for mods that need outbound WSS/TLS (e.g. multiworld
clients). Native AOT so the game gets a plain C ABI DLL with no .NET
runtime to install. Windows uses Schannel via SslStream; Linux and macOS
use their platform backends the same way.
Publish examples:
dotnet publish -c Release -r win-x64 -o ../../dist/native/win-x64
dotnet publish -c Release -r linux-x64 -o ../../dist/native/linux-x64
dotnet publish -c Release -r osx-x64 -o ../../dist/native/osx-x64
-->
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<PublishAot>true</PublishAot>
<NativeLib>Shared</NativeLib>
<InvariantGlobalization>true</InvariantGlobalization>
<StripSymbols>true</StripSymbols>
<AssemblyName>gen1tls</AssemblyName>
<RootNamespace>Gen1Tls</RootNamespace>
</PropertyGroup>
</Project>
+30
View File
@@ -0,0 +1,30 @@
# gen1tls — desktop TLS dialer
Native AOT library that gives mods a non-blocking TLS client with the same
handle/poll contract as the Android `TlsSocket` / `love.system.tls*` bridge.
- **Windows:** Schannel via `SslStream` (system trust store, SNI)
- **Linux / macOS:** same project, publish with `-r linux-x64` / `osx-x64` /
`osx-arm64` when those builds are wired up
## Build
```powershell
dotnet publish native/tls_dial/Gen1Tls.csproj -c Release -r win-x64 -o dist/native/win-x64
```
The Windows game zip script already does this:
```powershell
powershell -ExecutionPolicy Bypass -File scripts/build_windows.ps1 -Version 0.1.77
```
Ship `gen1tls.dll` (or `libgen1tls.so` / `libgen1tls.dylib`) **next to** the
fused executable. Mods load it through LuaJIT FFI; no .NET runtime is
required on the player's machine.
## Android
On Android, the matching API is exposed as `love.system.tlsOpen` /
`tlsStatus` / `tlsSend` / `tlsReceive` / `tlsError` / `tlsClose`, backed by
`org.love2d.android.TlsSocket`.
+282
View File
@@ -0,0 +1,282 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Net.Security;
using System.Net.Sockets;
using System.Runtime.InteropServices;
using System.Security.Authentication;
using System.Text;
using System.Threading;
namespace Gen1Tls;
/// <summary>
/// Non-blocking TLS client with the same handle/poll contract as the Android
/// TlsSocket bridge. Connect and handshake run on a background thread; send
/// queues until the stream is ready; receive drains a chunk queue. Certificate
/// validation and SNI are SslStream's defaults (platform trust store).
/// </summary>
public static class TlsDialer
{
public const int StatusConnecting = 0;
public const int StatusOpen = 1;
public const int StatusClosed = 2;
const int ConnectTimeoutMs = 15000;
const int ReadChunk = 16384;
const int MaxBuffered = 4 * 1024 * 1024;
static readonly ConcurrentDictionary<int, Conn> Live = new();
static int NextHandle = 1;
sealed class Conn
{
public required string Host;
public required int Port;
public int Status = StatusConnecting;
public string? Error;
public bool Closing;
public SslStream? Stream;
public TcpClient? Client;
public readonly object InLock = new();
public readonly Queue<byte[]> InChunks = new();
public int InHeadOffset;
public int InAvailable;
public readonly object OutLock = new();
public readonly Queue<byte[]> OutChunks = new();
public readonly ManualResetEventSlim OutPulse = new(false);
}
// ---------------------------------------------------------------- C ABI
[UnmanagedCallersOnly(EntryPoint = "gen1tls_open")]
public static int Open(nint hostPtr, int port)
{
if (hostPtr == 0 || port <= 0 || port > 65535) return -1;
string? host = Marshal.PtrToStringUTF8(hostPtr);
if (string.IsNullOrEmpty(host)) return -1;
int handle = Interlocked.Increment(ref NextHandle);
var conn = new Conn { Host = host, Port = port };
if (!Live.TryAdd(handle, conn)) return -1;
var dialer = new Thread(() => Dial(conn))
{
IsBackground = true,
Name = "gen1tls-dial-" + handle,
};
dialer.Start();
return handle;
}
[UnmanagedCallersOnly(EntryPoint = "gen1tls_status")]
public static int Status(int handle)
=> Live.TryGetValue(handle, out var conn) ? conn.Status : -1;
[UnmanagedCallersOnly(EntryPoint = "gen1tls_send")]
public static int Send(int handle, nint dataPtr, int length)
{
if (!Live.TryGetValue(handle, out var conn) || dataPtr == 0) return -1;
if (conn.Status == StatusClosed) return -1;
if (length <= 0) return 0;
var copy = new byte[length];
Marshal.Copy(dataPtr, copy, 0, length);
lock (conn.OutLock)
{
conn.OutChunks.Enqueue(copy);
conn.OutPulse.Set();
}
return length;
}
[UnmanagedCallersOnly(EntryPoint = "gen1tls_receive")]
public static int Receive(int handle, nint bufPtr, int max)
{
if (!Live.TryGetValue(handle, out var conn) || bufPtr == 0 || max <= 0)
return 0;
return Take(conn, bufPtr, max);
}
[UnmanagedCallersOnly(EntryPoint = "gen1tls_error")]
public static int Error(int handle, nint bufPtr, int max)
{
if (!Live.TryGetValue(handle, out var conn)) return 0;
string? err = conn.Error;
if (string.IsNullOrEmpty(err) || bufPtr == 0 || max <= 1) return 0;
byte[] utf8 = Encoding.UTF8.GetBytes(err);
int n = Math.Min(utf8.Length, max - 1);
Marshal.Copy(utf8, 0, bufPtr, n);
Marshal.WriteByte(bufPtr, n, 0);
return 1;
}
[UnmanagedCallersOnly(EntryPoint = "gen1tls_close")]
public static void Close(int handle)
{
if (Live.TryRemove(handle, out var conn))
Shutdown(conn, null);
}
// ------------------------------------------------------------ internals
static void Dial(Conn conn)
{
try
{
var client = new TcpClient();
var connect = client.ConnectAsync(conn.Host, conn.Port);
if (!connect.Wait(ConnectTimeoutMs))
throw new TimeoutException($"connect to {conn.Host}:{conn.Port} timed out");
connect.GetAwaiter().GetResult();
client.NoDelay = true;
conn.Client = client;
var ssl = new SslStream(client.GetStream(), leaveInnerStreamOpen: false);
// AuthenticateAsClient sets SNI from targetHost and validates against
// the platform trust store -- the whole reason this dialer exists.
var auth = ssl.AuthenticateAsClientAsync(conn.Host);
if (!auth.Wait(ConnectTimeoutMs))
throw new TimeoutException($"TLS handshake with {conn.Host} timed out");
auth.GetAwaiter().GetResult();
conn.Stream = ssl;
if (conn.Closing) { Shutdown(conn, null); return; }
conn.Status = StatusOpen;
var writer = new Thread(() => PumpOut(conn))
{
IsBackground = true,
Name = "gen1tls-write",
};
writer.Start();
PumpIn(conn);
}
catch (Exception ex)
{
Shutdown(conn, Describe(ex));
}
}
static void PumpIn(Conn conn)
{
var stream = conn.Stream;
if (stream == null) return;
var buf = new byte[ReadChunk];
try
{
while (!conn.Closing)
{
int n = stream.Read(buf, 0, buf.Length);
if (n <= 0) break;
var chunk = new byte[n];
Buffer.BlockCopy(buf, 0, chunk, 0, n);
lock (conn.InLock)
{
// A stalled Lua pump must not grow forever; drop the
// connection rather than the room's backlog.
if (conn.InAvailable + n > MaxBuffered)
throw new InvalidOperationException("TLS receive buffer overflow");
conn.InChunks.Enqueue(chunk);
conn.InAvailable += n;
}
}
}
catch (Exception ex)
{
if (!conn.Closing) Shutdown(conn, Describe(ex));
return;
}
Shutdown(conn, null);
}
static void PumpOut(Conn conn)
{
var stream = conn.Stream;
if (stream == null) return;
try
{
while (!conn.Closing)
{
byte[]? chunk = null;
lock (conn.OutLock)
{
if (conn.OutChunks.Count == 0)
{
conn.OutPulse.Reset();
// fall through to wait outside the lock
}
else
{
chunk = conn.OutChunks.Dequeue();
}
}
if (chunk == null)
{
conn.OutPulse.Wait(250);
continue;
}
stream.Write(chunk, 0, chunk.Length);
stream.Flush();
}
}
catch (Exception ex)
{
if (!conn.Closing) Shutdown(conn, Describe(ex));
}
}
static int Take(Conn conn, nint bufPtr, int max)
{
lock (conn.InLock)
{
if (conn.InAvailable == 0 || conn.InChunks.Count == 0) return 0;
int copied = 0;
while (copied < max && conn.InChunks.Count > 0)
{
byte[] head = conn.InChunks.Peek();
int avail = head.Length - conn.InHeadOffset;
int n = Math.Min(avail, max - copied);
Marshal.Copy(head, conn.InHeadOffset, bufPtr + copied, n);
copied += n;
conn.InHeadOffset += n;
conn.InAvailable -= n;
if (conn.InHeadOffset >= head.Length)
{
conn.InChunks.Dequeue();
conn.InHeadOffset = 0;
}
}
return copied;
}
}
static void Shutdown(Conn conn, string? why)
{
if (conn.Closing && why == null && conn.Status == StatusClosed) return;
conn.Closing = true;
if (why != null) conn.Error = why;
conn.Status = StatusClosed;
conn.OutPulse.Set();
try { conn.Stream?.Dispose(); } catch { /* ignore */ }
try { conn.Client?.Dispose(); } catch { /* ignore */ }
conn.Stream = null;
conn.Client = null;
}
static string Describe(Exception ex)
{
for (Exception? e = ex; e != null; e = e.InnerException)
{
if (e is AuthenticationException) return e.Message;
if (e is SocketException se) return se.Message;
if (e is TimeoutException) return e.Message;
if (e is IOException) return e.Message;
}
return ex.GetBaseException().Message;
}
}
+94
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@@ -0,0 +1,94 @@
# Build a Windows win64 Gen1Recomp zip with native TLS (gen1tls.dll).
#
# Usage:
# powershell -ExecutionPolicy Bypass -File scripts\build_windows.ps1 [-Version 0.1.77]
#
# Produces:
# dist\win\gen1recomp-<version>-windows.zip
# gen1recomp.exe fused LÖVE + game.love
# gen1tls.dll Native AOT TLS dialer (Schannel via SslStream)
#
# Requires: .NET 8 SDK (for Native AOT), Git Bash, and tools/winbuild on PATH
# for pack_love.sh under Git Bash on Windows.
param(
[string]$Version = "0.1.77"
)
$ErrorActionPreference = "Stop"
$Root = Split-Path -Parent $PSScriptRoot
if (-not (Test-Path (Join-Path $Root "main.lua"))) {
$Root = (Resolve-Path (Join-Path $PSScriptRoot "..")).Path
}
if ($Version -notmatch '^\d+\.\d+\.\d+$') {
throw "Version must be X.Y.Z (got '$Version')"
}
$Cache = Join-Path $Root ".bazinga\cache"
$Work = Join-Path $Root ".bazinga\work"
$OutDir = Join-Path $Work "gen1recomp-win64"
$DistDir = Join-Path $Root "dist\win"
$NativeOut = Join-Path $Root "dist\native\win-x64"
$LoveZip = Join-Path $Cache "love-11.5-win64.zip"
$LoveUrl = "https://github.com/love2d/love/releases/download/11.5/love-11.5-win64.zip"
$Bash = "C:\Program Files\Git\bin\bash.exe"
New-Item -ItemType Directory -Force -Path $Cache, $Work, $DistDir, $NativeOut | Out-Null
# Put zip/python shims first so pack_love.sh works in Git Bash on Windows.
$env:PATH = "$(Join-Path $Root 'tools\winbuild');$env:PATH"
Write-Host "==> building gen1tls.dll (Native AOT)"
dotnet publish (Join-Path $Root "native\tls_dial\Gen1Tls.csproj") `
-c Release -r win-x64 -o $NativeOut
if ($LASTEXITCODE -ne 0) { throw "gen1tls publish failed" }
$TlsDll = Join-Path $NativeOut "gen1tls.dll"
if (-not (Test-Path $TlsDll)) { throw "gen1tls.dll missing after publish" }
if (-not (Test-Path $LoveZip) -or (Get-Item $LoveZip).Length -lt 1MB) {
Write-Host "==> downloading love-11.5-win64.zip"
Invoke-WebRequest -Uri $LoveUrl -OutFile $LoveZip -UseBasicParsing
}
Write-Host "==> packing game.love (engine $Version)"
if (-not (Test-Path $Bash)) { throw "Git Bash not found at $Bash" }
$RootPosix = ($Root -replace '\\', '/') -replace '^([A-Za-z]):', '/$1'
& $Bash -lc "cd '$RootPosix' && PATH=`"`$PWD/tools/winbuild:`$PATH`" scripts/pack_love.sh --output .bazinga/work/game.love --listing .bazinga/work/love-listing.txt --version $Version"
if ($LASTEXITCODE -ne 0) { throw "pack_love failed" }
Write-Host "==> fusing gen1recomp.exe"
$Extract = Join-Path $Work "love-win64"
Remove-Item -Recurse -Force $Extract, $OutDir -ErrorAction SilentlyContinue
New-Item -ItemType Directory -Force -Path $Extract, $OutDir | Out-Null
Expand-Archive -Path $LoveZip -DestinationPath $Extract -Force
$LoveDir = Get-ChildItem $Extract -Directory | Select-Object -First 1
Copy-Item (Join-Path $LoveDir.FullName "*.dll") $OutDir
Copy-Item (Join-Path $LoveDir.FullName "license.txt") $OutDir -ErrorAction SilentlyContinue
Copy-Item $TlsDll $OutDir
$out = [IO.File]::Create((Join-Path $OutDir "gen1recomp.exe"))
try {
$a = [IO.File]::OpenRead((Join-Path $LoveDir.FullName "love.exe"))
try { $a.CopyTo($out) } finally { $a.Dispose() }
$b = [IO.File]::OpenRead((Join-Path $Work "game.love"))
try { $b.CopyTo($out) } finally { $b.Dispose() }
} finally { $out.Dispose() }
@"
Gen1Recomp Windows (engine $Version) native TLS
gen1tls.dll sits next to gen1recomp.exe and exposes a non-blocking TLS
client (Windows Schannel via .NET SslStream, Native AOT). Mods can load it
through LuaJIT FFI, or call love.system.tls* on Android.
Keep gen1tls.dll beside the executable when you redistribute the zip.
"@ | Set-Content (Join-Path $OutDir "README-TLS.txt") -Encoding UTF8
$ZipOut = Join-Path $DistDir "gen1recomp-$Version-windows.zip"
Remove-Item $ZipOut -ErrorAction SilentlyContinue
Compress-Archive -Path $OutDir -DestinationPath $ZipOut -Force
Write-Host "==> built $ZipOut"
Get-Item $ZipOut | ForEach-Object { " {0:N1} MB" -f ($_.Length / 1MB) }
Get-ChildItem $OutDir | ForEach-Object { " $($_.Name)" }
+2
View File
@@ -77,6 +77,8 @@ run_tier "T0 NX Yellow/Blue boot (dynamic paths)" "$LUA" tests/engine/nx_yellow_
run_tier "T0 touch-controls pad cursor" "$LUA" tests/engine/touch_controls_pad_cursor_test.lua
run_tier "T1/T2 engine invariants + parity gates" "$LUA" tests/run_engine.lua
run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua
run_tier "T4 title checkpoint cold restart" \
bash tests/integration/title_checkpoint_cold_start.sh
# The modded-link desync suite (symmetric mod, handshake fail-closed,
# extra-bag round trip) is ROM-free and runs inside the T4 tier above, as
+49 -7
View File
@@ -145,6 +145,17 @@ function BattleState:statusHUDVisible()
self) ~= false
end
function BattleState:caughtMarkerVisible()
local dex = self.game and self.game.save and self.game.save.pokedex
if not self.enemy or (self.kind ~= "wild" and self.kind ~= "safari")
or not (dex and dex.owned and dex.owned[self.enemy.mon.species]) then
return false
end
if not Runtime.wantsHook("battle.caught_marker_visible") then return false end
return Runtime.call("battle.caught_marker_visible",
function() return false end, self) == true
end
function BattleState:moveGridNavigation()
if self:wideLayout() then return true end
if not Runtime.wantsHook("battle.move_grid_navigation") then return false end
@@ -1871,9 +1882,18 @@ function BattleState:update(dt)
-- its own has no slide to wait for.
if (self.introSlide or 0) > 0 then return end
if not self:updateQueue() then
if self.afterQueue == "menu" then
local destination = self.afterQueue
-- These fields are queue/presentation cursors, not durable battle
-- state. Once the queue has drained, keeping their terminal values
-- makes the real command menu look busy to BattleSafety even though
-- every message, wait and intro animation has settled.
self.afterQueue = nil
self.nextInsert = nil
self.waitFrames = nil
if destination == "menu" then
self.introSlide = nil
self.phase = "menu"
elseif self.afterQueue == "finish" then
elseif destination == "finish" then
self:finish()
end
end
@@ -2194,8 +2214,13 @@ function BattleState:openOldManBag()
self.afterQueue = "menu"
self:ui(function()
local list
-- The canned bag (POKE_BALL, not read from the player's real
-- inventory) differs by version: pokered's OldManItemList has 50
-- POKé BALLs; pokeyellow's SimulatedInputBattleItemList, shared by
-- the Viridian tutorial and Oak's catch, has one.
local qty = require("src.core.GameVersion").isYellow() and "x1" or "x50"
list = ListMenu.new(game, "ITEMS", {
{ value = "POKE_BALL", label = Strings("POKé BALL"), right = "x50" },
{ value = "POKE_BALL", label = Strings("POKé BALL"), right = qty },
}, {
script = function(l)
l.scriptTimer = (l.scriptTimer or 0) + 1
@@ -4779,7 +4804,7 @@ end
-- Party pokeball row (SetupPokeballs tiles: ball / status ball /
-- fainted ball / empty), 6 slots stepping dx from (x,y).
local ballQuads
function BattleState:drawBallRow(party, x, y, dx)
local function balls()
if ballQuads == nil then
local ok, img = pcall(love.graphics.newImage, "assets/generated/battle/balls.png")
if ok then
@@ -4791,11 +4816,23 @@ function BattleState:drawBallRow(party, x, y, dx)
ballQuads = false
end
end
if not ballQuads then return end
return ballQuads or nil
end
function BattleState:drawCaughtBall(x, y)
local quads = balls()
if not quads then return end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(quads.img, quads[0], x, y)
end
function BattleState:drawBallRow(party, x, y, dx)
local quads = balls()
if not quads then return end
for i = 1, 6 do
local mon = party[i]
local tile = not mon and 3 or mon.hp <= 0 and 2 or mon.status and 1 or 0
love.graphics.draw(ballQuads.img, ballQuads[tile], x + (i - 1) * dx, y)
love.graphics.draw(quads.img, quads[tile], x + (i - 1) * dx, y)
end
end
@@ -5511,7 +5548,12 @@ function BattleState:drawHUDs(slide)
love.graphics.translate(hudShake, 0)
end
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.enemy.name, nameX(1, self.enemy.name), 0)
local enemyNameX = nameX(1, self.enemy.name)
local enemyNameWidth = Font.draw(self.enemy.name, enemyNameX, 0)
if self:caughtMarkerVisible() then
self:drawCaughtBall(enemyNameX + enemyNameWidth, 0)
love.graphics.setColor(0, 0, 0, 1)
end
if self.enemy.shownStatus then
Font.draw(self:statusLabel({ status = self.enemy.shownStatus }), 40, 8)
else
+33 -3
View File
@@ -1246,14 +1246,14 @@ function Battle:dealDamage(attacker, defender, damage, opts)
return damage
end
function Battle:heal(mon, amount)
function Battle:heal(mon, amount, opts)
local maxHp = mon.maxHp or (mon.stats and mon.stats.hp) or 1
local before = mon.hp or 0
mon.hp = math.min(maxHp, before + math.max(0, math.floor(amount or 0)))
local healed = mon.hp - before
if healed > 0 then
self:emit({ kind = "heal", side = self:sideOf(mon), amount = healed,
hp = mon.hp })
hp = mon.hp, anim = opts and opts.anim })
end
return healed
end
@@ -2600,6 +2600,35 @@ Battle.MOVE_EFFECTS.EFFECT_FORCE_SWITCH = function(self, attacker, defender,
self.forcedSwitch = true
end
-- BattleCommand_Teleport (engine/battle/move_effects/teleport.asm). Fails
-- outright for BATTLETYPE_FORCESHINY/TRAP, for a trapped user, and in any
-- TRAINER battle; in a WILD battle the level ladder is identical to
-- EFFECT_FORCE_SWITCH's. Without an entry here TELEPORT fell through to
-- the (0-power) damage path and never ended the battle.
Battle.MOVE_EFFECTS.EFFECT_TELEPORT = function(self, attacker, defender)
if self.battleType == Battle.BATTLETYPE_FORCESHINY
or self.battleType == Battle.BATTLETYPE_TRAP
or self:volatile(defender).trapsTarget then
return fail(self)
end
if not self.wild then return fail(self) end
local userLevel = attacker.level or 1
local targetLevel = defender.level or 1
local succeeds = userLevel >= targetLevel
if not succeeds then
local roll = self:rollBelow(math.min(256, userLevel + targetLevel + 1))
succeeds = roll >= math.floor(targetLevel / 4)
end
if not succeeds then return fail(self) end
self.over = true
self.outcome = "fled"
self.forcedSwitch = true
self:emit({ kind = "run", side = self:sideOf(attacker),
text = self:monName(attacker) .. " fled from battle!" })
end
-- -------------------------------------------------------- the move effects
--
-- The three tables above as records, in the shape src/mods/Schemas.lua's
@@ -4442,7 +4471,8 @@ function Battle:tickHeldItem(mon)
end
if effect == "HELD_BERRY" and (mon.hp or 0) * 2 <= maxHp then
self:heal(mon, parameter > 0 and parameter or 10)
-- pokegold engine/battle/core.asm:4074 ItemRecoveryAnim
self:heal(mon, parameter > 0 and parameter or 10, { anim = "RECOVER" })
mon.item = nil
self:emit({ kind = "message",
text = name .. " ate the " .. (def.name or "BERRY") .. "!" })
+25 -2
View File
@@ -4,6 +4,7 @@
local BattleCheckpoint = {}
local BattleState = require("src.battle.BattleState")
local ScriptRunner = require("src.script.ScriptRunner")
local BUILTIN_RULESETS = {
gen1_faithful = require("src.battle.rulesets.gen1_faithful"),
modern_clean = require("src.battle.rulesets.modern_clean"),
@@ -158,7 +159,9 @@ function BattleCheckpoint.validate(game, checkpoint)
end
local expectedOrigin = model.kind == "wild" and "wild_encounter"
or model.kind == "trainer" and "trainer_encounter" or nil
if not expectedOrigin or model.origin.kind ~= expectedOrigin
local scripted = model.origin.kind == "script_battle"
if not expectedOrigin
or (model.origin.kind ~= expectedOrigin and not scripted)
or model.origin.map ~= checkpoint.runtime.overworld.map then
return nil, "battle_origin_unsupported",
"Battle continuation data is unsupported or inconsistent."
@@ -167,7 +170,27 @@ function BattleCheckpoint.validate(game, checkpoint)
or type(rulesets(game)[model.rulesetId]) ~= "table" then
return nil, "invalid_content", "Battle ruleset is unavailable."
end
if model.kind == "trainer" and (type(model.origin.npcId) ~= "string"
if scripted then
local origin = model.origin
local row = type(origin.script) == "table" and origin.script[origin.pc]
local allowed = { start_battle = true, static_battle = true, rival_battle = true }
if type(origin.pc) ~= "number" or origin.pc % 1 ~= 0
or type(row) ~= "table" or row[1] ~= origin.command
or not allowed[origin.command] or origin.battleKind ~= model.kind
or (model.kind == "trainer" and (origin.trainerClass ~= model.oppClass
or origin.partyIndex ~= (model.partyIndex or 1)))
or (model.kind == "wild" and (origin.wildSpecies ~= model.enemyMon.species
or origin.wildLevel ~= model.enemyMon.level))
or (origin.npcId ~= nil and type(origin.npcId) ~= "string") then
return nil, "battle_origin_unsupported",
"Script battle continuation data is incomplete or inconsistent."
end
local problems = ScriptRunner.validate(origin.script)
if #problems > 0 then
return nil, "battle_origin_unsupported",
"Script battle continuation commands are unavailable."
end
elseif model.kind == "trainer" and (type(model.origin.npcId) ~= "string"
or model.origin.trainerClass ~= model.oppClass
or model.origin.partyIndex ~= (model.partyIndex or 1)) then
return nil, "battle_origin_unsupported",
+144 -12
View File
@@ -57,13 +57,24 @@ local function inspectBattle(ow, battle)
"This battle kind does not have a checkpoint contract.")
end
local origin = battle.checkpointOrigin
local expectedOrigin = battle.kind == "wild" and "wild_encounter"
local ordinaryOrigin = battle.kind == "wild" and "wild_encounter"
or "trainer_encounter"
if type(origin) ~= "table" or origin.kind ~= expectedOrigin then
local scriptedOrigin = type(origin) == "table"
and origin.kind == "script_battle"
if type(origin) ~= "table"
or (origin.kind ~= ordinaryOrigin and not scriptedOrigin) then
return refusal("battle", "battle_origin_unsupported",
"The battle completion path cannot be reconstructed safely.")
end
if scriptsBusy(ow) then
local scriptedRunner = scriptedOrigin and (battle.checkpointScriptContinuation
or (ow.runner
and ow.runner.isCheckpointBattle
and ow.runner:isCheckpointBattle(battle)))
local otherScriptWork = nonempty(ow.parallelRunners)
or nonempty(ow.pendingScripts) or nonempty(ow.parallelQueue)
or nonempty(ow.scriptMoves)
if (scriptedOrigin and (not scriptedRunner or otherScriptWork))
or (not scriptedOrigin and scriptsBusy(ow)) then
return refusal("battle", "script_busy",
"A suspended or queued script cannot be checkpointed.")
end
@@ -246,7 +257,7 @@ end
local FACINGS = { up = true, down = true, left = true, right = true }
local function validate(game, checkpoint)
local function validate(game, checkpoint, expectedIdentity)
if type(checkpoint) ~= "table" then
return nil, "invalid_checkpoint", "Checkpoint root must be a table."
end
@@ -264,13 +275,16 @@ local function validate(game, checkpoint)
end
local identity = copy.identity
local current = game and game.save
local currentId = current and current.meta and current.meta.playthroughId
local currentId = expectedIdentity and expectedIdentity.playthroughId
or (current and current.meta and current.meta.playthroughId)
local currentVersion = expectedIdentity and expectedIdentity.gameVersion
or (current and current.version)
if type(identity) ~= "table" or type(identity.engineVersion) ~= "string"
or type(identity.gameVersion) ~= "string"
or type(identity.playthroughId) ~= "string" then
return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt."
end
if identity.gameVersion ~= current.version then
if identity.gameVersion ~= currentVersion then
return nil, "wrong_game", "Checkpoint belongs to another game version."
end
if identity.playthroughId ~= currentId then
@@ -383,6 +397,49 @@ local function firstDifference(a, b, path)
return nil
end
local emitRestored
-- Persist the current verified checkpoint as the ordinary progress anchor only
-- when this playthrough has never had one. This is intentionally idempotent:
-- durable checkpoint tools can make a first session resumable without turning
-- every later checkpoint into a hidden normal SAVE. The live runtime must still
-- match the supplied checkpoint, and the ordinary save.write veto/lifecycle
-- remains authoritative through Game:writeSave().
function Checkpoint.ensureNormalSave(game, checkpoint, injectedFs)
local capability = Checkpoint.inspect(game)
if not capability.canCapture then
return false, capability.reason, capability.message
end
local validated, code, message = validate(game, checkpoint)
if not validated then return false, code, message end
local info, infoCode, infoMessage =
SaveData.selectedNormalSaveInfo(game.save, injectedFs)
if not info then return false, infoCode, infoMessage end
if info.exists then return true, "already_exists" end
local current, captureCode, captureMessage = Checkpoint.capture(game)
if not current then return false, captureCode, captureMessage end
if not equalData(current, validated) then
return false, "checkpoint_not_current",
"The active runtime changed after this checkpoint was captured."
end
if type(game.writeSave) ~= "function" then
return false, "save_unavailable",
"The active runtime cannot persist ordinary progress."
end
local ok, saved = pcall(game.writeSave, game)
if not ok or saved == false then
return false, "save_failed", "Could not create the first ordinary progress save."
end
local verified = SaveData.selectedNormalSaveInfo(game.save, injectedFs)
if type(verified) ~= "table" or not verified.exists then
return false, "save_verify_failed",
"The first ordinary progress save could not be verified."
end
return true
end
function Checkpoint.restore(game, checkpoint)
local capability = Checkpoint.inspect(game)
if not capability.canRestore then
@@ -400,12 +457,7 @@ function Checkpoint.restore(game, checkpoint)
local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end
if restored and equalData(restored, validated) then
if ModRuntime.wants("checkpoint.restored") then
ModRuntime.emit("checkpoint.restored", {
game = game,
kind = validated.kind,
})
end
emitRestored(game, validated)
return true
end
err = restored and ("restored state differed at "
@@ -421,4 +473,84 @@ function Checkpoint.restore(game, checkpoint)
return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err)
end
emitRestored = function(game, checkpoint)
if ModRuntime.wants("checkpoint.restored") then
ModRuntime.emit("checkpoint.restored", {
game = game,
kind = checkpoint.kind,
})
end
end
local function isTitleSession(game)
local states = game and game.stack and game.stack.states
if type(states) ~= "table" then return false end
for _, state in ipairs(states) do
if type(state) == "table" and state.screenId == "TitleState" then return true end
end
return false
end
local function rebuildTitle(game, savedTitle, rng)
local save, err = dataCopy(savedTitle)
if not save then error("title rollback decode failed: " .. tostring(err), 0) end
game.save = save
if type(game.adoptSave) == "function" then game:adoptSave(save) end
restoreRng(rng)
if not (game.stack and game.stack.top and game.stack.pop and game.stack.push
and type(game.makeTitleState) == "function") then
error("title recovery is unavailable", 0)
end
while game.stack:top() do game.stack:pop() end
game.stack:push(game:makeTitleState())
end
-- Reconstruct a validated persistent checkpoint from the title session. This
-- is intentionally separate from restore(): title has no live gameplay state
-- to capture for rollback. Validation happens before any mutation; a failed
-- reconstruction rebuilds a fresh usable title session instead of exposing a
-- half-installed overworld or battle.
function Checkpoint.resume(game, checkpoint)
if not isTitleSession(game) then
return false, "not_at_title",
"Checkpoint resume is available only from the title session."
end
local save = game and game.save
local playthroughId, identityCode, identityMessage =
SaveData.selectedPlaythroughId(save)
if type(playthroughId) ~= "string" or playthroughId == "" then
return false, identityCode, identityMessage
end
local expected = { gameVersion = save and save.version, playthroughId = playthroughId }
local validated, code, message = validate(game, checkpoint, expected)
if not validated then return false, code, message end
local titleSave, titleErr = dataCopy(save)
if not titleSave then
return false, "title_recovery_unavailable",
"Could not preserve the title session: " .. tostring(titleErr)
end
local titleRng = captureRng()
local currentOptions = save.options
local ok, err = pcall(apply, game, validated, currentOptions)
if ok then
local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end
if restored and equalData(restored, validated) then
emitRestored(game, validated)
return true
end
err = restored and ("resumed state differed at "
.. tostring(firstDifference(validated, restored) or "canonical encoding"))
or ("resumed state could not be captured: " .. tostring(verifyCode))
end
local recovered, recoveryErr = pcall(rebuildTitle, game, titleSave, titleRng)
if not recovered then
return false, "title_recovery_failed",
"Checkpoint resume failed and title recovery failed: " .. tostring(recoveryErr)
end
return false, "resume_failed", "Checkpoint resume failed: " .. tostring(err)
end
return Checkpoint
+13 -2
View File
@@ -203,7 +203,8 @@ function ChipAudio.playMusic(data, header, allowLoops)
cmdCh:push({ cmd = "play", gen = gen, header = header,
allowLoops = allowLoops, audio = slimAudio(data),
channelVolumes = ChipSynth.getChannelVolumes(),
channelPitches = ChipSynth.getChannelPitches() })
channelPitches = ChipSynth.getChannelPitches(),
stereo = ChipSynth.getStereo() })
currentMusic = { source = source, gen = gen, threaded = true,
started = false, finished = false }
-- playback starts in update() once the first buffer arrives (~1 frame)
@@ -214,7 +215,8 @@ local function pushChannelMix()
if workerReady and cmdCh then
cmdCh:push({ cmd = "channelMix",
volumes = ChipSynth.getChannelVolumes(),
pitches = ChipSynth.getChannelPitches() })
pitches = ChipSynth.getChannelPitches(),
stereo = ChipSynth.getStereo() })
end
end
@@ -352,6 +354,15 @@ function ChipAudio.shutdown()
workerReady = false
end
function ChipAudio.setStereo(enabled)
ChipSynth.setStereo(enabled)
pushChannelMix()
end
function ChipAudio.getStereo()
return ChipSynth.getStereo()
end
-- Runtime mix for one hardware channel (1..4). Takes effect on the next
-- synthesized buffer (live music) and on any SFX/cry rendered after the call.
function ChipAudio.setChannelVolume(hw, scale)
+19 -4
View File
@@ -29,6 +29,18 @@ ChipSynth.SAMPLE_RATE = SAMPLE_RATE
ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES
ChipSynth.MUSIC_BUFFER_COUNT = MUSIC_BUFFER_COUNT
-- Gen 2 SOUND option (MONO/STEREO): gates Music_StereoPanning's per-song
-- panning byte (audio/engine.asm:1987 wOptions STEREO bit).
local stereoEnabled = false
function ChipSynth.setStereo(enabled)
stereoEnabled = not not enabled
end
function ChipSynth.getStereo()
return stereoEnabled
end
-- Runtime mix per hardware channel (1 pulse, 2 pulse, 3 wave, 4 noise).
-- Volume: 1 = authentic GB, 0 = mute. Pitch: 1 = authentic, 2 = +1 octave,
-- 0.5 = -1 octave. Applied at sample time so a live change reaches the next
@@ -760,11 +772,14 @@ function Channel:nextEventGen2()
-- no-op for the PCM renderer
elseif command == 0xEE then -- unknownmusic0xee
self:word()
elseif command == 0xEF then -- stereo_panning (honor always; options.stereo)
elseif command == 0xEF then
-- audio/engine.asm:1987 Music_StereoPanning: apply only when STEREO is on
local packed = self:byte()
local mask = bit.lshift(1, self.hardware - 1)
local default = bit.bor(bit.lshift(mask, 4), mask)
self.tracks = bit.band(packed, default)
if stereoEnabled then
local mask = bit.lshift(1, self.hardware - 1)
local default = bit.bor(bit.lshift(mask, 4), mask)
self.tracks = bit.band(packed, default)
end
elseif command == 0xF0 then -- sfx_toggle_noise
if self.noiseSampling then
self.noiseSampling = false
+90
View File
@@ -0,0 +1,90 @@
-- Shared local date/time presentation for engine UI and mods. Preferences
-- live in options.lua, never checkpoint progress. "device" uses the process
-- time locale when the platform supplies one and otherwise falls back to the
-- deterministic DD-MM-YYYY / 24-hour convention.
local DateTime = {}
local DATE_FORMATS = {
dmy = "%d-%m-%Y",
mdy = "%m-%d-%Y",
ymd = "%Y-%m-%d",
}
local TIME_FORMATS = {
["24h"] = "%H:%M",
["12h"] = "%I:%M %p",
}
local function validTimestamp(value)
return type(value) == "number" and value == value and value >= 0
and value ~= math.huge and value ~= -math.huge
end
local function render(timestamp, pattern)
local ok, value = pcall(os.date, pattern, math.floor(timestamp))
if not ok or type(value) ~= "string" or value == "" then return nil end
return value
end
local function currentLocale()
if not os.setlocale then return nil end
local ok, value = pcall(os.setlocale, nil, "time")
if not ok or type(value) ~= "string" then return nil end
return value
end
local function deviceAvailable(localeName)
return type(localeName) == "string" and localeName ~= ""
and localeName ~= "C" and localeName ~= "POSIX"
end
function DateTime.formatWithLocale(timestamp, datePreference, timePreference, localeName)
if not validTimestamp(timestamp) then return { date = "----", time = "----" } end
local datePattern = DATE_FORMATS[datePreference]
local timePattern = TIME_FORMATS[timePreference]
if not datePattern then
datePattern = deviceAvailable(localeName) and "%x" or DATE_FORMATS.dmy
end
if not timePattern then
if deviceAvailable(localeName) then
local sample = render(timestamp, "%X") or ""
local marker = render(timestamp, "%p") or ""
timePattern = marker ~= "" and sample:find(marker, 1, true)
and TIME_FORMATS["12h"] or TIME_FORMATS["24h"]
else
timePattern = TIME_FORMATS["24h"]
end
end
return {
date = render(timestamp, datePattern) or "----",
time = render(timestamp, timePattern) or "----",
}
end
local function preferences(game)
local options = game and game.save and game.save.options
options = type(options) == "table" and options or {}
return options.dateFormat or "device", options.timeFormat or "device"
end
function DateTime.date(game, timestamp)
local datePreference, timePreference = preferences(game)
return DateTime.formatWithLocale(timestamp, datePreference, timePreference,
currentLocale()).date
end
function DateTime.time(game, timestamp)
local datePreference, timePreference = preferences(game)
return DateTime.formatWithLocale(timestamp, datePreference, timePreference,
currentLocale()).time
end
function DateTime.dateTime(game, timestamp)
local datePreference, timePreference = preferences(game)
local value = DateTime.formatWithLocale(timestamp, datePreference, timePreference,
currentLocale())
if value.date == "----" or value.time == "----" then return "----" end
return value.date .. " " .. value.time
end
return DateTime
+13 -28
View File
@@ -140,7 +140,7 @@ Game2.anchorNewGameClock = anchorNewGameClock
function Game2.new()
local self = setmetatable({
speedOverride = 1,
speedOverride = nil,
capturePath = nil,
world = nil,
status = nil,
@@ -975,27 +975,9 @@ function Game2:load()
local Pipelines = require("src.render.Pipelines")
Pipelines.install(self.data)
Pipelines.applyOptions(self.options)
-- Gold composites the WHOLE-FRAME half of a pipeline (`present`) and not the
-- world half: its overworld draws straight to the window rather than into a
-- canvas the way src/world/OverworldController.lua:4827 hands one to
-- Pipelines.drawWorld, so there is nothing here for drawWorld to replace yet.
-- A restored level for a world-only pipeline is retired rather than left
-- switched on, because on Gold it would render nothing AND hold TILT off
-- (Pipelines.setLevel's tilt exclusion). The stored level in
-- options.pipelines is left untouched, so the mode comes back the day Gold
-- grows a world canvas; Tilt is re-applied from the option the exclusion just
-- cleared.
local retired = false
for _, entry in ipairs(Pipelines.list()) do
if entry.def.drawWorld and not entry.def.present
and Pipelines.level(entry.id) > 0 then
Pipelines.setLevel(entry.id, 0)
retired = true
end
end
if retired then
require("src.render.Tilt").applyOptions(self.options)
end
-- Both halves run on Gold now: `present` folds over the composite in
-- Game2:draw, `drawWorld` owns the world pass in World:drawPipeline. So a
-- restored world level stays switched on, as it does for Gen 1.
-- After the merge, so a font override and a translation mod's catalog
-- (#501) are both in Data before the first screen draws a glyph. Gen 1
@@ -1112,19 +1094,20 @@ function Game2:update(dt)
-- reason and at the same place Gen 1 ticks them (src/core/Game.lua:265):
-- they are presentational, so fast-forward must not speed them up.
require("src.render.Pipelines").update(dt)
if self.phase == "boot" then
FixedStep.maxAccum = 0.25
FixedStep:update(dt)
return
end
if not self.world or not self.world.map then return end
-- GAME SPEED scales the logic clock only, exactly as the Gen 1 path does:
-- audio runs off its own real-time accumulator, so music and sfx keep their
-- tempo at every multiplier. speedOverride is the driver/CLI hook and wins
-- over the saved option.
-- pokegold engine/menus/intro_menu.asm:848 IntroSequence: boot cinema runs on the same clock as the overworld
local speed = math.max(1,
tonumber(self.speedOverride) or tonumber(self.options and self.options.speed)
or 1)
if self.phase == "boot" then
FixedStep.maxAccum = math.max(0.25, speed / 60 + 0.05)
FixedStep:update(dt * speed)
return
end
if not self.world or not self.world.map then return end
FixedStep.maxAccum = math.max(0.25, speed / 60 + 0.05)
FixedStep:update(dt * speed)
end
@@ -1921,6 +1904,8 @@ function Game2:applyOptions()
-- the mod pipeline ladder rides options.pipelines and restores with the rest
-- of the display block, as it does in src/core/Game.lua:1041
require("src.render.Pipelines").applyOptions(options)
-- src/core/Game.lua:1121 mirrors this call for Gen 1
Input:applyBindings(options.bindings)
-- options.touchControls (the launcher editor's per-orientation layouts) and
-- options.haptics, the same two keys Gen 1 hands over here
-- (src/core/Game.lua:1073). One options.lua serves both games, so the pad a
+2
View File
@@ -460,6 +460,8 @@ end
function Music.applyOptions(opts)
Music.setVolumeLevel(opts and opts.musicVol or 7)
Music.setFilterLevel(opts and opts.musicFilter or 0)
-- engine/menus/options_menu.asm SOUND row (wOptions STEREO bit)
require("src.core.ChipAudio").setStereo(opts and opts.sound == "STEREO")
end
local function sourceStopped(src)
+87 -3
View File
@@ -341,6 +341,12 @@ function SaveData.defaultOptions()
-- gets the tick without going looking for the row. Inert wherever the
-- overlay never appears (desktop) or LOVE has no vibrator.
haptics = "light",
-- Shared UI/mod timestamp presentation. DEVICE follows the process time
-- locale where the platform exposes one; otherwise DateTime falls back to
-- DD-MM-YYYY and 24-hour time. Kept in options.lua so checkpoints never
-- rewind presentation preferences.
dateFormat = "device", -- device | dmy | mdy | ymd
timeFormat = "device", -- device | 24h | 12h
}
end
@@ -760,6 +766,15 @@ local function tryMigrateLegacy(version, fs)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
opts.saveSlots[version] = { list = { id }, active = id }
-- A tool may have allocated the legacy scope before the player made their
-- first ordinary SAVE. Promoting that flat save into slot1 must preserve the
-- same opaque identity; otherwise title-selected mod storage becomes
-- unreachable after the migration even though every durable record exists.
local ids = opts.playthroughIds and opts.playthroughIds[version]
if type(ids) == "table" and type(ids.legacy) == "string" and ids.legacy ~= "" then
if type(ids[id]) ~= "string" or ids[id] == "" then ids[id] = ids.legacy end
ids.legacy = nil
end
SaveData.saveOptions(opts, fs)
return id
end
@@ -785,9 +800,9 @@ end
-- (body for the forward-declared saveNames.) Resolves the ACTIVE slot for
-- the version, falling back to the flat legacy names when no slot is in use.
function saveNames(version)
function saveNames(version, injectedFs)
version = version or GameVersion.get()
local fs = persistFs(nil)
local fs = persistFs(injectedFs)
ensureVersionSlots(version, fs)
local slot = activeSlotCache[version]
if slot then return slotNames(version, slot) end
@@ -1075,7 +1090,17 @@ local function rememberPlaythroughId(save, opts, injectedFs)
if type(id) ~= "string" or id == "" then return opts, false end
local version = save.version or GameVersion.get()
local scope = playthroughScope(version, injectedFs)
opts = opts or SaveData.loadOptions(injectedFs)
local persisted = SaveData.loadOptions(injectedFs)
if opts then
-- Slot selection and opaque playthrough routing are engine-owned launcher
-- state. A live game may carry an options snapshot from before a legacy
-- save was promoted to slot1; writing that stale snapshot must not erase
-- the freshly persisted routing and strand tool storage on next boot.
opts.saveSlots = deepCopy(persisted.saveSlots)
opts.playthroughIds = deepCopy(persisted.playthroughIds)
else
opts = persisted
end
opts.playthroughIds = opts.playthroughIds or {}
opts.playthroughIds[version] = opts.playthroughIds[version] or {}
local changed = opts.playthroughIds[version][scope] ~= id
@@ -1110,6 +1135,65 @@ function SaveData.ensurePlaythroughId(save, injectedFs)
return id
end
-- Resolve the already-selected playthrough without changing the supplied save
-- or allocating a replacement id. Title tools use this before a normal SAVE:
-- Game:load intentionally owns a fresh skeleton there, while the selected
-- launcher slot's durable tool data remains bound by the engine-owned mapping.
-- This does not make arbitrary identities addressable; callers still need a
-- higher-level engine capability that decides when selected resolution is safe.
function SaveData.selectedPlaythroughId(save, injectedFs)
if type(save) ~= "table" then
return nil, "not_in_playthrough", "No selected playthrough is available."
end
local version = save.version or GameVersion.get()
if not knownVersion(version) then
return nil, "unknown_game", "The selected game version is unavailable."
end
local id = save.meta and save.meta.playthroughId
if type(id) == "string" and id ~= "" then return id end
-- Resolve the selected scope first. That may perform the one-time legacy
-- save-to-slot migration, which also moves the opaque identity mapping; only
-- then read options so this lookup never observes the pre-migration table.
local scope = playthroughScope(version, injectedFs)
local opts = SaveData.loadOptions(injectedFs)
local byVersion = opts.playthroughIds and opts.playthroughIds[version]
id = byVersion and byVersion[scope] or nil
if type(id) ~= "string" or id == "" then
return nil, "no_selected_playthrough",
"The selected playthrough has no durable tool state."
end
return id
end
-- Read only the chronology of the ordinary selected save for title tools.
-- This intentionally returns no canonical progress, slot id, path, or raw
-- save handle. A legacy pre-id normal save is valid when the selected scope's
-- engine-owned mapping identifies it; a stamped id must match exactly.
function SaveData.selectedNormalSaveInfo(save, injectedFs)
local playthroughId, code, message = SaveData.selectedPlaythroughId(save, injectedFs)
if not playthroughId then return nil, code, message end
local version = save and (save.version or GameVersion.get())
local fs = persistFs(injectedFs)
local main, backup, staged = saveNames(version, injectedFs)
local normal = readTable(fs, main)
or readTable(fs, staged)
or readTable(fs, backup)
if type(normal) ~= "table" or normal.version ~= version then
return { exists = false, savedAt = nil }
end
local normalId = normal.meta and normal.meta.playthroughId
if type(normalId) == "string" and normalId ~= "" and normalId ~= playthroughId then
return { exists = false, savedAt = nil }
end
local savedAt = normal.meta and normal.meta.savedAt
if type(savedAt) ~= "number" or savedAt < 0 or savedAt ~= savedAt
or savedAt == math.huge or savedAt == -math.huge then
savedAt = nil
end
return { exists = true, savedAt = savedAt }
end
-- ------- meta
-- the version/engine/mod-set stamp every v2 save carries; mods is the
+4
View File
@@ -53,6 +53,9 @@ local function handle(cmd)
if cmd.channelPitches ~= nil then
ChipSynth.setChannelPitches(cmd.channelPitches)
end
if cmd.stereo ~= nil then
ChipSynth.setStereo(cmd.stereo)
end
local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header,
{ allowLoops = cmd.allowLoops })
if ok then
@@ -69,6 +72,7 @@ local function handle(cmd)
elseif cmd.cmd == "channelMix" then
if cmd.volumes ~= nil then ChipSynth.setChannelVolumes(cmd.volumes) end
if cmd.pitches ~= nil then ChipSynth.setChannelPitches(cmd.pitches) end
if cmd.stereo ~= nil then ChipSynth.setStereo(cmd.stereo) end
elseif cmd.cmd == "invalidate" then
ChipSynth.invalidateBanks()
elseif cmd.cmd == "quit" then
+2 -2
View File
@@ -96,7 +96,7 @@ function Nests.landmark(data, index)
end
local function landmarkOfMap(data, mapId)
local def = data and data.maps and data.maps[mapId]
local def = data and data.gen2Maps and data.gen2Maps[mapId]
return def and def.landmark
end
@@ -131,7 +131,7 @@ function Nests.find(data, species, region, save)
out[#out + 1] = landmark
end
local enc = data and data.encounters
local enc = data and data.gen2Encounters
for _, key in ipairs({ "grass", "water" }) do
for mapId, entry in pairs((enc and enc[key]) or {}) do
if tableHasSpecies(entry, species) then
+3
View File
@@ -127,6 +127,9 @@ end
Save.filenames = saveNames
local function fs()
-- portable.txt: same standard/portable root as Gen 1 (SaveData.persistenceFs).
local ok, SaveData = pcall(require, "src.core.SaveData")
if ok and SaveData.persistenceFs then return SaveData.persistenceFs() end
return love.filesystem
end
+4 -1
View File
@@ -241,7 +241,10 @@ function RomExtractorGen2:writeCompressedPic(label, tiles, relative)
while #pixels < byteLength do pixels[#pixels + 1] = 0 end
while #pixels > byteLength do table.remove(pixels) end
pixels = ImageWriter.columnsToRows(pixels, tiles, tiles)
self:write2bpp(pixels, size, size, relative)
-- pokegold engine/battle/core.asm GetTrainerBackpic: no hardware masking,
-- so matte the white backdrop like Gen 1's writeCompressedPic does.
self:save(ImageWriter.matteColor0(
ImageWriter.decode2bpp(pixels, size, size)), relative)
end
function RomExtractorGen2:extractConstants()
+3 -19
View File
@@ -16,6 +16,7 @@
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local SafePath = require("src.mods.SafePath")
local unpack = table.unpack or unpack
local loadstring = loadstring or load
@@ -31,25 +32,8 @@ AssetTransform.SOURCE_ROOT = SOURCE_ROOT
AssetTransform.DERIVED_ROOT = DERIVED_ROOT
-- ------- path sandbox
-- a relative path that cannot climb out of the root it is joined to
local function safeRelative(rel)
if type(rel) ~= "string" or rel == "" then return nil end
if rel:sub(1, 1) == "/" then return nil end
if rel:find("\\", 1, true) then return nil end
for segment in rel:gmatch("[^/]+") do
if segment == ".." or segment == "." then return nil end
end
return rel
end
local function requireRelative(rel, what)
local safe = safeRelative(rel)
if not safe then
error(("%s must stay inside its root, got %q"):format(what, tostring(rel)), 0)
end
return safe
end
-- shared with mod:read and the manifest's own paths (src/mods/SafePath.lua)
local requireRelative = SafePath.require
-- ------- the restricted context
+135 -18
View File
@@ -6,11 +6,14 @@ local GameVersion = require("src.core.GameVersion")
local Version = require("src.core.Version")
local Assets = require("src.render.Assets")
local ModUI = require("src.ui.ModUI")
local DateTime = require("src.core.DateTime")
local AssetTransform = require("src.mods.AssetTransform")
local Manifest = require("src.mods.Manifest")
local Merge = require("src.mods.Merge")
local ModTargets = require("src.mods.ModTargets")
local Registry = require("src.mods.Registry")
local SafePath = require("src.mods.SafePath")
local Sandbox = require("src.mods.Sandbox")
local Schemas = require("src.mods.Schemas")
local Semver = require("src.mods.Semver")
local Events = require("src.mods.Events")
@@ -22,6 +25,8 @@ local Loader = {}
Loader.__index = Loader
local MOD_STATE_FILE = "mod_state.lua" -- legacy migration only
local OPTION_SCHEMAS_FILENAME = "mod_option_schemas.json"
local OPTION_SCHEMAS_VERSION = 1
-- The working tree's engine version is the "0.0.0-dev" placeholder that CI
-- restamps into the packed game.love (src/core/Version.lua:7), and it sorts
@@ -69,10 +74,12 @@ local function orderedIds(mods, filter)
return ids
end
-- ------- dev-mode permissions tripwire
-- Attribution only: the shim delegates unconditionally and blocks nothing.
-- Installed once per process and only when the loader runs in dev mode, so a
-- player build has zero interposition.
-- ------- the require gate
-- Two jobs in one interposition. The engine_internals/network scan is
-- attribution only and stays dev-mode: it warns and delegates. The
-- Sandbox.moduleDenial check is not -- require("io") would hand back
-- package.loaded.io and undo the whole mod environment -- so it is installed
-- in player builds too, for any boot that has mods on it.
local devShim = { installed = false, permissions = {}, warned = {}, depth = 0 }
@@ -132,7 +139,8 @@ end
local function scanRequire(name)
local modId = Runtime.currentMod
if not modId or type(name) ~= "string" then return end
if type(modId) ~= "string" then modId = Runtime.modRequire end
if type(modId) ~= "string" or type(name) ~= "string" then return end
local granted = devShim.permissions[modId] or {}
local function warnOnce(permission)
local key = modId .. "|" .. permission .. "|" .. name
@@ -185,6 +193,7 @@ function Loader:_installDevShim()
for id, mod in pairs(self.mods) do
devShim.permissions[id] = mod.manifest.permissionSet
end
devShim.dev = self.dev
if devShim.installed then return end
devShim.installed = true
local delegate = require
@@ -192,12 +201,22 @@ function Loader:_installDevShim()
-- only the mod's own call is the mod's doing; whatever that module
-- requires in turn is the engine wiring itself up
if devShim.depth == 0 then
scanRequire(name)
-- Backstop for the deny list Sandbox.envFor's require already applies:
-- an engine module requiring io is the engine wiring itself up, a mod
-- doing it is the hole this closes, and any future path that runs mod
-- code without a sandbox env still lands here.
local owner = Runtime.currentMod or Runtime.modRequire
if owner or callerIsMod(3) then
local id = type(owner) == "string" and owner or nil
local denial = Sandbox.moduleDenial(name, devShim.permissions[id])
if denial then error(("[%s] %s"):format(id or "mod", denial), 0) end
end
if devShim.dev or devShim.generation ~= 1 then scanRequire(name) end
-- The Gen 1 name a mod asked for, answered by the Gen 2 arm behind it.
-- Engine code keeps the real module: src/render/PaletteFX.lua:776
-- requires src.core.Game on both generations and means it.
if devShim.generation ~= 1 and Gen2Compat.serves(name)
and callerIsMod(3) then
and (owner or callerIsMod(3)) then
local adapter = Gen2Compat.resolve(name, Runtime.currentMod)
if adapter then
local key = "adapter|" .. name
@@ -232,7 +251,7 @@ function Loader.new(opts)
events = Events.new(), hooks = Hooks.new(), content = {}, assets = {},
exports = {}, migrations = {}, order = {},
modSave = {}, modOptions = {}, optionSchemas = {}, imageCache = {},
modInput = {},
modInput = {}, modEnv = {},
fs = (opts and opts.fs) or (love and love.filesystem),
dev = dev,
-- Which generation this boot is (1 or 2). Fixed at construction: the
@@ -338,6 +357,59 @@ function Loader:_saveState()
SaveData.saveOptions(options, self.fs)
end
-- Export the runtime option schemas after mod entry chunks have run. This
-- is an optional, data-only handoff for native launchers: they must not run
-- arbitrary mod code before boot just to discover settings. The snapshot is
-- deliberately written beside options.lua so every platform's native shell
-- can use the same filesystem contract.
function Loader:_writeOptionSchemas()
if not self.fs.write then return end
local mods = {}
for id, mod in pairs(self.mods) do
if mod.enabled and not mod.failed then
local schema = self.optionSchemas[id]
-- Keep the legacy manifest options_schema path visible to native
-- consumers too. ManagerState loads this same data-only chunk on
-- demand; using it here means older mods do not need to migrate to
-- mod.options:define just to appear in a launcher settings screen.
if schema == nil and mod.manifest.options_schema and self.fs.load then
local ok, rows = pcall(function()
local path = SafePath.join(mod.path, mod.manifest.options_schema,
"options_schema")
local chunk = Sandbox.loadFile(self.fs, path, self:_modEnv(mod))
return chunk and chunk()
end)
if ok and type(rows) == "table" then schema = rows end
end
if schema ~= nil then
mods[id] = schema
end
end
end
-- Do not create storage on a fresh mod-free boot, but do overwrite an old
-- snapshot when the current boot has no schemas so disabled/failed mods do
-- not leave stale native settings rows behind.
if next(mods) == nil
and not (self.fs.getInfo and self.fs.getInfo(OPTION_SCHEMAS_FILENAME)) then
return
end
local ok, encoded = pcall(Json.encode, {
schema_version = OPTION_SCHEMAS_VERSION,
mods = mods,
})
if not ok then
Logger.warn("mod option schema export: failed to encode: %s", tostring(encoded))
return
end
local written, err = self.fs.write(OPTION_SCHEMAS_FILENAME, encoded)
if not written then
Logger.warn("mod option schema export: failed to write: %s", tostring(err))
end
end
function Loader:setEnabled(id, enabled)
if not self.mods[id] then return false end
self.disabled[id] = not enabled
@@ -917,6 +989,26 @@ function Loader:_api(mod)
-- the widget toolkit facade (12 4.5) is one shared surface, not
-- per-mod state; each widget inside it loads on first touch
ui = ModUI,
-- Read-only shared timestamp presentation using current options.lua
-- preferences. The live game supplies only the current option context;
-- checkpoint/save data never changes as a side effect.
datetime = {
date = function(_, game, timestamp) return DateTime.date(game, timestamp) end,
time = function(_, game, timestamp) return DateTime.time(game, timestamp) end,
dateTime = function(_, game, timestamp)
return DateTime.dateTime(game, timestamp)
end,
},
-- The read-only part of love.system that device UIs legitimately need.
-- Do not expose the module: openURL and clipboard access stay sandboxed.
device = {
powerInfo = function()
local getPowerInfo = love and love.system and love.system.getPowerInfo
if not getPowerInfo then return "unknown", nil end
local state, percent = getPowerInfo()
return state, percent
end,
},
-- namespaced per mod; M11 backs these with save.modData /
-- options.modOptions, the shape mods compile against is already final
save = {
@@ -940,6 +1032,7 @@ function Loader:_api(mod)
-- callers never receive paths or a raw filesystem handle.
storage = {
context = function(_, game) return storage:context(game) end,
selected = function(_, game) return storage:selected(game) end,
write = function(_, game, key, value) return storage:write(game, key, value) end,
read = function(_, game, key) return storage:read(game, key) end,
list = function(_, game, prefix) return storage:list(game, prefix) end,
@@ -953,6 +1046,12 @@ function Loader:_api(mod)
restore = function(_, game, checkpoint)
return Checkpoint.restore(game, checkpoint)
end,
resume = function(_, game, checkpoint)
return Checkpoint.resume(game, checkpoint)
end,
ensureNormalSave = function(_, game, checkpoint)
return Checkpoint.ensureNormalSave(game, checkpoint, loader.fs)
end,
},
options = {
define = function(_, schema)
@@ -1020,9 +1119,11 @@ function Loader:_api(mod)
-- assets keeps the v1 alias to the content accessors and adds the file
-- helpers on top, so mod.assets.pokemon and mod.assets:image both resolve
api.assets = setmetatable({
path = function(_, relative) return mod.path .. "/" .. relative end,
path = function(_, relative)
return SafePath.join(mod.path, relative, "mod.assets:path")
end,
image = function(_, relative)
local full = mod.path .. "/" .. relative
local full = SafePath.join(mod.path, relative, "mod.assets:image")
local cached = loader.imageCache[full]
if cached then return cached end
assert(love and love.graphics,
@@ -1032,9 +1133,10 @@ function Loader:_api(mod)
return image
end,
}, { __index = api.content })
-- the mod's own directory and nothing above it: PhysFS already refuses a
-- climb, but loader.fs is injectable and has no such floor
function api:read(relative)
local path = self.path .. "/" .. relative
return loader.fs.read(path)
return loader.fs.read(SafePath.join(self.path, relative, "mod:read"))
end
-- mod.world materializes on first touch, like the image helper above: a
-- headless load must not drag the world stack in, and the Game the facade
@@ -1078,9 +1180,21 @@ function Loader:_game()
return engineRequire("src.core.Game")
end
-- The environment every chunk this mod authors runs in, built once per mod so
-- its entry file and its options_schema share one globals table.
function Loader:_modEnv(mod)
local id = mod.manifest.id
local env = self.modEnv[id]
if not env then
env = Sandbox.envFor({ modId = id, permissions = mod.manifest.permissionSet })
self.modEnv[id] = env
end
return env
end
function Loader:_loadMod(mod)
local path = mod.path .. "/" .. mod.manifest.entry
local chunk, err = self.fs.load(path)
local path = SafePath.join(mod.path, mod.manifest.entry, "manifest entry")
local chunk, err = Sandbox.loadFile(self.fs, path, self:_modEnv(mod))
if not chunk then error(err or ("unable to load " .. path)) end
local api = self:_api(mod)
local result = chunk(api)
@@ -1278,10 +1392,12 @@ function Loader:load(data)
-- every touch: a mod captures the facade at file scope, before Game2 has a
-- save or a world (src/mods/Gen2Compat.lua).
Gen2Compat.bind(function() return self:_game() end)
-- Dev mode wants the permissions tripwire; a Gold boot with mods on it wants
-- the Gen 1-only require report, which is the difference between "the mod
-- does nothing" and knowing why. A Gold boot with no mods pays nothing.
if self.dev or (self.generation ~= 1 and next(self.mods) ~= nil) then
-- Any boot with mods on it needs the gate, because require("io") is how a
-- mod would walk out of Sandbox.envFor. Dev mode adds the permissions
-- tripwire on top, and a Gold boot the Gen 1-only require report -- the
-- difference between "the mod does nothing" and knowing why. A boot with no
-- mods pays nothing.
if self.dev or next(self.mods) ~= nil then
self:_installDevShim()
end
for _, mod in ipairs(ordered) do
@@ -1403,6 +1519,7 @@ function Loader:load(data)
-- which resolves every path to itself (14 §asset resolution).
Assets.installLoader(self)
self.events:emit("mods.loaded", { loader = self, data = data })
self:_writeOptionSchemas()
self.initialized = true
return #self.errors == 0
end
+14 -7
View File
@@ -8,6 +8,8 @@ local Font = require("src.render.Font")
local GameVersion = require("src.core.GameVersion")
local ModTargets = require("src.mods.ModTargets")
local Runtime = require("src.mods.Runtime")
local SafePath = require("src.mods.SafePath")
local Sandbox = require("src.mods.Sandbox")
local SaveData = require("src.core.SaveData")
local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
@@ -936,13 +938,18 @@ function ManagerState:schemaFor(m)
local schema = loader.optionSchemas and loader.optionSchemas[m.id]
if schema == nil and m.options_schema and m.path
and loader.fs and loader.fs.load then
local chunk = loader.fs.load(m.path .. "/" .. m.options_schema)
if chunk then
local ok, rows = pcall(chunk)
if ok and type(rows) == "table" then
schema = rows
if loader.optionSchemas then loader.optionSchemas[m.id] = schema end
end
-- mod-authored code, so it runs in the same sandbox the entry chunk does
local ok, rows = pcall(function()
local path = SafePath.join(m.path, m.options_schema, "options_schema")
local mod = loader.mods and loader.mods[m.id]
local env = mod and loader._modEnv and loader:_modEnv(mod)
or Sandbox.envFor()
local chunk = Sandbox.loadFile(loader.fs, path, env)
return chunk and chunk()
end)
if ok and type(rows) == "table" then
schema = rows
if loader.optionSchemas then loader.optionSchemas[m.id] = schema end
end
end
return schema
+13 -3
View File
@@ -3,6 +3,7 @@
-- that need to stat a file, this owns shape, vocabulary and range grammar.
local Logger = require("src.core.Logger")
local ModTargets = require("src.mods.ModTargets")
local SafePath = require("src.mods.SafePath")
local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
@@ -144,6 +145,9 @@ function Manifest.validate(raw, path)
assert(type(raw.name) == "string" and raw.name ~= "", "manifest name is required")
assert(type(raw.version) == "string" and raw.version ~= "", "manifest version is required")
assert(type(raw.entry) == "string" and raw.entry ~= "", "manifest entry is required")
-- every manifest path is joined to the mod's own directory, so none of them
-- may climb out of it (src/mods/SafePath.lua)
local entry = SafePath.require(raw.entry, "manifest entry")
-- absent means 1: full v1 compat, schema violations downgrade to warnings
assert(raw.api == nil or tonumber(raw.api) ~= nil, "manifest api must be a number")
@@ -229,19 +233,24 @@ function Manifest.validate(raw, path)
local affectsLink = profile ~= "content" and not language
if type(raw.affects_link) == "boolean" then affectsLink = raw.affects_link end
local function optionalFile(value, field)
local function optionalString(value, field)
if value == nil then return nil end
assert(type(value) == "string" and value ~= "", field .. " must be a file path")
return value
end
local function optionalFile(value, field)
local text = optionalString(value, field)
return text and SafePath.require(text, field)
end
local conflicts = mergeConflictLists(raw.conflicts, raw.incompatible)
return {
id = raw.id,
name = raw.name,
version = raw.version,
entry = raw.entry,
entry = entry,
api = api,
priority = tonumber(raw.priority) or 0,
dependencies = array(raw.dependencies),
@@ -265,7 +274,8 @@ function Manifest.validate(raw, path)
permissionSet = permissionSet,
options_schema = optionalFile(raw.options_schema, "options_schema"),
assets_transforms = optionalFile(raw.assets_transforms, "assets_transforms"),
force_enable_env = optionalFile(raw.force_enable_env, "force_enable_env"),
-- an env var name, not a path, so it keeps the plain string check
force_enable_env = optionalString(raw.force_enable_env, "force_enable_env"),
path = path,
raw = raw,
}
+5
View File
@@ -28,6 +28,11 @@ Runtime.errors = nil
-- permissions tripwire knows there is nobody to attribute to
Runtime.currentMod = nil
-- set by the sandbox's require for the duration of one mod-initiated require,
-- so the loader's gate can still attribute a lazy one made long after
-- currentMod went back to nil (src/mods/Sandbox.lua)
Runtime.modRequire = nil
function Runtime.install(events, hooks, errors)
Runtime.events, Runtime.hooks = events, hooks
Runtime.errors = errors
+38
View File
@@ -0,0 +1,38 @@
-- One relative-path grammar for every path a mod supplies: a mod names files
-- inside its own directory and nowhere else. love.filesystem (PhysFS) already
-- refuses "..", absolute paths and backslashes, but Loader.new takes an
-- injected fs that has no such floor, so the rule lives here and not in
-- whichever filesystem happens to be underneath.
local SafePath = {}
-- The normalized path, or nil when it could climb out of the root it is about
-- to be joined to. "." segments are dropped rather than rejected so a
-- manifest that says "./main.lua" still loads.
function SafePath.safe(rel)
if type(rel) ~= "string" or rel == "" then return nil end
if rel:sub(1, 1) == "/" then return nil end
if rel:find("\\", 1, true) then return nil end
if rel:match("^%a:") then return nil end -- windows drive-relative
local parts = {}
for segment in rel:gmatch("[^/]+") do
if segment == ".." then return nil end
if segment ~= "." then parts[#parts + 1] = segment end
end
if #parts == 0 then return nil end
return table.concat(parts, "/")
end
function SafePath.require(rel, what)
local safe = SafePath.safe(rel)
if not safe then
error(("%s must stay inside its root, got %q"):format(what, tostring(rel)), 0)
end
return safe
end
-- root .. "/" .. rel, with the traversal check in between
function SafePath.join(root, rel, what)
return root .. "/" .. SafePath.require(rel, what or "path")
end
return SafePath
+227
View File
@@ -0,0 +1,227 @@
-- The environment a mod's own code runs in. Every chunk a mod authors -- the
-- entry file, an options_schema, anything it hands to load() -- runs against
-- this table instead of _G, so the only paths it can name are the ones the
-- engine hands it (mod:read, mod.storage, mod.assets).
--
-- What this is and is not: raw io/os/ffi are the only way to name a file
-- outside the game tree at all, and they are absent here, so the reported
-- "any mod can rewrite anything in your home directory" hole closes by
-- construction. Inside the LÖVE tree this is defense in depth, not a security
-- boundary: an engine module reached through require, or ImageData:encode,
-- still writes in the save directory.
--
-- Lua 5.1/LuaJIT is the target, so setfenv is the mechanism; the 5.2+ arm
-- exists because AssetTransform's sandbox needed it and getting this wrong
-- silently hands the chunk the real globals.
local Runtime = require("src.mods.Runtime")
local SafePath = require("src.mods.SafePath")
local Sandbox = {}
-- Modules that hand a mod the disk, a raw socket or a fresh Lua state no
-- matter what this file removes from the environment. package.loaded.io is
-- the one call that would undo every other rule here.
local DENIED = {
io = "the filesystem", os = "the filesystem", debug = "the debug library",
package = "the module loader", ffi = "arbitrary C calls",
}
-- Same idea one level up: love.filesystem is reachable by name, and
-- love.thread starts a Lua state this sandbox has no say over.
local DENIED_PREFIX = { ["love"] = true, ["ffi"] = true }
-- The wire, which is what the network permission governs.
local NETWORK = { socket = true, enet = true, http = true, https = true,
ssl = true, mime = true, ltn12 = true }
local function head(name)
return (name:match("^([^%.]+)")) or name
end
-- nil when the require is allowed, else the message to fail it with.
function Sandbox.moduleDenial(name, permissionSet)
if type(name) ~= "string" then return nil end
local root = head(name)
local reason = DENIED[root]
if reason then
return ("%s is not available to mods (it grants %s); use mod.storage, "
.. "mod:read and the engine API instead"):format(name, reason)
end
if DENIED_PREFIX[root] and name ~= root then
return ("%s is not available to mods; use mod.storage, mod:read and the "
.. "engine API instead"):format(name)
end
if NETWORK[root] and not (permissionSet or {}).network then
return ("%s needs the \"network\" permission in manifest.json"):format(name)
end
return nil
end
-- ------- the love facade
-- Dropped, not narrowed: filesystem writes anywhere in the save directory
-- (including another mod's storage), thread opens a Lua state with a full
-- standard library, system.openURL launches whatever it is handed, and event
-- lets a mod quit the game out from under the player. Everything else LÖVE
-- exposes passes through, so a new module in a future LÖVE is available
-- without an edit here.
-- value is the replacement to name in the error, or true when there is none
local BLOCKED_LOVE = {
filesystem = "mod.storage and mod:read", thread = true,
system = "mod.device:powerInfo() for battery information", event = true,
}
local loveProxy
local function loveFacade()
if loveProxy or not _G.love then return loveProxy end
loveProxy = setmetatable({}, {
__index = function(_, key)
local hint = BLOCKED_LOVE[key]
if hint then
error(("love.%s is not available to mods%s"):format(key,
type(hint) == "string" and (", use " .. hint) or ""), 2)
end
return _G.love[key]
end,
__newindex = function(_, key)
error(("mods cannot assign love.%s"):format(tostring(key)), 2)
end,
})
return loveProxy
end
-- ------- the environment
-- Absent on purpose: io, package, dofile, loadfile, getfenv, setfenv, debug,
-- newproxy, module. os keeps only the clock -- getenv is how the reported
-- exploit found the user's home directory.
local SAFE_OS = { time = true, date = true, clock = true, difftime = true }
-- Per-mod copies, not the shared tables: a mod that assigns string.trim or
-- replaces table.insert changes its own view and nobody else's. The functions
-- are the same objects, so state behind them (math.randomseed's RNG) is
-- unaffected -- only the namespace is private.
local function copy(source)
if type(source) ~= "table" then return source end
local out = {}
for key, value in pairs(source) do out[key] = value end
return out
end
local function baseGlobals()
local safeOs = {}
for key in pairs(SAFE_OS) do safeOs[key] = os[key] end
return {
assert = assert, error = error, ipairs = ipairs, next = next,
pairs = pairs, pcall = pcall, xpcall = xpcall, select = select,
tonumber = tonumber, tostring = tostring, type = type, unpack = unpack,
rawequal = rawequal, rawget = rawget, rawset = rawset, rawlen = rawlen,
setmetatable = setmetatable, getmetatable = getmetatable, print = print,
collectgarbage = collectgarbage, _VERSION = _VERSION,
coroutine = copy(coroutine), math = copy(math), string = copy(string),
table = copy(table), bit = copy(bit), jit = jit, os = safeOs,
}
end
-- setfenv on 5.1/LuaJIT; on 5.2+ the env has to be handed to load itself, so
-- a caller there compiles through Sandbox.compile instead.
function Sandbox.bind(chunk, env)
if setfenv then setfenv(chunk, env) end
return chunk
end
-- Bytecode is unreviewable and, on LuaJIT, a way out of any sandbox built out
-- of environments. Mods ship source.
local function rejectBytecode(source, what)
if type(source) == "string" and source:sub(1, 1) == "\27" then
return nil, (what or "chunk") .. ": mods must ship Lua source, not bytecode"
end
return true
end
function Sandbox.compile(source, chunkname, env)
local ok, err = rejectBytecode(source, chunkname)
if not ok then return nil, err end
if setfenv then
local chunk, compileErr = loadstring(source, chunkname)
if not chunk then return nil, compileErr end
return setfenv(chunk, env)
end
return load(source, chunkname, "t", env)
end
-- The load() a mod sees. Lua 5.1 gives a loaded chunk the GLOBAL environment
-- rather than the caller's, so without this every sandboxed mod is one
-- load(mod:read(...)) away from the real _G -- which is exactly how the
-- multi-file mods in mods/ are written.
local function sandboxedLoad(env)
return function(chunk, chunkname)
if type(chunk) == "function" then
local parts = {}
while true do
local piece = chunk()
if piece == nil or piece == "" then break end
parts[#parts + 1] = piece
end
chunk = table.concat(parts)
end
if type(chunk) ~= "string" then return nil, "load expects a string or reader" end
return Sandbox.compile(chunk, chunkname or "=(load)", env)
end
end
-- The require a mod sees: the deny list lives here rather than on a stack
-- walk, because pcall(require, "io") puts a C frame where the walk would look.
-- Runtime.modRequire is how the loader's gate identifies the caller for the
-- Gen 2 facade once Runtime.currentMod has gone back to nil (a mod requiring
-- lazily from an event handler).
local function sandboxedRequire(modId, permissionSet)
return function(name, ...)
local denial = Sandbox.moduleDenial(name, permissionSet)
if denial then error(("[%s] %s"):format(modId or "mod", denial), 2) end
local previous = Runtime.modRequire
Runtime.modRequire = modId or true
local ok, result = pcall(_G.require, name, ...)
Runtime.modRequire = previous
if not ok then error(result, 0) end
return result
end
end
function Sandbox.envFor(opts)
opts = opts or {}
local env = baseGlobals()
env.love = loveFacade()
env.require = sandboxedRequire(opts.modId, opts.permissions)
local loader = sandboxedLoad(env)
env.load = loader
env.loadstring = loader
-- a mod's globals are its own: two mods no longer share a namespace, and
-- neither can reach the engine's
env._G = env
return env
end
-- fs.load keeps the real filesystem's handling of the file; the environment is
-- swapped after the fact. The 5.2+ arm has to go back to source, which is the
-- only reason fs.read is touched here.
function Sandbox.loadFile(fs, path, env)
if fs.read then
local ok, err = rejectBytecode(fs.read(path), path)
if not ok then return nil, err end
end
if setfenv then
local chunk, err = fs.load(path)
if not chunk then return nil, err end
return setfenv(chunk, env)
end
local source = fs.read and fs.read(path)
if not source then return nil, "unable to read " .. path end
return Sandbox.compile(source, "@" .. path, env)
end
Sandbox.safePath = SafePath.safe
Sandbox.requirePath = SafePath.require
return Sandbox
+58
View File
@@ -79,6 +79,64 @@ function Storage:_scope(game)
base = base, fs = fs }
end
local function isTitleSession(game)
local states = game and game.stack and game.stack.states
if type(states) ~= "table" then return false end
for _, state in ipairs(states) do
if type(state) == "table" and state.screenId == "TitleState" then return true end
end
return false
end
-- Bind this mod only to the engine-selected existing playthrough while the
-- title session is active. Unlike _scope this must never allocate an identity:
-- browsing history before the first normal SAVE is a read of durable state,
-- not the start of a New Game. The returned facade closes over its private
-- proxy game, so callers cannot substitute another playthrough id or path.
function Storage:selected(game)
if not isTitleSession(game) then
return failure("not_at_title",
"Selected playthrough storage is available only from the title session.")
end
local save = game and game.save
local version = save and save.version
if not validSegment(version) then
return failure("not_in_playthrough",
"The title session has no selected game version.")
end
local playthroughId, code, message =
SaveData.selectedPlaythroughId(save, self.injectedFs)
if not validSegment(playthroughId) then return failure(code, message) end
local selectedGame = {
save = { version = version, meta = { playthroughId = playthroughId } },
}
local context = {
engineVersion = Version.engine,
gameVersion = version,
playthroughId = playthroughId,
}
local normal = SaveData.selectedNormalSaveInfo(save, self.injectedFs)
if type(normal) == "table" and normal.savedAt ~= nil then
context.normalSavedAt = normal.savedAt
end
return {
context = function()
local copy = {
engineVersion = context.engineVersion,
gameVersion = context.gameVersion,
playthroughId = context.playthroughId,
}
if context.normalSavedAt ~= nil then copy.normalSavedAt = context.normalSavedAt end
return copy
end,
read = function(_, key) return self:read(selectedGame, key) end,
write = function(_, key, value) return self:write(selectedGame, key, value) end,
list = function(_, prefix) return self:list(selectedGame, prefix) end,
delete = function(_, key) return self:delete(selectedGame, key) end,
}
end
function Storage:context(game)
local scope, code, message = self:_scope(game)
if not scope then return nil, code, message end
+4 -1
View File
@@ -19,6 +19,8 @@ TextBox.isTextBox = true
-- construction time, so an unthemed boot stays byte-identical
local BOX_TX, BOX_TY, BOX_TW, BOX_TH = 0, 12, 20, 6
local MAX_COLS = 18
-- pokegold constants/ram_constants.asm: TEXT_DELAY_FAST/MED/SLOW = 1/3/5
local NAME_DELAYS = { FAST = 1, MID = 3, SLOW = 5 }
-- opts.choice: when the last page has typed out, a YES/NO ChoiceBox pops
-- up over the still-visible text (YesNoChoicePokeCenter and friends);
@@ -352,7 +354,8 @@ function TextBox:update(dt)
-- typewriter cadence: one character every N frames, N = the OPTION
-- text speed (TextSpeedOptionData frame delays 1/3/5); holding A/B
-- prints every frame like the original's held-button fast path
local delay = (self.game.save.options and self.game.save.options.textSpeed) or 3
local rawSpeed = self.game.save.options and self.game.save.options.textSpeed
local delay = NAME_DELAYS[rawSpeed] or rawSpeed or 3
if delay ~= 1 and delay ~= 3 and delay ~= 5 then delay = 3 end
if input:isDown("a") or input:isDown("b") then delay = 1 end
self.charTimer = (self.charTimer or 0) + 1
+41 -22
View File
@@ -280,10 +280,44 @@ function Commands.save_end_battle_text(ctx, textId)
ctx.endBattleText = TextBox.substitute(ctx.game, text or textId)
end
-- Route scripted battles through the standard entry transition. In the
-- originals, InitWildBattle (engine/battle/init_battle.asm) always calls
-- DoBattleTransitionAndInitBattleVariables (engine/battle/core.asm), with
-- no old-man or Pikachu-demo exception; BattleTransition then selects the
-- wipe for the battle kind. Some tests provide only a partial overworld
-- double, so retain a logged fallback even though it skips the transition
-- and battle music.
function Commands.pushBattle(ctx, battle)
if ctx.overworld and ctx.overworld.pushBattle then
ctx.overworld:pushBattle(battle)
else
Logger.warn("pushBattle: no overworld:pushBattle, skipping the transition wipe")
ctx.game.stack:push(battle)
end
end
-- start_battle "wild" species level | start_battle "trainer" OPP_CLASS partyIndex
function Commands.start_battle(ctx, kind, a, b)
local BattleState = require("src.battle.BattleState")
local runner = ctx.runner
local resumed = ctx.resumeBattle
if resumed then
ctx.resumeBattle = nil
local result, restoredBattle = resumed.result, resumed.battle
ctx.lastBattleResult = result
ctx.lastCheck = result == "win"
if ctx.overworld then
if result == "win" then
ctx.afterScript = ctx.afterScript or {}
table.insert(ctx.afterScript, function()
ctx.overworld:afterBattle(result, restoredBattle)
end)
else
ctx.overworld:afterBattle(result, restoredBattle)
end
end
return
end
local battle
if kind == "wild" then
battle = BattleState.newWild(ctx.game, a, b)
@@ -293,6 +327,10 @@ function Commands.start_battle(ctx, kind, a, b)
-- one SaveEndBattleTextPointers arms one battle; leaving it set would leak
-- the line into the next scripted fight
battle.endBattleText, ctx.endBattleText = ctx.endBattleText, nil
if runner and runner.battleCheckpointOrigin then
battle.checkpointOrigin = runner:battleCheckpointOrigin(battle)
if battle.checkpointOrigin then runner.checkpointBattle = battle end
end
battle.onFinish = function(result)
ctx.lastBattleResult = result
ctx.lastCheck = result == "win"
@@ -312,19 +350,8 @@ function Commands.start_battle(ctx, kind, a, b)
end
runner:resume()
end
-- Every battle enters through the transition wipe, script-driven ones
-- included: BattleTransition (engine/battle/battle_transitions.asm:1) runs
-- from DoBattleTransitionAndInitBattleVariables for all of them, and
-- GetBattleTransitionID_WildOrTrainer picks the style from the battle kind.
-- Pushing the BattleState straight onto the stack skipped the wipe
-- entirely, so every scripted trainer -- gym leaders, the rival, Giovanni --
-- and every scripted wild battle simply cut to the battle screen. The
-- trainer-sight path already went through pushBattle; this one did not.
if ctx.overworld and ctx.overworld.pushBattle then
ctx.overworld:pushBattle(battle)
else
ctx.game.stack:push(battle)
end
-- A direct stack push would skip the battle-entry transition.
Commands.pushBattle(ctx, battle)
runner:yield()
end
@@ -818,15 +845,7 @@ function Commands.old_man_demo(ctx, outcome)
local battle = BattleState.newWild(ctx.game, om.species, om.level)
battle:makeOldManDemo(nil, outcome == "fail")
battle.onFinish = function() runner:resume() end
-- InitWildBattle calls DoBattleTransitionAndInitBattleVariables
-- unconditionally (core.asm:6699) -- there is no BATTLE_TYPE_OLD_MAN
-- special case -- so the catch tutorial gets the wipe like any other
-- wild battle
if ctx.overworld and ctx.overworld.pushBattle then
ctx.overworld:pushBattle(battle)
else
ctx.game.stack:push(battle)
end
Commands.pushBattle(ctx, battle)
runner:yield()
end
+61 -4
View File
@@ -13,6 +13,7 @@
local Commands = require("src.script.Commands")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local SaveSerializer = require("src.core.SaveSerializer")
local Strings = require("src.core.Strings")
local unpack = table.unpack or unpack -- LuaJIT (LÖVE) compatibility
@@ -116,7 +117,7 @@ function ScriptRunner:makeContext(extra)
return ctx
end
function ScriptRunner:run(script, extra)
function ScriptRunner:run(script, extra, startPc)
assert(not self:isRunning(), "script already running")
local ctx = self:makeContext(extra)
self.ctx = ctx
@@ -124,7 +125,7 @@ function ScriptRunner:run(script, extra)
Runtime.emit("script.started", { ctx = ctx })
end
self.co = coroutine.create(function()
self:exec(script, ctx)
self:exec(script, ctx, startPc)
-- Commands can defer a game action until the script's own dialogue is
-- done. start_battle uses this for win-path evolutions, which must not
-- be covered by post-battle trainer text.
@@ -140,11 +141,13 @@ end
-- Execute a command list. Supports labels via jump commands: a script is
-- an array of rows; control commands return a new program counter, as a
-- row number or a label name.
function ScriptRunner:exec(script, ctx)
function ScriptRunner:exec(script, ctx, startPc)
local labels = ScriptRunner.scanLabels(script)
local data = self.game and self.game.data
local pc = 1
local pc = startPc or 1
self.script = script
while pc <= #script do
self.pc = pc
local row = script[pc]
local name = row[1]
local fn, meta = Commands.resolve(data, name)
@@ -189,6 +192,60 @@ function ScriptRunner:exec(script, ctx)
end
end
local CHECKPOINT_BATTLE_COMMANDS = {
start_battle = true,
static_battle = true,
rival_battle = true,
}
local function dataCopy(value)
local ok, encoded = pcall(SaveSerializer.encode, value)
if not ok then return nil end
return SaveSerializer.decode(encoded)
end
-- Return a detached semantic continuation only for built-in battle commands
-- whose post-yield behavior can be replayed from the current row. The live
-- coroutine and arbitrary completion callbacks never cross this boundary.
function ScriptRunner:battleCheckpointOrigin(battle)
local row = self.script and self.script[self.pc]
if not self:isRunning() or type(row) ~= "table"
or not CHECKPOINT_BATTLE_COMMANDS[row[1]] then
return nil
end
local ctx = self.ctx or {}
if ctx.onDone ~= nil and ctx.checkpointOnDone ~= "release_npc" then
return nil
end
local npcId = ctx.npc and ctx.npc.id or nil
if ctx.checkpointOnDone == "release_npc" and type(npcId) ~= "string" then
return nil
end
local map = self.overworld and self.overworld.map and self.overworld.map.id
if type(map) ~= "string" then return nil end
local origin = {
kind = "script_battle",
map = map,
script = self.script,
pc = self.pc,
command = row[1],
npcId = npcId,
source = ctx.source,
battleKind = battle and battle.kind,
trainerClass = battle and battle.oppClass or nil,
partyIndex = battle and battle.partyIndex or nil,
wildSpecies = battle and battle.enemy and battle.enemy.mon
and battle.enemy.mon.species or nil,
wildLevel = battle and battle.enemy and battle.enemy.mon
and battle.enemy.mon.level or nil,
}
return dataCopy(origin)
end
function ScriptRunner:isCheckpointBattle(battle)
return self.checkpointBattle == battle and self:isRunning()
end
-- Called by blocking commands from inside the coroutine.
function ScriptRunner:yield()
return coroutine.yield()
+10 -1
View File
@@ -236,6 +236,12 @@ local function runCmd(self, cmd, op)
if self.hidePicFn then self.hidePicFn() end
elseif op == "writetext" or op == "farwritetext" then
self:showText(cmd.text)
if self.nextOp == "playsound" then
-- pokegold home/joypad.asm PromptButton: the real press this box's
-- own close absorbed plays SFX_READ_TEXT_2; drain it before the
-- script's own playsound or Sound.lua's priority gate drops it.
coroutine.yield({ kind = "waitsfx" })
end
elseif op == "rawtext" then
-- NOT a cart opcode. `writetext`'s operand is a KEY into text.lua, and
-- text.lua only holds strings the extractor reached through a script
@@ -384,9 +390,12 @@ local function runCmd(self, cmd, op)
local scene = self.getMapSceneFn and self.getMapSceneFn(group, mapNum)
self.scriptVar = scene or 0xff
elseif op == "turnobject" then
-- engine/events/std_scripts.asm: turnobject LAST_TALKED resolves to the NPC last talked to
local facing = Movement.dir(cmd.facing or 0)
local object = cmd.object or 0
if object == LAST_TALKED then object = self.lastTalked end
if self.turnObjectFn then
self.turnObjectFn(cmd.object or 0, facing)
self.turnObjectFn(object, facing)
end
elseif op == "applymovement" or op == "applymovementlasttalked" then
local object = cmd.object or 0
+4 -1
View File
@@ -74,7 +74,10 @@ function ChoiceBox:draw()
if r and r.setUIAnchor then
r:setUIAnchor(tx * 8, ty * 8, tw * 8, th * 8, self.anchor)
end
Font.drawBox(tx, ty, tw, th)
-- pokegold home/menu.asm YesNoBox: font-page tiles take the screen's own
-- BG palette 0 colour 0, same as TextBox.lua's paper fold.
local paper = self.game and self.game.textboxPaper and self.game:textboxPaper()
Font.drawBox(tx, ty, tw, th, paper)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("YES"), (tx + 2) * 8, (ty + 1) * 8)
Font.draw(Strings("NO"), (tx + 2) * 8, (ty + 3) * 8)
+42
View File
@@ -49,6 +49,30 @@ local Rulesets = {
modern_clean = require("src.battle.rulesets.modern_clean"),
}
local FILTERS = { "OFF", "1X", "2X", "3X" }
local DATE_FORMATS = {
{ "device", "DEVICE" }, { "dmy", "DD-MM-YYYY" },
{ "mdy", "MM-DD-YYYY" }, { "ymd", "YYYY-MM-DD" },
}
local TIME_FORMATS = {
{ "device", "DEVICE" }, { "24h", "24 HOUR" }, { "12h", "12 HOUR" },
}
local function preferenceIndex(rows, value)
for index, row in ipairs(rows) do
if row[1] == value then return index end
end
return 1
end
local function preferenceStep(rows, value, direction)
local index = preferenceIndex(rows, value)
direction = direction and direction < 0 and -1 or 1
return rows[((index - 1 + direction) % #rows) + 1][1]
end
local function preferenceLabel(rows, value)
return rows[preferenceIndex(rows, value)][2]
end
local function speedIndex(game)
-- default matches InitOptions' TEXT_DELAY_MEDIUM in wOptions
@@ -439,6 +463,24 @@ local function buildRows(game)
activate = function(g)
require("src.ui.Screens").push(g, "BindingsMenu")
end },
{ id = "dateFormat", label = Strings("DATE FORMAT"),
value = function(g)
return Strings(preferenceLabel(DATE_FORMATS, g.save.options.dateFormat))
end,
step = function(g, dir)
g.save.options.dateFormat = preferenceStep(
DATE_FORMATS, g.save.options.dateFormat, dir)
return true
end },
{ id = "timeFormat", label = Strings("TIME FORMAT"),
value = function(g)
return Strings(preferenceLabel(TIME_FORMATS, g.save.options.timeFormat))
end,
step = function(g, dir)
g.save.options.timeFormat = preferenceStep(
TIME_FORMATS, g.save.options.timeFormat, dir)
return true
end },
-- permanent on-screen pad toggle (#327); layout editing stays in the
-- launcher. Hidden where the overlay never appears (desktop without
-- POKEPORT_TOUCH), so the row costs a non-mobile install nothing.
+164 -36
View File
@@ -43,8 +43,9 @@ local BattleState = {}
BattleState.__index = BattleState
BattleState.isOpaque = true
-- How long a message stays before the next event runs, in logic steps. The
-- cart waits for A on most lines; holding A skips faster, same as text boxes.
-- Armed while a battle line waits for PromptButton (home/text.asm). Any
-- positive value means "hold until A/B"; the cart never times these out, so
-- the victory jingle can keep looping through the post-win prompts.
local MESSAGE_FRAMES = 48
-- home/hm_moves.asm:17-25 IsHMMove's .HMMoves.
@@ -244,6 +245,7 @@ function BattleState.new(game, opts)
-- was extracted has no `dudeBack`, and falls back to the player's own.
self.showPlayerTrainer = true
self.playerBackImage = nil
self.playerBackTrueColor = false
local hudGfx = data.gen2MenuGfx and data.gen2MenuGfx.battleHud
local backPath = hudGfx and hudGfx.playerBack
if self.tutorial and hudGfx and hudGfx.dudeBack then
@@ -251,7 +253,11 @@ function BattleState.new(game, opts)
end
-- player.sprite, the same hook and payload Gen 1 raises for its own back pic
-- (src/pokemon/Sprites.lua): the Dude's stand-in is the `demo` flag there.
backPath = Sprites.playerPic(backPath, {
-- Both return values matter here -- a mod's trueColor answer has to survive
-- to drawPic, or GbcPalette treats the replacement art as a grayscale 2bpp
-- sheet and remaps it through a palette instead of leaving it alone.
local backTrueColor
backPath, backTrueColor = Sprites.playerPic(backPath, {
side = "back", kind = "battle", demo = self.tutorial and true or false,
battle = self.battle, data = data,
})
@@ -262,6 +268,7 @@ function BattleState.new(game, opts)
-- Kept so battle_sprite_scales can be looked up for this pic too: it is
-- not a species' pic, so its asset path is the only key it has.
self.playerBackPath = backPath
self.playerBackTrueColor = backTrueColor and true or false
end
end
@@ -547,7 +554,10 @@ function BattleState:drawPic(mon, back)
-- Before SendOutPlayerMon the player's box holds ChrisBackpic instead, in
-- the same 6x6 box at hlcoord 2, 6 that the mon's backpic uses.
local trainerBack = back and self.showPlayerTrainer and self.playerBackImage
if trainerBack then image, path = trainerBack, self.playerBackPath end
if trainerBack then
image, path = trainerBack, self.playerBackPath
trueColor = self.playerBackTrueColor
end
-- And the enemy's box holds the trainer's own frontpic until EnemySwitch
-- slides it out (InitEnemyTrainer, engine/battle/core.asm:7848).
local enemyTrainer = (not back) and self.showEnemyTrainer
@@ -564,8 +574,10 @@ function BattleState:drawPic(mon, back)
local px, py
local boxTiles
if back then
px = BattleState.PLAYER_PIC_TILE_X * 8
py = BattleState.PLAYER_PIC_TILE_Y * 8
-- pokegold engine/battle/core.asm:8569: 6x6 box, bottom-aligned/centred
local box = BattleState.PLAYER_PIC_TILES * 8
px = BattleState.PLAYER_PIC_TILE_X * 8 + math.floor((box - w) / 2)
py = BattleState.PLAYER_PIC_TILE_Y * 8 + (box - h)
boxTiles = BattleState.PLAYER_PIC_TILES
else
-- Bottom-aligned and horizontally centred inside the 7x7 box.
@@ -872,8 +884,12 @@ function BattleState:startAnim(key, opts)
if not self.anims.scripts[key] then return false end
-- BattleAnimRunScript's own gate: `bit BATTLE_SCENE, [wOptions]` skips the
-- move animation entirely, which is the OPTION screen's BATTLE SCENE row.
-- The check only applies to a real move id (wFXAnimID+1 == 0); non-move
-- ids (isMove unset here) branch straight to .not_move and always run.
local options = self.game and self.game.options
if options and options.battleScene == false then return false end
if options and options.battleScene == false and opts and opts.isMove then
return false
end
opts = opts or {}
local data = (self.game and self.game.data) or {}
local audio = data.audio or {}
@@ -930,11 +946,38 @@ function BattleState:startAnim(key, opts)
return true
end
-- wBattleAfterAnim target for this attacker's turn
-- (effect_commands.asm:1963-1972): player swing -> enemy shake, and reverse.
function BattleState:afterAnimFor(side)
if side == "player" then return "ANIM_ENEMY_DAMAGE" end
return "ANIM_PLAYER_DAMAGE"
end
function BattleState:animForMove(moveId, side)
local key = self.anims and self.anims.moves and self.anims.moves[moveId]
return self:startAnim(key, {
local started = self:startAnim(key, {
turn = self:turnFor(side), animId = moveId, isMove = true,
})
if started then
-- BattleAnimRunScript (anim_commands.asm:55-72): after the move script
-- restores HUDs it immediately runs wBattleAfterAnim (the hit shake).
-- Queue it so stepAnim chains without waiting on the next event.
self.pendingAfterAnim = { name = self:afterAnimFor(side), side = side }
end
return started
end
-- Kick off a queued after-anim; returns true when one is now running.
function BattleState:startPendingAfterAnim()
local pending = self.pendingAfterAnim
if not pending then return false end
self.pendingAfterAnim = nil
if self:animForId(pending.name, pending.side) then
-- dealDamage's default ANIM_x_DAMAGE is this same shake; skip it there.
self.afterAnimPlayed = true
return true
end
return false
end
-- True while BattleAnimClearHud has that side's HUD blanked.
@@ -960,10 +1003,16 @@ function BattleState:stepAnim(input)
-- tilemap is whatever they had got to and nothing is latched -- the
-- explicit latches (a catch) are the only ones that survive a skip.
self.anim = nil
-- Cart still reaches the after-anim arm after a move script ends; a skip
-- of the move should not drop the hit shake that follows it.
if self:startPendingAfterAnim() then return end
return self:endSendOutAnim()
end
if not self.anim:step() then
self.anim = nil
-- pokegold data/moves/animations.asm .Click: anim_keepsprites means
-- the OAM outlives the script, so keep the runner for drawing too.
if not self.anim.keepSprites then self.anim = nil end
if self:startPendingAfterAnim() then return end
return self:endSendOutAnim()
end
end
@@ -1094,7 +1143,14 @@ function BattleState:advanceQueue()
-- until the next damage or heal event moved it.
local battle = self.battle
local mon = battle and battle.party and battle.party[event.index]
-- pokegold engine/battle/core.asm:7057-7069: every mon that leveled
-- gets the stats box, not just the mon currently on the field.
self.pendingStatsMon = mon
-- BattleText_StringBuffer1GrewToLevel ends in text_end (battle.asm:336-343),
-- and the active mon never even prints it (core.asm:7044-7056 jumps to the
-- stats box). Either way there is no PromptButton before the stats box.
if mon and mon == battle.player then
event.text = nil
if self.shownHp then
self.shownHp.player = mon.hp or 0
if self.hpAnim and self.hpAnim.side == "player" then
@@ -1248,7 +1304,19 @@ function BattleState:advanceQueue()
end
if event.text then
self.message = event.text
self.messageTimer = MESSAGE_FRAMES
-- Lines that must not hold the queue for A/B:
-- move UsedMoveText -> text_end, then moveanim
-- level GrewToLevel is text_end (battle.asm:336-343), then the stats
-- box's WaitPressAorB is the real hold
-- experience keeps the wait: _ExpPointsText ends in `prompt`
-- (common_1.asm:1660-1665). update() runs stepExpAnim before that wait,
-- so the bar crawls under the line and A dismisses it before the battle
-- can end.
if event.kind == "move" or event.kind == "level" then
self.messageTimer = 0
else
self.messageTimer = MESSAGE_FRAMES
end
-- BattleStartMessage's own line: the enemy HUD comes up on the step after
-- it returns (engine/battle/core.asm:7808-7817), not with it.
if event.intro then self.introTextShown = true end
@@ -1268,14 +1336,25 @@ function BattleState:advanceQueue()
end
end
-- The move's own animation plays over its "used X!" line, which is where
-- PlayBattleAnim sits in the effect command list. A damage event that
-- follows gets the shared hit animation instead.
-- PlayBattleAnim sits in the effect command list. Its after-anim (the hit
-- shake) is chained by animForMove / stepAnim, matching BattleAnimRunScript.
-- BattleCommand_MoveAnimNoSub (engine/battle/effect_commands.asm:1958) opens
-- with `ld a, [wAttackMissed] / and a / jp nz, BattleCommand_MoveDelay`: a
-- move that missed burns the delay and plays nothing. Battle:markMissed sets
-- event.missed on every wAttackMissed path.
if event.kind == "move" and not event.missed then
self:animForMove(event.move, event.side)
self.afterAnimPlayed = nil
self.pendingAfterAnim = nil
if not self:animForMove(event.move, event.side) then
-- BATTLE SCENE off skips the move script but still runs wBattleAfterAnim
-- (anim_commands.asm:55-72 .disabled fallthrough).
local options = self.game and self.game.options
if options and options.battleScene == false then
if self:animForId(self:afterAnimFor(event.side), event.side) then
self.afterAnimPlayed = true
end
end
end
elseif event.kind == "damage" and event.side then
-- ANIM_x_DAMAGE is the MOVE's after-anim (effect_commands.asm:1963-1972),
-- so only a move hit gets it; `animMove` is HandleWrap's (core.asm:1198-1203).
@@ -1284,10 +1363,25 @@ function BattleState:advanceQueue()
if event.animMove then
self:animForMove(event.animMove, from)
elseif event.anim ~= false then
self:animForId(event.anim
local hit = event.anim
or (event.side == "enemy" and "ANIM_ENEMY_DAMAGE"
or "ANIM_PLAYER_DAMAGE"), from)
or "ANIM_PLAYER_DAMAGE")
-- Already played as the move's after-anim; do not shake twice.
if self.afterAnimPlayed
and (hit == "ANIM_ENEMY_DAMAGE" or hit == "ANIM_PLAYER_DAMAGE") then
self.afterAnimPlayed = nil
else
self:animForId(hit, from)
end
end
else
-- Status moves still chain the after-anim but emit no damage event to
-- consume the latch; drop it before the next unrelated line.
self.afterAnimPlayed = nil
end
if event.kind == "heal" and event.anim and event.side then
-- pokegold engine/battle/core.asm:4074 ItemRecoveryAnim
self:animForMove(event.anim, event.side)
elseif event.kind == "send" and event.side then
-- Every enemy send-out goes through ShowSetEnemyMonAndSendOutAnimation
-- (engine/battle/core.asm:3354) -- the faint replacement out of
@@ -1584,7 +1678,9 @@ function BattleState:update(_dt)
-- An animation owns the screen for as long as it runs, exactly the way
-- RunBattleAnimScript owns the main loop.
if self.anim then
-- pokegold data/moves/animations.asm .Click: a finished keepsprites run
-- no longer owns the loop, just the OAM the draw path still reads.
if self.anim and not (self.anim:done() and self.anim.keepSprites) then
self:stepAnim(input)
return
end
@@ -1602,32 +1698,45 @@ function BattleState:update(_dt)
if Sound.isPlaying(self.waitSfx) then return end
self.waitSfx = nil
end
-- AnimateExpBar sits right after PrintText Text_MonGainedExpPoint
-- (core.asm:6881-6888), with that line still on screen. Run the crawl
-- before any PromptButton wait so the bar does not sit frozen until A.
if self:stepExpAnim() then return end
if self.messageTimer > 0 then
if self.tutorial then
-- PromptButton really does wait for the button; MESSAGE_FRAMES is this
-- screen's shortcut for that, and the tutorial cannot take it. The
-- DUDE's A lands on frame 0x51 (DudeAutoInput_A), so a line that timed
-- out at 48 would hand his press to whichever screen came next.
-- PromptButton waits for the button; the tutorial cannot press it, so
-- DudeAutoInput_A (frame 0x51) answers. Never auto-timeout here: a
-- 48-frame skip would hand his press to the next screen.
self:dudeInput(CatchTutorial.PROMPT_STREAM,
"prompt:" .. tostring(self.message))
else
self.messageTimer = self.messageTimer - 1
end
-- A is the page-advance, exactly like a text box.
-- PromptButton (home/text.asm): A/B pages; no frame countdown.
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
return
end
-- AnimateExpBar is called from GiveExperiencePoints AFTER
-- Text_MonGainedExpPoint has been read (engine/battle/core.asm:6884-6888),
-- so the crawl runs with that line still standing and the "grew to level"
-- line waits behind it.
if self:stepExpAnim() then return end
-- pokegold engine/battle/core.asm:7057-7069: the stats box shows once
-- the "grew to level" line has finished, held for A/B.
if self.pendingStatsMon then
self.statsBoxMon = self.pendingStatsMon
self.pendingStatsMon = nil
self.phase = "stats-box"
return
end
self:advanceQueue()
return
end
-- pokegold engine/battle/core.asm:7069 (WaitPressAorB_BlinkCursor).
if self.phase == "stats-box" then
if input:wasPressed("a") or input:wasPressed("b") then
self.statsBoxMon = nil
self.phase = "resolving"
end
return
end
-- The turn CheckPlayerLockedIn skipped the menu for. No input is read: the
-- cart falls straight into ParsePlayerAction, whose .locked_in arm has no
-- MoveSelectionScreen in front of it.
@@ -1644,6 +1753,8 @@ function BattleState:update(_dt)
if self.phase == "menu" then
-- 2x2 grid: left/right swap the column, up/down the row.
-- MenuClickSound / PlayClickSFX (home/menu.asm:746-762): SFX_READ_TEXT_2
-- on A/B only, never on D-pad.
if input:wasPressed("left") or input:wasPressed("right") then
self.menuIndex = self.menuIndex % 2 == 1 and self.menuIndex + 1
or self.menuIndex - 1
@@ -1651,6 +1762,7 @@ function BattleState:update(_dt)
self.menuIndex = self.menuIndex <= 2 and self.menuIndex + 2
or self.menuIndex - 2
elseif input:wasPressed("a") then
self:playSfx("Sfx_ReadText2")
local choice = MENU[self.menuIndex]
if choice == "FIGHT" then
-- `call .CheckPlayerHasUsableMoves / ret z` (engine/battle/core.asm
@@ -1701,11 +1813,13 @@ function BattleState:update(_dt)
end
elseif input:wasPressed("b") then
-- B leaves the list, and a mark never survives it
self:playSfx("Sfx_ReadText2")
self.moveSwapIndex = nil
self.phase = "menu"
elseif input:wasPressed("a") then
-- `xor a / ld [wSwappingMove], a` opens the A arm: choosing a move
-- cancels a pending swap rather than performing it
self:playSfx("Sfx_ReadText2")
self.moveSwapIndex = nil
local move = moves[self.moveIndex]
if not move then return end
@@ -1724,7 +1838,6 @@ function BattleState:update(_dt)
-- AskGiveNicknameText ends on `done`, so the line stands while the box is
-- up rather than paging away from under it.
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1745,7 +1858,6 @@ function BattleState:update(_dt)
-- straight through to the enemy's send-out (engine/battle/core.asm:3305-3310).
if self.phase == "ask-shift" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1766,7 +1878,6 @@ function BattleState:update(_dt)
if self.phase == "refuse-shift" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1788,7 +1899,6 @@ function BattleState:update(_dt)
-- what ForcePickPartyMonInBattle's `jr c, .loop` does with the carry.
if self.phase == "refuse-switch" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1807,7 +1917,6 @@ function BattleState:update(_dt)
if self.phase == "refuse-move" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1820,7 +1929,6 @@ function BattleState:update(_dt)
if self.phase == "learn-intro" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1834,7 +1942,6 @@ function BattleState:update(_dt)
if self.phase == "ask-forget" or self.phase == "stop-learning" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1855,7 +1962,6 @@ function BattleState:update(_dt)
-- MoveCantForgetHMText holds like any prompt, then `jr .loop` reprints
-- MoveAskForgetText over the list (engine/pokemon/learn.asm:193-197).
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -3080,9 +3186,31 @@ function BattleState:drawPanel()
Chrome.cursor(left + 1, index == 1 and 8 or 10)
end
end
if self.phase == "stats-box" and self.statsBoxMon then
self:drawStatsBox(self.statsBoxMon)
end
love.graphics.setColor(1, 1, 1, 1)
end
-- pokegold engine/pokemon/mon_stats.asm:118-124 (PrintTempMonStats.StatNames).
local STATS_BOX_ROWS = {
{ "ATTACK", "attack" }, { "DEFENSE", "defense" },
{ "SPCL.ATK", "specialAttack" }, { "SPCL.DEF", "specialDefense" },
{ "SPEED", "speed" },
}
-- pokegold engine/battle/core.asm:7060-7066 (box at hlcoord 9,0, stats at 11,y).
function BattleState:drawStatsBox(mon)
local stats = mon and mon.stats
if not stats then return end
Chrome.textbox(9, 0, 9, 10)
for i, row in ipairs(STATS_BOX_ROWS) do
local ty = 1 + (i - 1) * 2
Chrome.print(Strings(row[1]), 11, ty)
Chrome.printRight(("%d"):format(stats[row[2]] or 0), 19, ty + 1)
end
end
-- The BG layer, plus whatever the animation is doing to it, plus the OBJ
-- layer on top. OBJs are not affected by SCX/SCY, which is why they are drawn
-- after the scanline blit rather than into the canvas with everything else.
+54 -20
View File
@@ -43,6 +43,7 @@
local Assets = require("src.render.Assets")
local Boxes = require("src.core.gen2.Boxes")
local Chrome = require("src.ui.gen2.Chrome")
local Font = require("src.render.Font")
local GbcPalette = require("src.render.GbcPalette")
local Mail = require("src.core.gen2.Mail")
local Palettes = require("src.world.gen2.Palettes")
@@ -74,6 +75,14 @@ local PARTY_BOX = 0
-- can destroy a mon.
local MOVE_SUBMENU = { "MOVE", "STATS", "CANCEL" }
-- engine/pokemon/bills_pc.asm:472-478: BillsPC_Withdraw's menu rows.
local WITHDRAW_SUBMENU = { "WITHDRAW", "STATS", "RELEASE", "CANCEL" }
function BoxMenu:submenuRows()
if self.mode == "move" then return MOVE_SUBMENU end
return WITHDRAW_SUBMENU
end
-- MovePKMNWithoutMail_InsertMon's .Saving_LeaveOn, printed for 20 frames while
-- the mon is written into its new home. It stays up here until a button
-- clears it, because it is also the only confirmation the player gets that the
@@ -164,14 +173,16 @@ end
-- The cart's own prompts (PCString_*): short, because the box they print in
-- is one row of 18 columns.
function BoxMenu:prompt()
if self.mode == "deposit" then return "Deposit which one?" end
-- engine/pokemon/bills_pc.asm:356-369: PrepSubmenu places PCString_WhatsUp.
if self.phase == "submenu" then return "What's up?" end
if self.mode == "move" then
-- .Init, .PrepSubmenu and .PrepInsertCursor each place their own string.
-- .Init and .PrepInsertCursor each place their own string.
if self.phase == "insert" then return "Move to where?" end
if self.phase == "submenu" then return "What's up?" end
return "Choose a <PK><MN>."
end
return "Choose a POKéMON."
-- PCString_ChooseaPKMN: _DepositPKMN.Init and BillsPC_Withdraw.Init both
-- place this exact string (engine/pokemon/bills_pc.asm:2185).
return "Choose a <PK><MN>."
end
function BoxMenu:total()
@@ -208,21 +219,15 @@ function BoxMenu:act()
if self.onClose then self.onClose() end
return
end
-- .a_button: the move screen never acts on the list itself. It checks that
-- the row really is a mon and steps to $2, .PrepSubmenu.
if self.mode == "move" then
-- engine/pokemon/bills_pc.asm:336-344: withdraw and move both PrepSubmenu.
if self.mode == "move" or self.mode == "withdraw" then
if not self:selected() then return end
self.phase = "submenu"
-- `ld a, $1 / ld [wMenuCursorY], a`: the submenu always opens on MOVE.
self.submenuIndex = 1
return
end
local ok, result
if self.mode == "deposit" then
ok, result = Boxes.deposit(self.save, self.index, self.boxIndex)
else
ok, result = Boxes.withdraw(self.save, self.boxIndex, self.index)
end
local ok, result = Boxes.deposit(self.save, self.index, self.boxIndex)
if not ok then
self.message = result
return
@@ -294,12 +299,28 @@ function BoxMenu:openStats()
})
end
-- engine/pokemon/bills_pc.asm:397-411: failed withdraw stays on the submenu.
function BoxMenu:doWithdraw()
local ok, result = Boxes.withdraw(self.save, self.boxIndex, self.index)
if not ok then
self.message = result
return
end
self.message = nil
self.phase = nil
self:clampIndex()
end
function BoxMenu:chooseSubmenu()
local row = MOVE_SUBMENU[self.submenuIndex]
local row = self:submenuRows()[self.submenuIndex]
if row == "MOVE" then
self:beginMove()
elseif row == "WITHDRAW" then
self:doWithdraw()
elseif row == "STATS" then
self:openStats()
elseif row == "RELEASE" then
self:askRelease()
else
-- .Cancel: `ld a, $0 / ld [wJumptableIndex], a`.
self.phase = nil
@@ -417,11 +438,12 @@ function BoxMenu:update(_dt)
-- .MoveMonWOMailSubmenu, a VerticalMenu: up/down, A picks, B is its carry.
if self.phase == "submenu" then
local submenu = self:submenuRows()
if input:wasPressed("up") then
self.submenuIndex = self.submenuIndex > 1 and self.submenuIndex - 1
or #MOVE_SUBMENU
or #submenu
elseif input:wasPressed("down") then
self.submenuIndex = self.submenuIndex < #MOVE_SUBMENU
self.submenuIndex = self.submenuIndex < #submenu
and self.submenuIndex + 1 or 1
elseif input:wasPressed("a") then
self:chooseSubmenu()
@@ -518,6 +540,7 @@ function BoxMenu:askRelease()
return
end
self.message = name .. " was released."
self.phase = nil
self:clampIndex()
end, { defaultNo = true }))
end
@@ -644,12 +667,12 @@ end
-- The PC does not mark the selected row with a ▶: BillsPC_UpdateSelectionCursor
-- lays 20 OBJs as a frame *around* the row -- ten tiles wide by two tall, top
-- left at pixel (71, 31), stepping 16 pixels per row. Those cursor tiles are
-- left at pixel (71, 25), stepping 16 pixels per row. Those cursor tiles are
-- not extracted, so the frame is drawn as an outline at exactly those pixels,
-- which is what the sprite frame looks like.
function BoxMenu:drawSelectionFrame(row)
local G = love.graphics
local x, y = 71, 31 + (row - 1) * 16
local x, y = 71, 25 + (row - 1) * 16
G.setColor(0, 0, 0, 1)
G.setLineWidth(1)
G.rectangle("line", x + 0.5, y + 0.5, 80 - 1, 16 - 1)
@@ -679,6 +702,9 @@ function BoxMenu:panelMon()
end
function BoxMenu:drawPanel()
-- BillsPC_InitGFX loads FontsBattleExtra once for the whole screen and
-- never restores the standard font (engine/pokemon/bills_pc.asm:2169).
local wasBattle = Font.useBattleExtra(true)
Chrome.clear()
-- Box name header, then the list box hanging off it. BillsPC_BoxName is a
@@ -686,6 +712,11 @@ function BoxMenu:drawPanel()
Chrome.box(8, 0, 12, 3)
Chrome.print(self:title(), 10, 1)
Chrome.box(8, 2, 12, 12)
-- BillsPC_RefreshTextboxes overwrites its own top corners with '└'/'┘'
-- (engine/pokemon/bills_pc.asm:1204-1211) so the list reads as hanging
-- off the name box above it.
Font.drawCode(Font.BORDER.bl, 8 * 8, 2 * 8)
Font.drawCode(Font.BORDER.br, 19 * 8, 2 * 8)
local list = self:list()
local inserting = self.phase == "insert"
@@ -724,7 +755,9 @@ function BoxMenu:drawPanel()
self:drawEggPic(mon)
else
self:drawPic(mon)
Chrome.print(":L" .. tostring(mon.level or 1), PIC_X, 12)
-- PrintLevel always writes the single bold glyph, not ":L"
-- (home/pokemon.asm:178-183).
Chrome.print("<LV>" .. tostring(mon.level or 1), PIC_X, 12)
if mon.gender == "male" then
Chrome.print("\xe2\x99\x82", 5, 12)
elseif mon.gender == "female" then
@@ -756,13 +789,14 @@ function BoxMenu:drawPanel()
-- top spacing puts MOVE at (11,6), one row per two tiles.
if self.phase == "submenu" then
Chrome.box(9, 4, 11, 10)
for i, label in ipairs(MOVE_SUBMENU) do
for i, label in ipairs(self:submenuRows()) do
local ty = 6 + (i - 1) * 2
if i == self.submenuIndex then Chrome.cursor(10, ty) end
Chrome.print(label, 11, ty)
end
end
love.graphics.setColor(1, 1, 1, 1)
Font.useBattleExtra(wasBattle)
end
function BoxMenu:draw()
+1 -1
View File
@@ -896,7 +896,7 @@ local function printPriceOpaque(amount, ty)
end
function MartMenu:drawBuyList()
Chrome.box(LIST_BOX_X, LIST_BOX_Y, LIST_BOX_W, LIST_BOX_H)
-- pokegold engine/menus/scrolling_menu.asm _InitScrollingMenu: no border for the buy list
for row = 1, VISIBLE_ROWS do
local i = row + self.scroll
local ty = LIST_Y + (row - 1) * LIST_SPACING
+4
View File
@@ -86,6 +86,10 @@ local ROWS = {
--
-- The two volume rows clamp at the ends rather than wrapping, the way
-- pokered's text-speed cursor does, so holding left reaches OFF and stays.
{ id = "controls", label = "CONTROLS", port = true,
activate = function(game)
require("src.ui.Screens").push(game, "BindingsMenu")
end },
{ label = "MUSIC VOL", key = "musicVol", port = true,
cycle = function(options, delta)
options.musicVol = stepVolume(options.musicVol, delta)
+21 -3
View File
@@ -188,6 +188,22 @@ function PokedexMenu.new(game, opts)
self.dexPalette = gfx.palette
end
-- pokegold engine/pokegear/pokegear.asm Pokedex_GetArea: the AREA page
-- draws through the Pokegear's own town-map tiles and TownMapPals, not the
-- dex's PokedexLZ sheet.
local mapGfx = (opts.menuGfx or data.gen2MenuGfx or {}).pokegear
self.mapGfx = mapGfx
if mapGfx then
self.mapSheet = TileSheet.new({
path = mapGfx.tiles, wide = mapGfx.tilesWide or 16, firstTile = 0,
paletteFor = function(tile)
if not mapGfx.palettes then return nil end
if tile >= 0x60 then return mapGfx.palettes[1] end
return mapGfx.palettes[(mapGfx.palMap and mapGfx.palMap[tile + 1]) or 1]
end,
})
end
-- Pokedex_LoadUnownFont: 27 tiles at vTiles2 tile FIRST_UNOWN_CHAR, live
-- only while UNOWN MODE is on screen. It is a sheet rather than a font
-- page (see PokedexMenu:unownGlyph), and it draws through the dex palette
@@ -793,7 +809,7 @@ end
function PokedexMenu:playerLandmark()
local save = self.game and self.game.save
local mapId = save and save.position and save.position.map
local def = mapId and self.data and self.data.maps and self.data.maps[mapId]
local def = mapId and self.data and self.data.gen2Maps and self.data.gen2Maps[mapId]
return def and def.landmark
end
@@ -803,11 +819,13 @@ end
-- substitutes them), and borrowing Pokegear's would freeze the map's ink.
function PokedexMenu:drawTilemap(cells)
if type(cells) ~= "table" then return end
local sheet = self.mapSheet
if not sheet then return end
local i = 1
for ty = 0, Chrome.SCREEN_H - 1 do
for tx = 0, Chrome.SCREEN_W - 1 do
local id = cells[i]
if id then self:tile(id, tx, ty) end
if id then sheet:draw(id, tx, ty) end
i = i + 1
end
end
@@ -837,7 +855,7 @@ function PokedexMenu:drawArea()
-- uses. Without it (a cache imported before the town map was extracted) the
-- page still lists the landmark NAMES, which is the information the screen
-- exists to convey.
local maps = self.gfx and self.gfx.maps
local maps = self.mapGfx and self.mapGfx.maps
local cells = maps and maps[region]
if cells then
self:drawTilemap(cells)
+13 -6
View File
@@ -1537,6 +1537,9 @@ function Pokegear:callContact(id)
text = self:phoneText("GearOutOfService") }
return
end
-- pokegold engine/pokegear/pokegear.asm:883-889: SFX_CALL rings before the call connects.
local world = self.game and self.game.world
if world then world:playSfxNamed("Sfx_Call", 106) end
local call = Phone.call(self.save, id, context)
local name, className = Phone.contactName(id, self.trainers)
call.name, call.className = name, className
@@ -1562,6 +1565,11 @@ end
-- HangUp: the click, the boops, and back to "Whom do you want to call?".
function Pokegear:hangUp()
-- pokegold engine/phone/phone.asm:517-519: HangUp_Beep plays SFX_HANG_UP.
if self.call and self.call.kind ~= "nosignal" then
local world = self.game and self.game.world
if world then world:playSfxNamed("Sfx_HangUp", 107) end
end
self.call = nil
end
@@ -1768,14 +1776,13 @@ function Pokegear:loadArrowSheet()
self.arrow = false
local gfx = self.gfx
if gfx and gfx.sprites then
self:loadPlayerIcon()
self.arrow = TileSheet.new({
path = gfx.sprites, wide = gfx.spritesWide or 2, firstTile = 0,
-- The icon strip's palette (cream / orange / brown / black), not BG
-- palette 0's greys: the arrow is an OBJ and the cart tints it to match
-- the card icons it points at. The extract carries the gear's BG
-- palettes only, and palMap gives every icon-strip tile this same index,
-- so it is the one that reproduces the cart rather than a guess.
palette = gfx.palettes and (gfx.palettes[4] or gfx.palettes[1]),
-- pokegold data/sprite_anims/oam.asm .OAMData_RedWalk: STILL_CURSOR's
-- oamset reuses RED_WALK's OAM data, so this wears PAL_OW_RED.
palette = (self.playerIcon and self.playerIcon.objColors)
or (gfx.palettes and gfx.palettes[1]),
})
end
end
+4
View File
@@ -538,6 +538,10 @@ function TradeAnimView:drawStats(record, offset)
G.push()
G.translate(offset, WINDOW_Y)
Chrome.textbox(PANEL_X, PANEL_Y, PANEL_INNER_W, PANEL_INNER_H)
-- pokegold engine/movie/trade_animation.asm:883-897,925-929: PlaceString
-- and PrintNum overwrite the border's own tile at cols 4-12, row 0.
G.setColor(1, 1, 1, 1)
G.rectangle("fill", (PANEL_X + 1) * 8, PANEL_Y * 8, 9 * 8, 8)
for _, row in ipairs(TEMPLATE_ROWS) do
Chrome.print(row.text, PANEL_X + 1, row.row)
end
+29 -3
View File
@@ -453,9 +453,10 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
-- walks out of the warp, not beside him (#863)
require("src.world.PikachuFollower").onMapEntered(Game, self, opts, true)
-- opts.keepMusic: the Oak-escort warp keeps MUSIC_MEET_PROF_OAK
-- playing into the lab (BIT_NO_MAP_MUSIC in wStatusFlags7);
-- keepMusicOnce is the play_music opts.keep one-shot of the same bit
-- opts.keepMusic preserves the Oak-escort song across the lab warp,
-- matching BIT_NO_MAP_MUSIC: MUSIC_MUSEUM_GUY in Yellow and
-- MUSIC_MEET_PROF_OAK in Red/Blue. keepMusicOnce is the equivalent
-- one-shot set by play_music opts.keep.
local keepMusic = (opts and opts.keepMusic) or self.keepMusicOnce
self.keepMusicOnce = nil
if not keepMusic then
@@ -3394,6 +3395,7 @@ function OverworldState:showMapText(textConst, npc, onDone)
-- the winning contribution's rows run as their owner (09 §4.4): mod:
-- field routing, strict dispatch and error reports all read the source
self.runner:run(script, { npc = npc, onDone = onDone,
checkpointOnDone = onDone and "release_npc" or nil,
source = mapScripts.talkSource(self.map.id, textConst) })
return
end
@@ -4066,6 +4068,30 @@ function OverworldState:restoreBattleContinuation(battle, origin)
battle.onFinish = function(result) self:afterBattle(result, battle) end
return true
end
if origin.kind == "script_battle" then
if origin.battleKind ~= battle.kind
or (battle.kind == "trainer" and (origin.trainerClass ~= battle.oppClass
or origin.partyIndex ~= (battle.partyIndex or 1)))
or type(origin.script) ~= "table" or type(origin.pc) ~= "number" then
return false
end
local npc = origin.npcId and self.npcPool and self.npcPool[origin.npcId] or nil
if origin.npcId and not npc then return false end
battle.onFinish = function(result)
local runner = self.runner
if not runner or runner:isRunning() then
runner = ScriptRunner.new(game, self)
self.runner = runner
end
runner:run(origin.script, {
npc = npc,
source = origin.source,
resumeBattle = { result = result, battle = battle },
}, origin.pc)
end
battle.checkpointScriptContinuation = true
return true
end
if origin.kind ~= "trainer_encounter" or battle.kind ~= "trainer"
or origin.trainerClass ~= battle.oppClass
or origin.partyIndex ~= (battle.partyIndex or 1)
+41
View File
@@ -69,6 +69,22 @@ local function mapTileRows(map)
return rows, detailRows
end
local function acceptsMenuInput(game, ow)
local stack = game and game.stack
local runner = ow and ow.runner
return ow and stack and stack.top and stack:top() == ow
and not ow.transitioning and not ow.flyAnim and not ow.teleportOut
and not ow.engaging and not ow.emote and not ow.pikaHop and not ow.healAnim
and not (ow.player and (ow.player.moving or ow.player.inputLocked))
and not (runner and runner.isRunning and runner:isRunning())
and #(ow.scriptMoves or {}) == 0
end
local function validPartySlot(party, slot)
return type(slot) == "number" and slot == math.floor(slot)
and party[slot] ~= nil
end
function WorldAPI.new(game, modId)
return setmetatable({ game = game, modId = modId }, WorldAPI)
end
@@ -98,6 +114,31 @@ function WorldAPI:current()
facing = p and p.facing }
end
-- Companion UIs may offer party ordering while the player is in free roam.
-- The same guard that makes opening a menu safe keeps scripts, transitions,
-- movement and screens above the overworld from observing a mid-action swap.
function WorldAPI:canReorderParty()
local game, ow = self.game, self:overworld()
local party = game and game.save and game.save.party or {}
return #party > 1 and not not acceptsMenuInput(game, ow)
end
function WorldAPI:reorderParty(fromSlot, toSlot)
local game, ow = self.game, self:overworld()
if not ow then return nil, NO_OVERWORLD end
if not acceptsMenuInput(game, ow) then return nil, "world is busy" end
local party = game.save and game.save.party or {}
if not validPartySlot(party, fromSlot)
or not validPartySlot(party, toSlot) then
return nil, "invalid party slot"
end
if fromSlot ~= toSlot then
party[fromSlot], party[toSlot] = party[toSlot], party[fromSlot]
require("src.core.Sound").play(game.data, "Swap")
end
return true
end
-- A compact, read-only view of the active map for minimaps and companion UIs.
-- `rows` describes collision terrain; optional `tileRows` reduces each real
-- 8x8 map tile to its average Game Boy shade ("0" lightest, "3" darkest).
+14
View File
@@ -175,6 +175,20 @@ function Permissions.currentDirection(coll)
return CURRENT_DIR[coll % 4]
end
-- DoPlayerMovement .CheckTile, HI_NYBBLE_WARPS arm (.warps): landing on a
-- door/staircase/cave forces a walk DOWN off it (engine/overworld/player_movement.asm).
local DOOR_FORCED = {
[0x71] = true, -- COLL_DOOR
[0x79] = true, -- COLL_DOOR_79 (unused)
[0x7a] = true, -- COLL_STAIRCASE
[0x7b] = true, -- COLL_CAVE
}
function Permissions.doorForcedDirection(coll)
if DOOR_FORCED[coll] then return "down" end
return nil
end
-- CheckCutCollision (engine/overworld/tile_events.asm): the collisions CUT is
-- allowed to swing at. Both grasses are in it, which is why CUT mows a patch
-- of tall grass down to bare ground and not only trees.
+6 -3
View File
@@ -140,6 +140,9 @@ function Player:facingCell()
end
function Player:walkPhase()
-- pokegold engine/overworld/map_objects.asm StepFunction_Turn: forces the
-- walking leg frame for the whole 4-frame turn-in-place.
if self.turnTimer > 0 then return 1 end
if not self.moving then return 0 end
local p = self.animClock % STEP_FRAMES
return (p >= 4 and p < 12) and 1 or 0
@@ -167,9 +170,9 @@ function Player:update()
self.px = self.cellX * 16 + dx * adv
self.py = self.cellY * 16 + dy * adv
if self.jumping then
-- The hop arc. Cosmetic: the grid position is the straight-line
-- interpolation above, only the drawn pixels rise.
self.py = self.py - math.floor(6 * math.sin(math.pi * self.progress / frames))
-- pokegold engine/overworld/map_objects.asm: UpdateJumpPosition's
-- y_offsets table peaks at -12.
self.py = self.py - math.floor(12 * math.sin(math.pi * self.progress / frames))
end
if self.progress >= frames then
self.cellX, self.cellY = self.targetX, self.targetY
+140 -52
View File
@@ -46,6 +46,7 @@ local Music = require("src.core.Music")
local NPC = require("src.world.gen2.Npc")
local Party = require("src.pokemon.Party")
local Permissions = require("src.world.gen2.Permissions")
local Pipelines = require("src.render.Pipelines")
local Player = require("src.world.gen2.Player")
local Pokerus = require("src.core.gen2.Pokerus")
local Roamers = require("src.core.gen2.Roamers")
@@ -9555,11 +9556,13 @@ function World:stepBody()
-- is a scripted step under World:busy, which returns above this line.
local dir = self.heldDir
if not p.moving then
local current = Permissions.currentDirection(self:playerCollision())
local coll = self:playerCollision()
local current = Permissions.currentDirection(coll)
or Permissions.doorForcedDirection(coll)
if current then
dir = current
elseif self.turningDirection
and Permissions.isIce(self:playerCollision()) then
and Permissions.isIce(coll) then
dir = self.turningDirection
elseif not dir then
self.turningDirection = nil
@@ -9615,7 +9618,17 @@ function World:drawGround(s)
-- clear colour. LoadMetatiles fills it with wMapBorderBlock instead, and
-- the connection strips and the map draw straight over the top of it.
if self.map then
local bw, bh = G.getDimensions()
-- Destination size must be the CURRENT canvas (tilt grows it past the
-- window). getDimensions() is always the window, so a grown tilt capture
-- used to tile the void against the wrong view and the fill drifted off
-- the map grid as the camera moved.
local canvas = G.getCanvas()
local bw, bh
if canvas then
bw, bh = canvas:getDimensions()
else
bw, bh = G.getDimensions()
end
BorderFill.draw(self, self:borderImageFor(self.map.id),
cam.x, cam.y, bw, bh, s, self.map.id)
end
@@ -9691,45 +9704,51 @@ function World:drawPeople(s, billboard)
end
end
if self.emote and self.emote.image then
local e = self.emote
local ex = math.floor((e.entity.px - cam.x) * s)
local ey = math.floor((e.entity.py - 16 - cam.y) * s)
-- SpawnEmote.EmoteObject (engine/overworld/map_objects.asm:2029) spawns the
-- bubble as an OBJ on PAL_OW_EMOTE, which LoadMapPals resolves to the
-- "silver" row of gfx/overworld/npc_sprites.pal (white / white / RGB
-- 13,13,13 / black). That row is byte-identical in all four daytime
-- blocks, so the bubble is the same at any hour, but it still goes through
-- the daytime lookup because that is what LoadMapPals does and it keeps the
-- emote on the same path as every other OW sprite. Blitting the extracted
-- sheet raw left the interior at the DMG ramp's shade 1 (170 grey) instead
-- of white: the Gen 2 repeat of #505.
local emoteColors = Palettes.spritePalette(self.palettes,
self.daytime or Palettes.daytimeFor(self.map and self.map.def,
self:hour(), self.flashUsed),
{ paletteId = 5 })
local function blit()
G.setColor(1, 1, 1, 1)
G.draw(e.image, ex, ey, 0, s, s)
end
local function body()
-- GbcPalette.with, not useRaw: the DMG and CLASSIC colour modes still
-- have to collapse the row to their own ramps, and it restores whatever
-- shader the billboard pass had set rather than assuming none.
if emoteColors and GbcPalette.available() then
GbcPalette.with(emoteColors, blit)
else
blit()
end
end
if billboard then
billboard(ex + 8 * s, ey + 32 * s, body)
self:drawEmote(s, billboard)
self:drawHealAnim(s, billboard)
end
-- Split out of drawPeople so World:drawPipeline composites the one copy the
-- flat and tilt paths draw, not a second transcription of it.
function World:drawEmote(s, billboard)
if not (self.emote and self.emote.image) then return end
local G = love.graphics
local cam = self.camera
local e = self.emote
local ex = math.floor((e.entity.px - cam.x) * s)
local ey = math.floor((e.entity.py - 16 - cam.y) * s)
-- SpawnEmote.EmoteObject (engine/overworld/map_objects.asm:2029) spawns the
-- bubble as an OBJ on PAL_OW_EMOTE, which LoadMapPals resolves to the
-- "silver" row of gfx/overworld/npc_sprites.pal (white / white / RGB
-- 13,13,13 / black). That row is byte-identical in all four daytime
-- blocks, so the bubble is the same at any hour, but it still goes through
-- the daytime lookup because that is what LoadMapPals does and it keeps the
-- emote on the same path as every other OW sprite. Blitting the extracted
-- sheet raw left the interior at the DMG ramp's shade 1 (170 grey) instead
-- of white: the Gen 2 repeat of #505.
local emoteColors = Palettes.spritePalette(self.palettes,
self.daytime or Palettes.daytimeFor(self.map and self.map.def,
self:hour(), self.flashUsed),
{ paletteId = 5 })
local function blit()
G.setColor(1, 1, 1, 1)
G.draw(e.image, ex, ey, 0, s, s)
end
local function body()
-- GbcPalette.with, not useRaw: the DMG and CLASSIC colour modes still
-- have to collapse the row to their own ramps, and it restores whatever
-- shader the billboard pass had set rather than assuming none.
if emoteColors and GbcPalette.available() then
GbcPalette.with(emoteColors, blit)
else
body()
blit()
end
end
self:drawHealAnim(s, billboard)
if billboard then
billboard(ex + 8 * s, ey + 32 * s, body)
else
body()
end
end
function World:drawWorldBody(s)
@@ -9737,6 +9756,52 @@ function World:drawWorldBody(s)
self:drawPeople(s)
end
-- Gold's half of the world-pipeline seam: same ctx keys, same order and the
-- same nil-falls-back-to-2D rule as src/world/OverworldController.lua:4867.
function World:drawPipeline(id, w, h, s)
local G = love.graphics
local cam = self.camera
local ctx = {
state = self, cam = cam,
vw = self.viewW, vh = self.viewH,
-- No BG-only shake here: World:draw slides the whole frame through
-- camera.y, so the ground row IS the camera row.
bgY = cam.y,
width = w, height = h, scale = s,
level = Pipelines.level(id),
-- imageFor keys its bakes by GbcPalette.mode, so the colour is already in
-- the art: nil, like Gen 1 returns in its true-colour modes.
paletteFor = function() return nil end,
spriteColors = function() return nil end,
-- Gold's only standing effects; it has no dust/cutTree/bird/rod overlay,
-- and Gen 1's `at` skips a nil body, so those keys are simply absent.
fx = {
emote = function() self:drawEmote(1, nil) end,
heal = function() self:drawHealAnim(1, nil) end,
},
}
-- `project(wx, wy)` -> canvas pixels, nil behind the camera. s = 1 lays the
-- closures out in world pixels off the flat foot, the unit Gen 1 uses.
ctx.drawFx = function(project, scale)
scale = scale or s
local function at(fx, fy, body)
local sx, sy = project(fx + cam.x, fy + cam.y)
if not sx then return end -- behind the camera
G.push()
G.scale(scale, scale)
G.translate(sx / scale - fx, sy / scale - fy)
body()
G.pop()
end
self:drawEmote(1, at)
self:drawHealAnim(1, at)
end
local override = Pipelines.drawWorld(id, ctx)
-- world post-processes fold in here, so they never touch the text box on top
if override then override = Pipelines.worldPresent(override, ctx) end
return override
end
-- The perspective quad TILT draws the ground onto. The shader and the
-- 4-vertex mesh are the renderer's -- the projection is the same one the Gen 1
-- world pass uses, so there is no reason for a second copy of either.
@@ -9748,21 +9813,25 @@ function World:tiltMesh()
return mesh, shader
end
function World:drawTilted(w, h, s)
-- `gw, gh` are the grown capture size from World:draw (Tilt.viewGrowth),
-- matching Renderer:worldViewSize. Camera is already followed for that view.
function World:drawTilted(w, h, s, gw, gh)
local mesh, shader = self:tiltMesh()
if not mesh then
self:drawWorldBody(s)
return
end
local G = love.graphics
gw = gw or w
gh = gh or h
-- Linear sampling on the tilt canvas softens the shimmer the perspective
-- warp would otherwise put on every pixel edge; the flat path keeps nearest.
if not self.tiltCanvas or self.tiltCanvas:getWidth() ~= w
or self.tiltCanvas:getHeight() ~= h then
if not self.tiltCanvas or self.tiltCanvas:getWidth() ~= gw
or self.tiltCanvas:getHeight() ~= gh then
if self.tiltCanvas and self.tiltCanvas.release then
self.tiltCanvas:release()
end
self.tiltCanvas = G.newCanvas(w, h)
self.tiltCanvas = G.newCanvas(gw, gh)
self.tiltCanvas:setFilter("linear", "linear")
end
@@ -9778,11 +9847,14 @@ function World:drawTilted(w, h, s)
G.setCanvas(previous)
mesh:setTexture(self.tiltCanvas)
mesh:setVertices(Tilt.meshCorners(w, h))
mesh:setVertices(Tilt.meshCorners(gw, gh))
G.push()
G.translate((w - gw) / 2, (h - gh) / 2)
G.setColor(1, 1, 1, 1)
G.setShader(shader)
G.draw(mesh)
G.setShader()
G.pop()
-- ...and the standing things over it, each translated from its flat foot
-- onto that foot's projection. Nothing here is sheared or resized: tilt
@@ -9791,10 +9863,10 @@ function World:drawTilted(w, h, s)
-- The ground quad carries the flat canvas and nothing else, so a foot
-- outside it has no ground under it; drawing it anyway put NPCs from two
-- screens away over the border fill, where the map stops being drawn.
if not Tilt.onGround(fx, fy, w, h, 32 * s) then return end
local sx, sy = Tilt.groundPoint(fx, fy, w, h)
if not Tilt.onGround(fx, fy, gw, gh, 32 * s) then return end
local sx, sy = Tilt.groundPoint(fx, fy, gw, gh)
G.push()
G.translate(sx - fx, sy - fy)
G.translate(sx - fx + (w - gw) / 2, sy - fy + (h - gh) / 2)
body()
G.pop()
end)
@@ -9832,8 +9904,18 @@ function World:draw()
end
local s = self:zoomScale()
local vw = math.ceil(w / s)
local vh = math.ceil(h / s)
-- Decided before sizing the view: a world pipeline wins over tilt, and tilt
-- grows the capture the way Renderer:worldViewSize does on Gen 1 so the
-- camera, BorderFill and tilt canvas all share one grid.
local pipelineId = Pipelines.worldPipeline()
local tilt = (not pipelineId) and Tilt.active() and self:tiltMesh() ~= nil
local gw, gh = w, h
if tilt then
local g = Tilt.viewGrowth()
gw, gh = math.ceil(w * g), math.ceil(h * g)
end
local vw = math.ceil(gw / s)
local vh = math.ceil(gh / s)
if vw % 2 ~= 0 then vw = vw + 1 end
if vh % 2 ~= 0 then vh = vh + 1 end
if vw ~= self.viewW or vh ~= self.viewH then
@@ -9850,12 +9932,18 @@ function World:draw()
self.camera.y = self.camera.y + (self.shake.phase or 0)
end
local override = pipelineId and self:drawPipeline(pipelineId, w, h, s) or nil
-- TILT projects the finished world frame, so with it on the map, people and
-- emote go into a canvas first and that canvas is drawn as a perspective
-- quad. Everything after -- the encounter pic and the survey HUD -- stays
-- flat, the same split the Gen 1 renderer makes.
if Tilt.active() and self:tiltMesh() then
self:drawTilted(w, h, s)
-- flat, the same split the Gen 1 renderer makes; a pipeline's finished image
-- lands in exactly the same place.
if override then
G.setColor(1, 1, 1, 1)
G.draw(override, 0, 0)
elseif tilt then
self:drawTilted(w, h, s, gw, gh)
else
self:drawWorldBody(s)
end
+159
View File
@@ -0,0 +1,159 @@
-- Gold's world-pipeline seam (World:drawPipeline), the Gen 2 peer of the
-- render_pipelines path src/world/OverworldController.lua:4867 gives Gen 1.
--
-- POKEPORT_IDENTITY=gold-dev POKEPORT_GAME=gold \
-- POKEPORT_DRIVER=tests/drivers/gold_pipeline_shots.lua love .
-- POKEPORT_SHOT_DIR=/tmp/gold-pipeline (default)
--
-- Registers a pipeline that paints an unmistakable magenta field, switches it
-- on, and asserts what the seam is supposed to guarantee: drawWorld owns the
-- frame, ctx carries the Gen 1 keys, ctx.drawFx anchors the standing FX,
-- worldPresent folds over the result, tilt is forced off, and a declined
-- frame falls back to the vanilla 2D draw instead of a blank screen.
local U = require("tests.drivers.util")
local Pipelines = require("src.render.Pipelines")
local Tilt = require("src.render.Tilt")
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-pipeline"
local failures = 0
local function ok(label, condition, detail)
if condition then
print("[pipeline] ok " .. label)
else
failures = failures + 1
print("[pipeline] FAIL " .. label .. " " .. tostring(detail))
end
end
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
world:setMap("ROUTE_30", 10, 10, "down")
U.wait(10)
U.shot(game, out .. "/00-vanilla.png")
-- ---------------------------------------------------------------- record
local seen, canvas = {}, nil
local decline = false
local pipeline = {
label = "TESTPIPE",
levels = { "OFF", "ON" },
drawWorld = function(ctx)
seen.ctx = ctx
seen.drawWorld = (seen.drawWorld or 0) + 1
if decline then return nil end
local G = love.graphics
local w, h = ctx.width, ctx.height
if not canvas or canvas:getWidth() ~= w or canvas:getHeight() ~= h then
canvas = G.newCanvas(w, h)
end
local previous = G.getCanvas()
G.push("all")
G.origin()
G.setCanvas(canvas)
G.clear(0.8, 0.1, 0.6, 1)
G.setColor(1, 1, 1, 1)
for x = 0, w, 32 do G.rectangle("fill", x, 0, 1, h) end
for y = 0, h, 32 do G.rectangle("fill", 0, y, w, 1) end
-- the standing FX, anchored under this pipeline's own (identity) camera
ctx.drawFx(function(wx, wy)
return (wx - ctx.cam.x) * ctx.scale, (wy - ctx.cam.y) * ctx.scale
end, ctx.scale)
G.setCanvas(previous)
G.pop()
seen.drew = true
return canvas
end,
worldPresent = function(image, ctx)
seen.worldPresent = (seen.worldPresent or 0) + 1
seen.presentCtx = ctx
return image
end,
}
-- A fresh table so Pipelines.list()'s identity-keyed memo re-sorts; the
-- mod merge hands it a new one for the same reason.
game.data.render_pipelines = { testpipe = pipeline }
Pipelines.install(game.data)
ok("registered", Pipelines.get("testpipe") ~= nil, "not in the registry")
-- ------------------------------------------------------------ switched on
Tilt.setLevel(1)
Pipelines.setLevel("testpipe", 1)
ok("tilt forced off", Tilt.level == 0, "tilt still " .. tostring(Tilt.level))
ok("world pipeline claimed", Pipelines.worldPipeline() == "testpipe",
tostring(Pipelines.worldPipeline()))
U.wait(5)
U.shot(game, out .. "/01-pipeline-on.png")
ok("drawWorld ran", (seen.drawWorld or 0) > 0, "never called")
ok("drawWorld drew", seen.drew == true, "declined every frame")
ok("worldPresent ran", (seen.worldPresent or 0) > 0, "never called")
local ctx = seen.ctx
ok("ctx.state is the world", ctx and ctx.state == world, "wrong state")
ok("ctx.cam is the camera", ctx and ctx.cam == world.camera, "wrong camera")
ok("ctx.scale is zoomScale", ctx and ctx.scale == world:zoomScale(),
ctx and tostring(ctx.scale))
ok("ctx.bgY is the camera row", ctx and ctx.bgY == world.camera.y,
ctx and tostring(ctx.bgY))
ok("ctx.vw/vh are the view", ctx and ctx.vw == world.viewW
and ctx.vh == world.viewH, ctx and tostring(ctx.vw))
ok("ctx.level is the ladder", ctx and ctx.level == 1, ctx and tostring(ctx.level))
ok("ctx.width/height are the window",
ctx and ctx.width == love.graphics.getWidth()
and ctx.height == love.graphics.getHeight(), "mismatch")
ok("ctx.paletteFor is nil-valued (art is baked)",
ctx and ctx.paletteFor and ctx.paletteFor(world.map) == nil, "returned colours")
ok("ctx.spriteColors is nil-valued",
ctx and ctx.spriteColors and ctx.spriteColors() == nil, "returned colours")
ok("ctx.fx has Gold's two effects",
ctx and ctx.fx and type(ctx.fx.emote) == "function"
and type(ctx.fx.heal) == "function", "missing fx")
ok("ctx.drawFx is callable", ctx and type(ctx.drawFx) == "function", "missing")
ok("worldPresent got the same ctx", seen.presentCtx == seen.ctx, "different ctx")
-- ------------------------------------------------- the FX composite path
-- An emote over the player exercises ctx.drawFx end to end: it must be the
-- pipeline that composites it, and the vanilla drawPeople must not also.
local sheet
for _, img in pairs(world.emoteImages or {}) do sheet = img break end
if sheet then
world.emote = { image = sheet, entity = world.player, left = 240 }
end
U.wait(4)
ok("emote is up", world.emote ~= nil, "no emote sheet loaded")
local fxOk = pcall(function()
-- the same call the pipeline made, run again outside the guard so a throw
-- surfaces here rather than only retiring the pipeline
seen.ctx.drawFx(function(wx, wy) return wx, wy end, 1)
end)
ok("drawFx composites without throwing", fxOk, "threw")
U.shot(game, out .. "/02-pipeline-emote.png")
-- ----------------------------------------------------- a declined frame
decline = true
U.wait(5)
U.shot(game, out .. "/03-pipeline-declined.png")
ok("declined frames still call drawWorld", (seen.drawWorld or 0) > 1, "stopped")
decline = false
-- ------------------------------------------------------------ switched off
Pipelines.setLevel("testpipe", 0)
local before = seen.drawWorld
U.wait(5)
ok("off means not called", seen.drawWorld == before,
"still drawing at level 0")
U.shot(game, out .. "/04-pipeline-off.png")
if failures == 0 then
print("[pipeline] PASS")
else
print("[pipeline] FAILURES: " .. failures)
end
love.event.quit(failures == 0 and 0 or 1)
end
+53 -4
View File
@@ -15,7 +15,8 @@ local StateStack = require("src.core.StateStack")
local Data = Fixtures.fresh()
local function makeGame()
local function makeGame(kind)
kind = kind or "wild"
local save = SaveData.newGame()
save.meta.playthroughId = "battle-playthrough"
save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
@@ -29,12 +30,24 @@ local function makeGame()
runner = { isRunning = function() return false end },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}
function overworld:captureSave(progress)
progress.player.map = self.map.id
progress.player.x = self.player.cellX
progress.player.y = self.player.cellY
progress.player.facing = self.player.facing
end
local game = { data = Data, save = save, stack = stack, overworld = overworld }
stack.states[1] = overworld
local battle = BattleState.newWild(game, "FIXMON_B", 12)
local battle = kind == "trainer"
and BattleState.newTrainer(game, "OPP_FIX_YOUNGSTER", 1)
or BattleState.newWild(game, "FIXMON_B", 12)
battle.phase = "menu"
battle.queue = {}
battle.checkpointOrigin = { kind = "wild_encounter" }
battle.checkpointOrigin = kind == "trainer"
and { kind = "trainer_encounter", map = save.player.map,
npcId = "TRAINER_1", trainerClass = "OPP_FIX_YOUNGSTER", partyIndex = 1,
event = "EVENT_BEAT_TRAINER_1" }
or { kind = "wild_encounter" }
battle.onFinish = function() end
stack.states[2] = battle
return game, overworld, battle
@@ -45,6 +58,42 @@ T.same(Checkpoint.inspect(game), {
canCapture = true, canRestore = true, kind = "battle",
}, "settled standard wild battle is a checkpoint boundary")
local function settleRealBattle(kind)
local liveGame, _, liveBattle = makeGame(kind)
liveBattle.phase, liveBattle.queue = nil, {}
liveGame.input = {
wasPressed = function(_, button) return button == "a" end,
isDown = function(_, button) return button == "a" end,
}
liveBattle:enter()
local frames = 0
while liveBattle.phase ~= "menu" and frames < 10000 do
frames = frames + 1
liveBattle:update(1 / 60)
end
T.eq(liveBattle.phase, "menu", "the real battle intro reaches its command menu")
return liveGame
end
local realGame = settleRealBattle("wild")
T.same(Checkpoint.inspect(realGame), {
canCapture = true, canRestore = true, kind = "battle",
}, "the completed real battle intro is a checkpoint boundary")
local oldGetRandomState, oldSetRandomState =
love.math.getRandomState, love.math.setRandomState
love.math.getRandomState = function() return "real-boundary-rng" end
love.math.setRandomState = function() end
local realSnapshot, realCaptureCode = Checkpoint.capture(realGame)
T.check(type(realSnapshot) == "table" and realSnapshot.kind == "battle",
"the first real command decision captures for deferred tools: "
.. tostring(realCaptureCode))
love.math.getRandomState, love.math.setRandomState =
oldGetRandomState, oldSetRandomState
local realTrainerGame = settleRealBattle("trainer")
T.same(Checkpoint.inspect(realTrainerGame), {
canCapture = true, canRestore = true, kind = "battle",
}, "the completed real trainer intro is a checkpoint boundary")
local function refused(mutator, code, label)
local game2, ow2, battle2 = makeGame()
mutator(game2, ow2, battle2)
@@ -64,7 +113,7 @@ refused(function(_, _, b) b.enemy.mon.hp = b.enemy.mon.hp - 1 end,
refused(function(_, _, b) b.player.mustRecharge = true end,
"battle_phase_busy", "automatic locked action is rejected")
refused(function(_, ow) ow.runner = { isRunning = function() return true end } end,
"script_busy", "suspended script beneath battle is rejected")
"script_busy", "unknown suspended script beneath battle is rejected")
refused(function(_, _, b) b.checkpointOrigin = nil end,
"battle_origin_unsupported", "unknown completion closure is rejected")
refused(function(_, _, b) b.safari = { balls = 30, steps = 10 } end,
+41
View File
@@ -0,0 +1,41 @@
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local DateTime = require("src.core.DateTime")
local SaveData = require("src.core.SaveData")
local stamp = os.time({ year = 2026, month = 8, day = 11, hour = 17, min = 5, sec = 0 })
local defaults = SaveData.defaultOptions()
T.eq(defaults.dateFormat, "device", "date format defaults to device locale")
T.eq(defaults.timeFormat, "device", "time format defaults to device locale")
local game = { save = { options = { dateFormat = "dmy", timeFormat = "24h" } } }
T.eq(DateTime.date(game, stamp), os.date("%d-%m-%Y", stamp),
"explicit DMY uses day-month-year")
T.eq(DateTime.time(game, stamp), os.date("%H:%M", stamp),
"explicit 24-hour time omits seconds")
T.eq(DateTime.dateTime(game, stamp),
os.date("%d-%m-%Y %H:%M", stamp),
"combined formatter composes exact date and time preferences")
game.save.options.dateFormat = "mdy"
T.eq(DateTime.date(game, stamp), os.date("%m-%d-%Y", stamp),
"explicit MDY is available")
game.save.options.dateFormat = "ymd"
T.eq(DateTime.date(game, stamp), os.date("%Y-%m-%d", stamp),
"explicit YMD is available")
game.save.options.timeFormat = "12h"
T.eq(DateTime.time(game, stamp), os.date("%I:%M %p", stamp),
"explicit 12-hour time is available")
local fallback = DateTime.formatWithLocale(stamp, "device", "device", "C")
T.eq(fallback.date, os.date("%d-%m-%Y", stamp),
"missing device locale falls back to requested DMY")
T.eq(fallback.time, os.date("%H:%M", stamp),
"missing device locale falls back to requested 24-hour time")
local invalid = DateTime.date({}, -1)
T.eq(invalid, "----", "invalid timestamps fail closed")
T.finish("date_time")
+76
View File
@@ -0,0 +1,76 @@
-- Commands.pushBattle (src/script/Commands.lua): the shared entry point
-- for start_battle, old_man_demo, and the PALLET_TOWN Pikachu catch
-- (data/scripts/story2.lua). Every one of those call sites used to carry
-- its own copy of "if ctx.overworld.pushBattle then ... else
-- ctx.game.stack:push(battle) end"; this locks the dedup in so a future
-- edit to one call site can't silently drop the transition wipe for the
-- others.
-- luajit tests/engine/push_battle_transition.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness")
local check = T.check
local eq = T.eq
local Commands = require("src.script.Commands")
local Logger = require("src.core.Logger")
local battle = { id = "the battle" }
-- Runs fn() with Logger.warn spied instead of hitting the real
-- print()/Logger.history ring buffer, and returns the last formatted
-- warning (or nil if none). pcall-wrapped so an error inside fn() still
-- restores Logger.warn before propagating -- a leaked spy would swallow
-- every later warning in the same process silently.
local function withWarnSpy(fn)
local warned
local origWarn = Logger.warn
Logger.warn = function(fmt, ...) warned = string.format(fmt, ...) end
local ok, err = pcall(fn)
Logger.warn = origWarn
if not ok then error(err, 0) end
return warned
end
-- ctx.overworld has a real pushBattle: it must be used, not a bare stack
-- push, so the flash/wipe transition and the battle-theme start survive.
do
local pushed
local ow = { pushBattle = function(self, b) pushed = b end }
local stackPushed
local ctx = { overworld = ow, game = { stack = {
push = function(_, b) stackPushed = b end } } }
Commands.pushBattle(ctx, battle)
eq(pushed, battle, "ctx.overworld:pushBattle is called with the battle")
check(stackPushed == nil, "the bare stack push is not also taken")
end
-- ctx.overworld without a pushBattle method (a partial test double, per
-- BattleState:finish's "no live children" contract) falls back to a
-- bare stack push and logs, rather than silently skipping the transition.
do
local stackPushed
local ctx = { overworld = {}, game = { stack = {
push = function(_, b) stackPushed = b end } } }
local warned = withWarnSpy(function() Commands.pushBattle(ctx, battle) end)
eq(stackPushed, battle, "falls back to ctx.game.stack:push")
check(warned ~= nil, "the fallback logs a warning")
check(warned and warned:find("pushBattle") ~= nil,
"the warning names pushBattle")
end
-- ctx.overworld absent entirely (headless script tests that never set
-- one up): same fallback, no crash on the ctx.overworld.pushBattle read
-- -- and still spied, since this also takes the warning path.
do
local stackPushed
local ctx = { game = { stack = {
push = function(_, b) stackPushed = b end } } }
local warned = withWarnSpy(function() Commands.pushBattle(ctx, battle) end)
eq(stackPushed, battle, "falls back to ctx.game.stack:push with no overworld")
check(warned ~= nil, "this fallback also logs a warning")
end
T.finish("push_battle_transition")
@@ -0,0 +1,178 @@
-- Scripted story battles checkpoint a semantic row-list continuation. The
-- suspended Lua coroutine is deliberately never serialized.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local oldGetRandomState = love.math.getRandomState
local oldSetRandomState = love.math.setRandomState
local checkpointRng = "scripted-battle-rng"
love.math.getRandomState = function() return checkpointRng end
love.math.setRandomState = function(state) checkpointRng = state end
local T = require("tests.harness").suite("scripted battle checkpoints")
local BattleState = require("src.battle.BattleState")
local Checkpoint = require("src.core.Checkpoint")
local Fixtures = require("tests.modkit").fixtures
local GameMethods = require("src.core.Game")
local OverworldState = require("src.world.OverworldController")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local ScriptRunner = require("src.script.ScriptRunner")
local StateStack = require("src.core.StateStack")
local Data = Fixtures.fresh()
local function makeGame()
local save = SaveData.newGame()
save.meta.playthroughId = "script-battle-playthrough"
save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
SaveData.validate(save, Data)
save.player.map, save.player.x, save.player.y = "FIX_TOWN", 2, 3
save.player.facing, save.player.surfing = "left", false
local stack = setmetatable({ states = {} }, { __index = StateStack })
local game
local ow = setmetatable({
map = { id = "FIX_TOWN" },
player = { cellX = 2, cellY = 3, facing = "left", surfing = false },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}, { __index = OverworldState })
function ow:captureSave(target)
target.player.map = self.map.id
target.player.x, target.player.y = self.player.cellX, self.player.cellY
target.player.facing, target.player.surfing = self.player.facing, false
end
function ow:pushBattle(battle) game.stack:push(battle) end
function ow:afterBattle(result, battle)
self.after = { result = result, battle = battle }
end
game = setmetatable({ data = Data, save = save, stack = stack, overworld = ow },
{ __index = GameMethods })
function game:restoreCheckpointSave(loaded)
self.save = loaded
ow.map = { id = loaded.player.map }
ow.player = {
cellX = loaded.player.x, cellY = loaded.player.y,
facing = loaded.player.facing, surfing = loaded.player.surfing and true or false,
}
ow.parallelRunners, ow.pendingScripts, ow.parallelQueue, ow.scriptMoves = {}, {}, {}, {}
ow.runner = ScriptRunner.new(self, ow)
self.stack.states = { ow }
end
stack.states[1] = ow
ow.runner = ScriptRunner.new(game, ow)
return game, ow
end
local rows = {
{ "start_battle", "trainer", "OPP_FIX_YOUNGSTER", 1 },
{ "set_flag", "EVENT_STORY_CONTINUED" },
}
local game, ow = makeGame()
ow.runner:run(rows)
local battle = game.stack:top()
T.check(getmetatable(battle) == BattleState,
"script command starts the fixture trainer battle")
T.check(type(battle.checkpointOrigin) == "table"
and battle.checkpointOrigin.kind == "script_battle",
"script battle owns a semantic checkpoint continuation")
battle.phase, battle.queue = "menu", {}
battle.afterQueue, battle.introSlide = nil, nil
battle.player.shownHP, battle.player.shownStatus =
battle.player.mon.hp, battle.player.mon.status
battle.enemy.shownHP, battle.enemy.shownStatus =
battle.enemy.mon.hp, battle.enemy.mon.status
local scriptedCapability = Checkpoint.inspect(game)
T.same(scriptedCapability, {
canCapture = true, canRestore = true, kind = "battle",
}, "settled scripted trainer decision is checkpoint-safe: "
.. tostring(scriptedCapability.reason))
local origin = battle.checkpointOrigin
T.check(type(origin.script) == "table" and origin.pc == 1,
"continuation records detached rows and the command program counter")
T.eq(origin.resumeCoroutine, nil,
"continuation never exposes a coroutine or Lua execution stack")
local snapshot, captureCode, captureMessage = Checkpoint.capture(game)
T.check(snapshot and snapshot.kind == "battle",
"scripted battle captures through the generic checkpoint API: "
.. tostring(captureCode or captureMessage))
if snapshot then
game.save.money = 1
local restored, restoreCode, restoreMessage = Checkpoint.restore(game, snapshot)
T.check(restored == true,
"scripted battle reconstructs through the generic checkpoint API: "
.. tostring(restoreCode or restoreMessage))
local rebuilt = game.stack:top()
T.check(rebuilt ~= battle and getmetatable(rebuilt) == BattleState,
"scripted restore creates a fresh battle controller")
T.same(Checkpoint.capture(game), snapshot,
"scripted battle capture/restore/capture is a differential roundtrip")
end
-- Rebind the continuation on a freshly reconstructed overworld. Completing
-- the battle must replay the current command as an already-completed battle,
-- then execute the remaining story rows exactly once.
local restoredGame, restoredOw = makeGame()
local restoredBattle = BattleState.newTrainer(restoredGame,
"OPP_FIX_YOUNGSTER", 1)
restoredBattle.checkpointOrigin = origin
T.check(restoredOw:restoreBattleContinuation(restoredBattle, origin) == true,
"script continuation reconstructs without the old runner")
restoredBattle.onFinish("win")
T.check(restoredGame.save.flags.EVENT_STORY_CONTINUED == true,
"restored battle resumes subsequent story progress")
T.same(restoredOw.after, { result = "win", battle = restoredBattle },
"restored script battle uses the canonical afterBattle path")
T.check(not restoredOw.runner:isRunning(),
"reconstructed continuation completes without a suspended runner")
-- Unsafe rows and opaque completion callbacks must stay fail-closed.
local unsafeGame, unsafeOw = makeGame()
local unsafeRows = {
{ "start_battle", "trainer", "OPP_FIX_YOUNGSTER", 1 },
}
unsafeRows.opaque = function() end
unsafeOw.runner:run(unsafeRows)
local unsafeBattle = unsafeGame.stack:top()
unsafeBattle.phase, unsafeBattle.queue = "menu", {}
T.eq(unsafeBattle.checkpointOrigin, nil,
"non-data-only script arguments do not create a continuation")
T.eq(Checkpoint.inspect(unsafeGame).reason, "battle_origin_unsupported",
"non-data-only scripted battle remains unavailable")
local callbackGame, callbackOw = makeGame()
callbackOw.runner:run(rows, { onDone = function() end })
local callbackBattle = callbackGame.stack:top()
callbackBattle.phase, callbackBattle.queue = "menu", {}
T.eq(callbackBattle.checkpointOrigin, nil,
"opaque script completion callbacks are not guessed")
T.eq(Checkpoint.inspect(callbackGame).reason, "battle_origin_unsupported",
"opaque scripted completion remains fail-closed")
local rivalGame, rivalOw = makeGame()
local rivalRows = {
{ "rival_battle", "OPP_FIX_YOUNGSTER", 1 },
{ "jump_if_false", "end" },
{ "set_flag", "EVENT_RIVAL_STORY_CONTINUED" },
}
rivalOw.runner:run(rivalRows)
local rivalBattle = rivalGame.stack:top()
local rivalOrigin = rivalBattle.checkpointOrigin
T.check(rivalOrigin and rivalOrigin.command == "rival_battle" and rivalOrigin.pc == 1,
"wrapper battle records the wrapper command rather than skipping its tail")
local rivalResumeGame, rivalResumeOw = makeGame()
local rivalRestored = BattleState.newTrainer(rivalResumeGame,
"OPP_FIX_YOUNGSTER", 1)
T.check(rivalResumeOw:restoreBattleContinuation(rivalRestored, rivalOrigin) == true,
"rival wrapper continuation reconstructs")
rivalRestored.onFinish("win")
T.check(rivalResumeGame.save.flags.EVENT_RIVAL_STORY_CONTINUED == true,
"rival wrapper and following branch execute exactly once after restore")
love.math.getRandomState = oldGetRandomState
love.math.setRandomState = oldSetRandomState
T.finish()
@@ -0,0 +1,158 @@
package.path = "./?.lua;./?/init.lua;" .. package.path
local phase, root = arg[1], arg[2]
assert(phase == "capture" or phase == "resume", "phase must be capture or resume")
assert(type(root) == "string" and root ~= "", "test needs a persistence root")
local function quote(value)
return "'" .. tostring(value):gsub("'", "'\\''") .. "'"
end
local function full(path) return root .. "/" .. path end
local fs = {}
function fs.createDirectory(path)
return os.execute("mkdir -p " .. quote(full(path))) == 0
end
function fs.write(path, body)
local parent = path:match("^(.*)/[^/]+$")
if parent then assert(fs.createDirectory(parent)) end
local handle = assert(io.open(full(path), "wb"))
handle:write(body)
handle:close()
return true
end
function fs.read(path)
local handle = io.open(full(path), "rb")
if not handle then return nil end
local body = handle:read("*a")
handle:close()
return body
end
function fs.remove(path)
os.remove(full(path))
return true
end
function fs.getInfo(path)
if os.execute("test -d " .. quote(full(path))) == 0 then
return { type = "directory" }
end
local handle = io.open(full(path), "rb")
if handle then handle:close(); return { type = "file" } end
return nil
end
function fs.load(path)
local body = fs.read(path)
if not body then return nil, "no file: " .. path end
return load(body, "@" .. path)
end
function fs.getDirectoryItems(path)
local items = {}
local pipe = io.popen("find " .. quote(full(path))
.. " -mindepth 1 -maxdepth 1 -printf '%f\\n' 2>/dev/null")
if pipe then
for item in pipe:lines() do items[#items + 1] = item end
pipe:close()
end
table.sort(items)
return items
end
function fs.getSaveDirectory() return root end
love = require("tests.love_stub")
love.filesystem = fs
local Loader = require("src.mods.Loader")
local SaveData = require("src.core.SaveData")
local SaveSerializer = require("src.core.SaveSerializer")
local GameMethods = require("src.core.Game")
local StateStack = require("src.core.StateStack")
local function writeProbe()
fs.write("mods/cold_start_probe/manifest.json",
'{"id":"cold_start_probe","name":"cold start probe","version":"1.0.0",'
.. '"entry":"main.lua","api":2,"profile":"content"}')
-- mod.exports, not _G: a mod's globals are its own (src/mods/Sandbox.lua)
fs.write("mods/cold_start_probe/main.lua", [[
return function(mod)
mod.exports.storage = mod.storage
mod.exports.checkpoints = mod.checkpoints
end
]])
end
local function runtime(save, title)
local stack = setmetatable({ states = {} }, { __index = StateStack })
local game
local overworld = {
map = { id = "PALLET_TOWN" },
player = { cellX = 3, cellY = 6, facing = "down", surfing = false },
scriptMoves = {}, pendingScripts = {}, parallelRunners = {}, parallelQueue = {},
runner = { isRunning = function() return false end },
}
function overworld:captureSave(target)
target.player.map, target.player.x, target.player.y = self.map.id,
self.player.cellX, self.player.cellY
target.player.facing, target.player.surfing = self.player.facing,
self.player.surfing and true or false
end
function overworld:enter(mapId, x, y, facing)
self.map = { id = mapId }
self.player = { cellX = x, cellY = y, facing = facing,
surfing = game.save.player.surfing and true or false }
self.scriptMoves, self.pendingScripts = {}, {}
self.parallelRunners, self.parallelQueue = {}, {}
self.runner = { isRunning = function() return false end }
end
game = setmetatable({
save = save, stack = stack, overworld = overworld,
data = {
pokemon = {}, moves = { TACKLE = { pp = 35 } }, items = { POTION = {} },
constants = { fallbackMove = "TACKLE" },
field = { boot = { startMap = "PALLET_TOWN", startX = 3, startY = 6 } },
maps = { PALLET_TOWN = { id = "PALLET_TOWN", width = 10, height = 9 } },
},
}, { __index = GameMethods })
stack.states[1] = title and { screenId = "TitleState" } or overworld
if title then function game:makeTitleState() return { screenId = "TitleState" } end end
return game
end
writeProbe()
SaveData.resetSlotState()
local loader = Loader.new({ fs = fs })
if phase == "capture" then
local game = runtime(SaveData.newGame({ version = "red" }), false)
loader.game = game
assert(loader:load({}) == true)
local probe = assert(loader.exports.cold_start_probe)
assert(probe.storage:write(game, "history/index", { newest = "q0001" }))
local checkpoint = assert(probe.checkpoints:capture(game))
assert(probe.storage:write(game, "history/q0001", checkpoint))
local id = assert(game.save.meta.playthroughId)
assert(probe.checkpoints:ensureNormalSave(game, checkpoint))
local normal = assert(SaveData.load("red"))
assert(normal.meta.playthroughId == id)
fs.write("cold-start-witness.lua", SaveSerializer.encode({ playthroughId = id }))
print("cold-start capture persisted")
else
local title = runtime(SaveData.newGame({ version = "red" }), true)
title.save.options = { volume = 7, bindings = {} }
loader.game = title
assert(loader:load({}) == true)
local probe = assert(loader.exports.cold_start_probe)
local selected = assert(probe.storage:selected(title))
local witness = assert(SaveSerializer.decode(assert(fs.read("cold-start-witness.lua"))))
assert(selected:context().playthroughId == witness.playthroughId)
assert(selected:read("history/index").newest == "q0001")
local checkpoint = assert(selected:read("history/q0001"))
assert(probe.checkpoints:resume(title, checkpoint))
assert(title.save.meta.playthroughId == witness.playthroughId)
assert(title.save.options.volume == 7)
assert(SaveSerializer.encode(probe.checkpoints:capture(title))
== SaveSerializer.encode(checkpoint))
local normal = assert(SaveData.load("red"))
assert(normal.meta.playthroughId == witness.playthroughId)
print("cold-start resume reconstructed")
end
+10
View File
@@ -0,0 +1,10 @@
#!/usr/bin/env bash
set -euo pipefail
cd "$(dirname "$0")/../.."
test_root="$(mktemp -d)"
trap 'rm -rf "$test_root"' EXIT
"${LUA:-luajit}" tests/integration/title_checkpoint_cold_start.lua capture "$test_root"
"${LUA:-luajit}" tests/integration/title_checkpoint_cold_start.lua resume "$test_root"
+107 -6
View File
@@ -102,20 +102,19 @@ if not headlessOk then error(headlessErr) end
love = love or require("tests.love_stub")
-- ------- discovery, dependency order, merge
-- "addon" sorts before "base" so only the dependency edge can order them
_G.MOD_TEST_ORDER = {}
-- "addon" sorts before "base" so only the dependency edge can order them.
-- loader.order is the engine's own record of what ran when; a mod cannot
-- append to a shared global any more (src/mods/Sandbox.lua).
local files = {
["mods/addon/manifest.json"] = manifestJson("addon", '["base"]'),
["mods/addon/main.lua"] = [[
return function(mod)
_G.MOD_TEST_ORDER[#_G.MOD_TEST_ORDER + 1] = "addon"
mod.content.pokemon:override("MODMON", { name = "ADDONMON" })
end
]],
["mods/base/manifest.json"] = manifestJson("base"),
["mods/base/main.lua"] = [[
return function(mod)
_G.MOD_TEST_ORDER[#_G.MOD_TEST_ORDER + 1] = "base"
mod.content.pokemon:register("MODMON", { name = "BASEMON" })
mod.content.music:register("MOD_SONG", { file = "song.ogg" })
end
@@ -126,7 +125,7 @@ local loader = Loader.new({ fs = memfs(files) })
check(loader:load(data) == true, "headless load succeeds with injected fs")
check(loader.mods.addon ~= nil and loader.mods.base ~= nil,
"discovery finds both mods")
check(_G.MOD_TEST_ORDER[1] == "base" and _G.MOD_TEST_ORDER[2] == "addon",
check(loader.order[1] == "base" and loader.order[2] == "addon",
"topo-sort runs the dependency before its dependent")
check(data.pokemon.MODMON ~= nil and data.pokemon.MODMON.name == "ADDONMON",
"registered content merges into data")
@@ -303,11 +302,113 @@ do
"with the env var unset, the saved disable is left alone")
end
-- ------- runtime option schema export
-- The optional native-launcher contract is written only after enabled mods
-- have successfully run, and stale snapshots are cleared when the load set
-- no longer contains schema-bearing mods.
do
local Json = require("src.link.Json")
local schemaFiles = {
["options.lua"] = "return { mods = { quiet = false } }",
["mods/loud/manifest.json"] = manifestJson("loud"),
["mods/loud/main.lua"] = [[
return function(mod)
mod.options:define({
{ key = "hardcore", type = "toggle", label = "Hardcore", default = false },
{ key = "difficulty", type = "choice", label = "Difficulty", default = "normal",
choices = { { "Easy", "easy" }, { "Normal", "normal" } } },
{ key = "rate", type = "number", label = "Rate", default = 10,
min = 0, max = 100, step = 5 },
{ key = "nickname", type = "text", label = "Nickname", default = "", maxLen = 7 },
})
end
]],
["mods/quiet/manifest.json"] = manifestJson("quiet"),
["mods/quiet/main.lua"] = [[
return function(mod)
mod.options:define({ { key = "shh", type = "toggle", default = true } })
end
]],
["mods/legacy/manifest.json"] = [[
{"id":"legacy","name":"legacy","version":"1.0.0","entry":"main.lua",
"options_schema":"options.lua"}
]],
["mods/legacy/main.lua"] = "return function(mod) end",
["mods/legacy/options.lua"] = [[
return {
{ key = "legacy_toggle", type = "toggle", label = "Legacy", default = true },
}
]],
}
local writes = {}
local fs = memfs(schemaFiles)
fs.write = function(path, contents)
writes[path] = contents
schemaFiles[path] = contents
return true
end
local loader = Loader.new({ fs = fs })
check(loader:load({ pokemon = {} }) == true,
"schema export fixture boots clean")
local decoded = writes["mod_option_schemas.json"]
and Json.decode(writes["mod_option_schemas.json"])
check(decoded and decoded.schema_version == 1,
"schema export has an explicit version")
check(decoded and decoded.mods and decoded.mods.loud ~= nil,
"enabled mod schema is exported")
check(decoded and decoded.mods and decoded.mods.quiet == nil,
"disabled mod schema is not exported")
check(decoded and decoded.mods and decoded.mods.legacy
and decoded.mods.legacy[1].key == "legacy_toggle",
"manifest options_schema is exported")
local rows = decoded and decoded.mods.loud or {}
local byKey = {}
for _, row in ipairs(rows) do byKey[row.key] = row end
check(byKey.hardcore and byKey.hardcore.type == "toggle",
"toggle row round-trips")
check(byKey.difficulty and byKey.difficulty.choices
and byKey.difficulty.choices[1][1] == "Easy"
and byKey.difficulty.choices[1][2] == "easy",
"choice row round-trips")
check(byKey.rate and byKey.rate.min == 0 and byKey.rate.max == 100
and byKey.rate.step == 5, "number bounds round-trip")
check(byKey.nickname and byKey.nickname.maxLen == 7,
"text length round-trips")
local readOnlyLoader = Loader.new({ fs = memfs(schemaFiles) })
check(readOnlyLoader:load({ pokemon = {} }) == true,
"read-only filesystems tolerate schema export")
-- A schema captured before an entry failure is rolled back and must not
-- leak into the native snapshot.
schemaFiles["mods/broken/manifest.json"] = manifestJson("broken")
schemaFiles["mods/broken/main.lua"] = [[
return function(mod)
mod.options:define({ { key = "ghost", type = "toggle", default = true } })
error("broken entry")
end
]]
local failedLoader = Loader.new({ fs = fs })
check(failedLoader:load({ pokemon = {} }) == false,
"a failing entry is reported")
local afterFailure = Json.decode(writes["mod_option_schemas.json"])
check(afterFailure and afterFailure.mods and afterFailure.mods.broken == nil,
"a failed mod schema is not exported")
loader:setEnabled("loud", false)
loader:setEnabled("legacy", false)
loader:_writeOptionSchemas()
local cleared = Json.decode(writes["mod_option_schemas.json"])
check(cleared and cleared.schema_version == 1 and next(cleared.mods) == nil,
"disabling the only schema-bearing mod clears the snapshot")
end
-- leave shared singletons the way we found them for later chained tests
local StateStack = require("src.core.StateStack")
while StateStack:top() do StateStack:pop() end
require("src.core.Music").stop()
Runtime.install(savedEvents, savedHooks)
_G.MOD_TEST_ORDER = nil
S.finish()
+6 -8
View File
@@ -341,7 +341,8 @@ check(cycleStatus.innocent.state == "loaded" and cycleData.items.FINE ~= nil,
"a mod beside the cycle loads normally")
-- ------- inter-mod exports and find
_G.MOD_FIND_RESULTS = {}
-- probes report through mod.exports: a mod's globals are its own
-- (src/mods/Sandbox.lua)
local exportLoader = Loader.new({ fs = memfs({
["mods/colorlib/manifest.json"] = manifestJson("colorlib"),
["mods/colorlib/main.lua"] = [[
@@ -356,7 +357,7 @@ end
}),
["mods/daynight/main.lua"] = [[
return function(mod)
local results = _G.MOD_FIND_RESULTS
local results = mod.exports
local color = mod.find("colorlib")
results.depVersion = color.version
results.tint = color.exports.tint("dusk")
@@ -371,7 +372,7 @@ end
["options.lua"] = "return { mods = { shelved = false } }",
}) })
check(exportLoader:load({}) == true, "the export fixture loads clean")
local found = _G.MOD_FIND_RESULTS
local found = exportLoader.exports.daynight
check(found.tint == "tinted:dusk", "find returns the other mod's live export table")
check(found.depVersion == "1.0.0", "the handle carries the other mod's version")
check(found.optional == true, "an enabled optional dependency is findable")
@@ -380,10 +381,8 @@ check(found.disabled == nil, "find returns nil for a disabled mod")
check(found.method == true, "mod:find is tolerated alongside mod.find")
check(exportLoader.order[1] == "colorlib",
"a hard dependency executes before its dependent")
_G.MOD_FIND_RESULTS = nil
-- ------- the rest of the v2 mod object
_G.MOD_OBJECT_PROBE = {}
local objectLoader = Loader.new({ fs = memfs({
["mods/probe/manifest.json"] = manifestJson("probe", {
api = "2", description = '"probing"', priority = "3",
@@ -391,7 +390,7 @@ local objectLoader = Loader.new({ fs = memfs({
["mods/probe/data.txt"] = "hello from the mod dir",
["mods/probe/main.lua"] = [[
return function(mod)
local probe = _G.MOD_OBJECT_PROBE
local probe = mod.exports
probe.id, probe.version, probe.path = mod.id, mod.version, mod.path
probe.manifestApi = mod.manifest.api
mod.manifest.api = 99
@@ -423,7 +422,7 @@ end
["options.lua"] = "return { modOptions = { probe = { volume = 4 } } }",
}) })
check(objectLoader:load({ pokemon = {} }) == true, "the mod object fixture loads clean")
local probe = _G.MOD_OBJECT_PROBE
local probe = objectLoader.exports.probe
check(probe.id == "probe" and probe.version == "1.0.0" and probe.path == "mods/probe",
"identity fields are present")
check(probe.manifestApi == 2 and objectLoader.mods.probe.manifest.api == 2,
@@ -449,7 +448,6 @@ check(probe.onceCount == 1 and probe.stillHeard == true,
"events:once fires once and does not skip the listener behind it")
check(tostring(probe.forgery):find("may only emit", 1, true) ~= nil,
"a mod cannot emit outside its own event namespace")
_G.MOD_OBJECT_PROBE = nil
-- a failing entry chunk takes its exports, commands and migrations with it
local residueLoader = Loader.new({ fs = memfs({
+20
View File
@@ -193,6 +193,26 @@ do
"battle status HUD returns when the hook is removed")
end
-- ------- battle.caught_marker_visible (caught wild marker)
do
local BattleState = require("src.battle.BattleState")
local state = { kind = "wild", enemy = { mon = { species = "RATTATA" } },
game = { save = { pokedex = { owned = { RATTATA = true } } } } }
check(not BattleState.caughtMarkerVisible(state),
"caught marker is opt-in")
local unsub = wrap("battle.caught_marker_visible", function() return true end)
check(BattleState.caughtMarkerVisible(state),
"a mod can show a caught wild marker")
state.kind = "trainer"
check(not BattleState.caughtMarkerVisible(state),
"trainer battles never show a caught marker")
state.kind, state.game.save.pokedex.owned.RATTATA = "wild", false
check(not BattleState.caughtMarkerVisible(state),
"uncaught wild Pokemon have no marker")
unsub()
end
-- ------- grid navigation ownership (alternate menu renderers)
do
+21 -23
View File
@@ -87,13 +87,19 @@ end
-- ------- a mod registers two pipelines and the engine dispatches them
local trace = {}
-- The probe table is the mod's, published through mod.exports: a mod's
-- globals are its own now (src/mods/Sandbox.lua). The world/present folds
-- accept only a real Canvas, so the mod makes concrete ones to return and the
-- test pins identity through the dispatch.
local FILES = {
["mods/painter/manifest.json"] = manifest("painter", ',"priority":10'),
["mods/painter/main.lua"] = [[
local mod = ...
local T = _G.__RENDER_TEST
local T = mod.exports
T.trace, T.available = {}, true
T.worldOut = love.graphics.newCanvas(2, 2)
T.blurOut = love.graphics.newCanvas(2, 2)
T.gradeOut = love.graphics.newCanvas(2, 2)
mod.content.render_pipelines:register("diorama", {
label = "DIORAMA",
levels = { "OFF", "LOW", "HIGH" },
@@ -101,8 +107,6 @@ local FILES = {
priority = 20,
available = function() return T.available end,
update = function(dt, level) T.trace[#T.trace + 1] = "update:" .. level end,
-- the folds composite only a real Canvas, so the mod hands back the
-- canvases the test pre-created (see T.worldOut / T.blurOut / T.gradeOut)
drawWorld = function(ctx)
T.trace[#T.trace + 1] = "world:" .. tostring(ctx.tag)
return T.worldOut
@@ -123,17 +127,12 @@ local FILES = {
]],
}
_G.__RENDER_TEST = { trace = trace, available = true }
-- the world/present folds accept only a real Canvas, so give the mod concrete
-- ones to return and pin identity through the dispatch
_G.__RENDER_TEST.worldOut = love.graphics.newCanvas(2, 2)
_G.__RENDER_TEST.blurOut = love.graphics.newCanvas(2, 2)
_G.__RENDER_TEST.gradeOut = love.graphics.newCanvas(2, 2)
local data = {}
local loader = Loader.new({ fs = memfs(FILES) })
local okLoad = loader:load(data)
check(okLoad, "the pipeline mod loads clean: " .. table.concat(loader.errors, "; "))
local RT = loader.exports.painter
local trace = RT.trace
Pipelines.install(data)
check(type(data.render_pipelines) == "table",
@@ -169,24 +168,24 @@ Pipelines.setLevel("grade", 1)
eq(Pipelines.worldPipeline(), "diorama",
"the eligible world pipeline claims the world pass")
eq(Pipelines.drawWorld("diorama", { tag = "ctx" }), _G.__RENDER_TEST.worldOut,
eq(Pipelines.drawWorld("diorama", { tag = "ctx" }), RT.worldOut,
"drawWorld returns the mod's canvas")
eq(trace[#trace], "world:ctx", "drawWorld received the frame context")
eq(Pipelines.worldPresent(_G.__RENDER_TEST.worldOut), _G.__RENDER_TEST.blurOut,
eq(Pipelines.worldPresent(RT.worldOut), RT.blurOut,
"worldPresent folds its canvas over the world image")
eq(Pipelines.wantsPresent(), true, "a live present pass asks for the canvas")
eq(Pipelines.present(_G.__RENDER_TEST.gradeOut), _G.__RENDER_TEST.gradeOut,
eq(Pipelines.present(RT.gradeOut), RT.gradeOut,
"present folds its canvas over the finished composite")
-- ------- the hardware gate
_G.__RENDER_TEST.available = false
RT.available = false
eq(Pipelines.worldPipeline(), nil,
"an unavailable pipeline never takes the world pass")
eq(Pipelines.worldPresent("world-canvas"), "world-canvas",
"an unavailable pipeline's worldPresent is skipped")
_G.__RENDER_TEST.available = true
RT.available = true
eq(Pipelines.worldPipeline(), "diorama", "availability is re-read each frame")
-- ------- the gate governs input, never the draw
@@ -282,7 +281,8 @@ local SLOPPY = {
["mods/sloppy/manifest.json"] = manifest("sloppy"),
["mods/sloppy/main.lua"] = [[
local mod = ...
local T = _G.__SLOPPY
local T = mod.exports
T.ran = 0
mod.content.render_pipelines:register("sloppy", {
label = "SLOPPY",
present = function(canvas)
@@ -302,20 +302,20 @@ local SLOPPY = {
})
]],
}
_G.__SLOPPY = { ran = 0 }
local sloppyData = {}
local sloppyLoader = Loader.new({ fs = memfs(SLOPPY) })
sloppyLoader:load(sloppyData)
local SL = sloppyLoader.exports.sloppy
Pipelines.install(sloppyData)
local composite = love.graphics.newCanvas(4, 4)
Pipelines.setLevel("sloppy", 1)
for _, bad in ipairs({ "just-a-string", true, 42 }) do
_G.__SLOPPY.ret = bad
SL.ret = bad
eq(Pipelines.present(composite), composite,
"a present returning a " .. type(bad) .. " leaves the composite untouched")
end
check(_G.__SLOPPY.ran == 3, "the present callback still ran each frame")
check(SL.ran == 3, "the present callback still ran each frame")
check(Pipelines.eligible("sloppy") == true,
"a non-canvas return does not retire the pipeline as broken")
Pipelines.setLevel("sloppy", 0)
@@ -334,11 +334,9 @@ eq(love.graphics.getCanvas(), "engine-canvas",
eq(love.graphics.getBlendMode(), "alpha",
"a present that changed blend mode cannot leak it past the fold")
Pipelines.setLevel("dirty", 0)
_G.__SLOPPY = nil
Pipelines.reset()
Pipelines.install(nil)
_G.__RENDER_TEST = nil
-- ------- and with no mods at all, the whole subsystem is inert
+18 -1
View File
@@ -288,7 +288,7 @@ local WANT_IDS = { "textSpeed", "animations", "battleStyle", "battleLayout",
"tilt", "gbcfx", "zoom", "voidFill", "videoMode",
"faithfulRes", "fpsCap",
"speedOverworld", "speedBattle", "speedMenu",
"mods", "controls" }
"mods", "controls", "dateFormat", "timeFormat" }
check(#om.rows == #WANT_IDS, "vanilla options row count (plus MODS/CONTROLS)")
for i, id in ipairs(WANT_IDS) do
check(om.rows[i].id == id, "options row order: " .. id)
@@ -408,6 +408,23 @@ check(bm.items[1].label == "UP" and bm.items[1].right == "UP/D-UP"
"with no rebind the rows mirror the fixed map, key and pad both (#589)")
check(cbGame.save.options.bindings == nil,
"opening the screen alone writes nothing")
-- shared date/time presentation stays in options.lua and is available to
-- engine UI and mods without becoming checkpoint progress
om.game.save.options.dateFormat = "device"
om.game.save.options.timeFormat = "device"
check(om.rows[26].value(om.game) == "DEVICE",
"DATE FORMAT defaults to device locale")
om.rows[26].step(om.game, 1)
check(om.game.save.options.dateFormat == "dmy"
and om.rows[26].value(om.game) == "DD-MM-YYYY",
"DATE FORMAT exposes deterministic DMY override")
check(om.rows[27].value(om.game) == "DEVICE",
"TIME FORMAT defaults to device locale")
om.rows[27].step(om.game, 1)
check(om.game.save.options.timeFormat == "24h"
and om.rows[27].value(om.game) == "24 HOUR",
"TIME FORMAT exposes deterministic 24-hour override")
check(bm.onKeyPressed == nil and bm.onGamepadPressed == nil,
"no raw-input claim until a capture is armed")
press(bm, "a")
+3 -4
View File
@@ -139,20 +139,20 @@ local files = {
["mods/probe/manifest.json"] =
'{"id":"probe","name":"probe","version":"1.0.0",'
.. '"entry":"main.lua","api":2,"profile":"content"}',
-- mod.exports, not _G: a mod's globals are its own (src/mods/Sandbox.lua)
["mods/probe/main.lua"] = [[
return function(mod) _G.MOD_CHECKPOINTS = mod.checkpoints end
return function(mod) mod.exports.checkpoints = mod.checkpoints end
]],
}
local game, ow = makeGame()
local loader = Loader.new({ fs = memfs(files) })
loader.game = game
T.check(loader:load({}) == true, "checkpoint fixture mod loads")
local checkpoints = _G.MOD_CHECKPOINTS
local checkpoints = (loader.exports.probe or {}).checkpoints
T.check(type(checkpoints) == "table",
"Loader exposes mod.checkpoints through the public mod object")
if type(checkpoints) ~= "table" then
Runtime.events, Runtime.hooks = savedEvents, savedHooks
_G.MOD_CHECKPOINTS = nil
T.finish()
end
@@ -435,7 +435,6 @@ end
Runtime.events, Runtime.hooks = savedEvents, savedHooks
Runtime.currentMod = nil
_G.MOD_CHECKPOINTS = nil
love.math.getRandomState = oldGetRandomState
love.math.setRandomState = oldSetRandomState
+37
View File
@@ -0,0 +1,37 @@
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local FIXTURE = {
["mods/date_probe/manifest.json"] = [[{
"id": "date_probe",
"name": "Date Probe",
"version": "1.0.0",
"entry": "main.lua",
"api": 2
}]],
["mods/date_probe/main.lua"] = [[
local mod = ...
mod.exports.datetime = mod.datetime
]],
}
local run = T.sdk.loadMods({ "mods/date_probe" }, { fs = T.sdk.memfs(FIXTURE) })
T.eq(#run.errors, 0, "fixture mod loads cleanly")
local datetime = run.loader.exports.date_probe.datetime
T.eq(type(datetime), "table", "mod object exposes datetime formatting")
T.eq(type(datetime.date), "function", "public formatter exposes date")
T.eq(type(datetime.time), "function", "public formatter exposes time")
T.eq(type(datetime.dateTime), "function", "public formatter exposes date-time")
local stamp = os.time({ year = 2026, month = 8, day = 11, hour = 17, min = 5, sec = 0 })
local game = { save = { options = { dateFormat = "dmy", timeFormat = "24h" } } }
T.eq(datetime:date(game, stamp), os.date("%d-%m-%Y", stamp),
"mod date follows current global engine preference")
T.eq(datetime:time(game, stamp), os.date("%H:%M", stamp),
"mod time follows current global engine preference")
T.eq(datetime:dateTime(game, stamp), os.date("%d-%m-%Y %H:%M", stamp),
"mod date-time composes the same preference")
run.release()
T.finish("date_time")
+52
View File
@@ -0,0 +1,52 @@
-- A sandboxed mod may read battery state without receiving love.system and
-- its process-launching surface.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local FIXTURE = {
["mods/power_probe/manifest.json"] = [[{
"id": "power_probe",
"name": "Power Probe",
"version": "1.0.0",
"entry": "main.lua",
"api": 2
}]],
["mods/power_probe/main.lua"] = [[
local mod = ...
mod.exports.state, mod.exports.percent = mod.device:powerInfo()
]],
}
local saved = T.love.system.getPowerInfo
local calls = 0
T.love.system.getPowerInfo = function()
calls = calls + 1
return "charging", 42, 900
end
local vanilla = T.sdk.loadNone({})
T.eq(calls, 0, "no mod leaves the device power backend cold")
vanilla.release()
local run = T.sdk.loadMods({ "mods/power_probe" },
{ fs = T.sdk.memfs(FIXTURE) })
T.eq(#run.errors, 0,
"the sandboxed power probe loads clean (" .. tostring(run.errors[1]) .. ")")
local out = run.loader.exports.power_probe or {}
T.eq(out.state, "charging", "the public facade reports battery state")
T.eq(out.percent, 42, "the public facade reports battery percentage")
T.eq(calls, 1, "one facade read makes one platform call")
run.release()
T.love.system.getPowerInfo = nil
local unavailable = T.sdk.loadMods({ "mods/power_probe" },
{ fs = T.sdk.memfs(FIXTURE) })
out = unavailable.loader.exports.power_probe or {}
T.eq(out.state, "unknown", "a missing platform backend has a stable state")
T.eq(out.percent, nil, "a missing platform backend has no invented percentage")
unavailable.release()
T.love.system.getPowerInfo = saved
T.finish("device_power_info")
+15 -18
View File
@@ -23,16 +23,16 @@ local FIXTURE = {
extraPolls = extraPolls + 1
if not paused then nextFn(game, dt) end
end)
local vetoQuit = false
mod.hooks:wrap("core.quit_to_launcher", function(nextFn)
if os.getenv("FIXTURE_VETO_QUIT") == "1" then return false end
if vetoQuit then return false end
return nextFn()
end)
-- test-only knobs, read back through mod.storage-free globals since
-- this fixture never leaves the process
_G.__fixturePlatformBridge = {
setPaused = function(v) paused = v end,
extraPolls = function() return extraPolls end,
}
-- test-only knobs on mod.exports: a sandboxed mod has no shared _G to
-- smuggle them through (src/mods/Sandbox.lua)
mod.exports.setPaused = function(v) paused = v end
mod.exports.extraPolls = function() return extraPolls end
mod.exports.setVetoQuit = function(v) vetoQuit = v end
]],
}
@@ -43,23 +43,23 @@ do
T.eq(#run.errors, 0,
"the fixture mod loads clean (" .. tostring(run.errors[1]) .. ")")
local bridge = run.loader.exports.fix_platform_bridge
local calls = 0
local fakeGame = { update = function(self, dt) calls = calls + 1 end }
_G.__fixturePlatformBridge.setPaused(false)
bridge.setPaused(false)
PlatformHooks.update(fakeGame, 1 / 60)
T.eq(calls, 1, "unpaused: vanilla Game:update runs")
T.eq(_G.__fixturePlatformBridge.extraPolls(), 1,
T.eq(bridge.extraPolls(), 1,
"the subscriber's wrapper runs every frame")
_G.__fixturePlatformBridge.setPaused(true)
bridge.setPaused(true)
PlatformHooks.update(fakeGame, 1 / 60)
T.eq(calls, 1, "paused: vanilla Game:update is skipped")
T.eq(_G.__fixturePlatformBridge.extraPolls(), 2,
T.eq(bridge.extraPolls(), 2,
"the subscriber keeps polling every frame while paused")
run.release()
_G.__fixturePlatformBridge = nil
end
-- core.quit_to_launcher: a subscriber can veto without the vanilla
@@ -70,11 +70,8 @@ do
T.eq(#run.errors, 0,
"the fixture mod loads clean (" .. tostring(run.errors[1]) .. ")")
local realGetenv = os.getenv
os.getenv = function(name)
if name == "FIXTURE_VETO_QUIT" then return "1" end
return realGetenv(name)
end
local bridge = run.loader.exports.fix_platform_bridge
bridge.setVetoQuit(true)
local vanillaCalls = 0
local vetoed = PlatformHooks.quitToLauncher(function()
vanillaCalls = vanillaCalls + 1
@@ -82,7 +79,7 @@ do
end)
T.eq(vetoed, false, "a subscriber can veto the return-to-launcher decision")
T.eq(vanillaCalls, 0, "a veto never evaluates the vanilla condition")
os.getenv = realGetenv
bridge.setVetoQuit(false)
local passed = PlatformHooks.quitToLauncher(function() return true end)
T.eq(passed, true, "with no veto, the vanilla decision passes through unchanged")
+208
View File
@@ -0,0 +1,208 @@
-- T4: the mod sandbox (src/mods/Sandbox.lua). A mod's own chunks run against
-- an environment with no io, no os beyond the clock, and no way to name a path
-- outside its own directory, so a mod cannot reach the player's filesystem.
-- Every case here is an escape a mod would actually try.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Manifest = require("src.mods.Manifest")
local Sandbox = require("src.mods.Sandbox")
local SafePath = require("src.mods.SafePath")
local function manifest(id, extra)
return ('{"id":"%s","name":"%s","version":"1.0.0","entry":"main.lua",'
.. '"api":2%s}'):format(id, id, extra or "")
end
-- what a probe reports back; pcall'd so one broken assumption does not take
-- the whole entry chunk down and hide the rest
local PROBE = [[
local mod = ...
local out = mod.exports
out.io = io
out.package = package
out.dofile = dofile
out.loadfile = loadfile
out.setfenv = setfenv
out.getfenv = getfenv
out.debug = debug
out.osGetenv = os.getenv
out.osExecute = os.execute
out.osRemove = os.remove
out.osTime = type(os.time)
out.stringOk = ("a"):rep(3)
local function attempt(fn, ...)
local ok, err = pcall(fn, ...)
if ok then return false end
return tostring(err)
end
out.requireIo = attempt(require, "io")
out.requireOs = attempt(require, "os")
out.requireDebug = attempt(require, "debug")
out.requirePackage = attempt(require, "package")
out.requireFfi = attempt(require, "ffi")
out.requireLoveFs = attempt(require, "love.filesystem")
out.requireSocket = attempt(require, "socket")
-- called from a nested Lua frame rather than straight off pcall, which is
-- the shape a stack-walking gate reads differently
out.requireIoNested = attempt(function() return require("io") end)
out.requireSemver = select(2, pcall(require, "src.mods.Semver"))
out.loveFilesystem = attempt(function() return love.filesystem end)
out.loveThread = attempt(function() return love.thread end)
out.loveSystem = attempt(function() return love.system end)
out.loveGraphics = type(love.graphics)
out.loveAssign = attempt(function() love.filesystem = {} end)
-- the multi-file pattern mods/timekeepers_hut uses: a chunk loaded from the
-- mod's own source must inherit the sandbox, not the real globals
local child = load("return io, os.getenv, _G")
local childIo, childGetenv, childG = child()
out.childIo = childIo
out.childGetenv = childGetenv
out.childSharesEnv = childG == _G
out.readEscape = attempt(function() return mod:read("../../secret.txt") end)
out.readAbsolute = attempt(function() return mod:read("/etc/hosts") end)
out.readBackslash = attempt(function() return mod:read("..\\secret.txt") end)
out.assetsEscape = attempt(function() return mod.assets:path("../../x.png") end)
out.readOwn = mod:read("data/note.txt")
_G.SANDBOX_LEAK = "escaped"
out.globalsAreOwn = _G ~= nil and _G.SANDBOX_LEAK == "escaped"
-- a mod stomping the standard library must not reach the engine
table.insert = function() error("stomped") end
string.format = function() error("stomped") end
]]
local FILES = {
["mods/fix_sandbox/manifest.json"] = manifest("fix_sandbox"),
["mods/fix_sandbox/main.lua"] = PROBE,
["mods/fix_sandbox/data/note.txt"] = "own file",
}
local run = T.sdk.loadMods({ "mods/fix_sandbox" }, { fs = T.sdk.memfs(FILES) })
T.eq(#run.errors, 0,
"the probe mod loads clean (" .. tostring(run.errors[1]) .. ")")
local out = run.loader.exports.fix_sandbox or {}
-- ------- the standard library a mod does not get
T.eq(out.io, nil, "io is absent from the mod environment")
T.eq(out.package, nil, "package is absent, so package.loaded is unreachable")
T.eq(out.dofile, nil, "dofile is absent")
T.eq(out.loadfile, nil, "loadfile is absent")
T.eq(out.setfenv, nil, "setfenv is absent, so a mod cannot swap its own env")
T.eq(out.getfenv, nil, "getfenv is absent, so a mod cannot read the real _G out")
T.eq(out.debug, nil, "the debug library is absent")
T.eq(out.osGetenv, nil, "os.getenv is absent -- it is how the report's exploit "
.. "found the user's home directory")
T.eq(out.osExecute, nil, "os.execute is absent")
T.eq(out.osRemove, nil, "os.remove is absent")
T.eq(out.osTime, "function", "os.time still works: the clock is not the hole")
T.eq(out.stringOk, "aaa", "the safe standard library is intact")
-- ------- require, the one call that would undo all of the above
T.check(out.requireIo and out.requireIo:find("not available to mods", 1, true),
"require(\"io\") is refused: " .. tostring(out.requireIo))
T.check(out.requireOs ~= false, "require(\"os\") is refused")
T.check(out.requireDebug ~= false, "require(\"debug\") is refused")
T.check(out.requirePackage ~= false, "require(\"package\") is refused")
T.check(out.requireFfi ~= false, "require(\"ffi\") is refused: it is arbitrary C")
T.check(out.requireLoveFs ~= false, "require(\"love.filesystem\") is refused")
T.check(out.requireIoNested ~= false,
"require(\"io\") from a nested frame is refused the same way")
T.check(out.requireSocket and out.requireSocket:find("network", 1, true),
"a network module names the permission it needs: " .. tostring(out.requireSocket))
T.eq(type(out.requireSemver), "table",
"the supported engine requires still resolve")
-- ------- the love facade
T.check(out.loveFilesystem and out.loveFilesystem:find("mod.storage", 1, true),
"love.filesystem is refused and names the replacement")
T.check(out.loveThread ~= false, "love.thread is refused: it opens a full Lua state")
T.check(out.loveSystem and out.loveSystem:find("mod.device:powerInfo()", 1, true),
"love.system is refused and names the scoped power replacement")
T.eq(out.loveGraphics, "table", "the rest of love passes through")
T.check(out.loveAssign ~= false, "a mod cannot assign into the love facade")
-- ------- env propagation and isolation
T.eq(out.childIo, nil,
"a chunk a mod load()s inherits the sandbox (5.1 would hand it the real _G)")
T.eq(out.childGetenv, nil, "the child chunk gets the same reduced os")
T.check(out.childSharesEnv, "the child chunk shares the mod's own globals table")
T.check(out.globalsAreOwn, "a mod's globals write to its own table")
T.eq(_G.SANDBOX_LEAK, nil, "and never reach the engine's _G")
T.eq(("%d"):format(1), "1",
"a mod stomping string.format cannot reach the engine's copy")
do
local probe = {}
table.insert(probe, "still works")
T.eq(probe[1], "still works",
"nor table.insert -- each mod gets its own standard-library namespace")
end
-- ------- paths
T.check(out.readEscape and out.readEscape:find("must stay inside", 1, true),
"mod:read cannot climb out of the mod directory: " .. tostring(out.readEscape))
T.check(out.readAbsolute ~= false, "mod:read refuses an absolute path")
T.check(out.readBackslash ~= false, "mod:read refuses a backslash climb")
T.check(out.assetsEscape ~= false, "mod.assets:path refuses a climb")
T.eq(out.readOwn, "own file", "and the mod's own files still read")
run.release()
-- ------- the grammar itself
for _, bad in ipairs({ "../x", "a/../../x", "/etc/hosts", "C:/Windows/x",
"..\\x", "a\\b", "..", ".", "" }) do
T.eq(SafePath.safe(bad), nil, ("SafePath rejects %q"):format(bad))
end
T.eq(SafePath.safe("maps/NEW_BARK_TOWN.lua"), "maps/NEW_BARK_TOWN.lua",
"an ordinary relative path passes")
T.eq(SafePath.safe("./main.lua"), "main.lua",
"a leading ./ is normalized rather than rejected, so older manifests load")
-- ------- manifest paths are untrusted input too
T.check(not pcall(Manifest.validate,
{ id = "evil", name = "evil", version = "1.0.0", entry = "../../../evil.lua" }),
"a manifest cannot point entry outside the mod directory")
T.check(not pcall(Manifest.validate,
{ id = "evil", name = "evil", version = "1.0.0", entry = "main.lua",
options_schema = "../../options.lua" }),
"nor options_schema")
T.check(pcall(Manifest.validate,
{ id = "fine", name = "fine", version = "1.0.0", entry = "main.lua" }),
"an ordinary manifest still validates")
-- ------- bytecode
do
local bad = {
["mods/fix_bytecode/manifest.json"] = manifest("fix_bytecode"),
["mods/fix_bytecode/main.lua"] = string.dump(function() end),
}
local bytecodeRun = T.sdk.loadMods({ "mods/fix_bytecode" },
{ fs = T.sdk.memfs(bad) })
T.eq(#bytecodeRun.errors, 1, "a mod that ships bytecode fails to load")
T.check(tostring(bytecodeRun.errors[1]):find("bytecode", 1, true),
"and says why: " .. tostring(bytecodeRun.errors[1]))
bytecodeRun.release()
end
-- ------- the sandbox is not opt-in
do
local env = Sandbox.envFor({ modId = "probe" })
T.eq(env.io, nil, "a bare Sandbox.envFor is already closed")
T.eq(env._G, env, "_G points at the sandbox, not the real globals")
T.check(not pcall(env.require, "io"), "and its require refuses io")
end
T.finish("sandbox")
+5 -5
View File
@@ -66,12 +66,13 @@ end
local files = {
["mods/alpha/manifest.json"] = manifest("alpha"),
-- mod.exports, not _G: a mod's globals are its own (src/mods/Sandbox.lua)
["mods/alpha/main.lua"] = [[
return function(mod) _G.MOD_STORAGE_ALPHA = mod.storage end
return function(mod) mod.exports.storage = mod.storage end
]],
["mods/beta/manifest.json"] = manifest("beta"),
["mods/beta/main.lua"] = [[
return function(mod) _G.MOD_STORAGE_BETA = mod.storage end
return function(mod) mod.exports.storage = mod.storage end
]],
}
local fs = memfs(files)
@@ -80,12 +81,12 @@ local current = game("red", "play-a")
loader.game = current
T.check(loader:load({}) == true, "storage fixture mods load")
local alpha, beta = _G.MOD_STORAGE_ALPHA, _G.MOD_STORAGE_BETA
local alpha = (loader.exports.alpha or {}).storage
local beta = (loader.exports.beta or {}).storage
T.check(type(alpha) == "table" and type(beta) == "table",
"Loader exposes mod.storage through the public mod object")
if type(alpha) ~= "table" or type(beta) ~= "table" then
Runtime.events, Runtime.hooks = savedEvents, savedHooks
_G.MOD_STORAGE_ALPHA, _G.MOD_STORAGE_BETA = nil, nil
T.finish()
end
@@ -176,6 +177,5 @@ T.eq(next(emptyFiles), nil, "no-mod boot creates no storage paths or files")
Runtime.events, Runtime.hooks = savedEvents, savedHooks
Runtime.currentMod = nil
_G.MOD_STORAGE_ALPHA, _G.MOD_STORAGE_BETA = nil, nil
T.finish()
@@ -0,0 +1,301 @@
-- A tool can persist a checkpoint before the first normal Pokémon save. After
-- a restart the title runtime is deliberately a fresh save skeleton, so it
-- needs a non-allocating binding to the already-selected playthrough -- not a
-- call to the normal active-playthrough storage methods, which would mint an id.
--
-- This is a public SDK contract test. The fixture never reaches into storage
-- paths or launcher slot internals.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness").suite("mod title playthrough context")
local Loader = require("src.mods.Loader")
local Runtime = require("src.mods.Runtime")
local SaveData = require("src.core.SaveData")
local SaveSerializer = require("src.core.SaveSerializer")
local Version = require("src.core.Version")
local GameMethods = require("src.core.Game")
local StateStack = require("src.core.StateStack")
local savedEvents, savedHooks = Runtime.events, Runtime.hooks
local realFs = love.filesystem
local function memfs(files)
return {
read = function(path) return files[path] end,
write = function(path, body) files[path] = body return true end,
remove = function(path) files[path] = nil return true end,
createDirectory = function() return true end,
getInfo = function(path)
if files[path] then return { type = "file" } end
local prefix = path .. "/"
for key in pairs(files) do
if key:sub(1, #prefix) == prefix then return { type = "directory" } end
end
return nil
end,
load = function(path)
if not files[path] then return nil, "no file: " .. path end
return load(files[path], path)
end,
getDirectoryItems = function(path)
local prefix, seen, out = path .. "/", {}, {}
for key in pairs(files) do
if key:sub(1, #prefix) == prefix then
local child = key:sub(#prefix + 1):match("^[^/]+")
if child and not seen[child] then seen[child] = true; out[#out + 1] = child end
end
end
table.sort(out)
return out
end,
}
end
local files = {
["mods/probe/manifest.json"] =
'{"id":"probe","name":"probe","version":"1.0.0",'
.. '"entry":"main.lua","api":2,"profile":"content"}',
-- mod.exports, not _G: a mod's globals are its own (src/mods/Sandbox.lua)
["mods/probe/main.lua"] = [[
return function(mod)
local out = mod.exports
out.storage = mod.storage
out.checkpoints = mod.checkpoints
out.restoreCount = 0
mod.events:on("checkpoint.restored", function(ev)
out.restoreCount = out.restoreCount + 1
out.restoreKind = ev.kind
end)
end
]],
}
local fs = memfs(files)
love.filesystem = fs
-- Production storage and checkpoint resume share the same engine persistence
-- backend. Route the test's default SaveData lookup to this fixture backend so
-- the restart path exercises that shared mapping rather than host test files.
local originalLoadOptions = SaveData.loadOptions
SaveData.loadOptions = function(injectedFs)
return originalLoadOptions(injectedFs or fs)
end
local active = { save = SaveData.newGame({ version = "red" }) }
local loader = Loader.new({ fs = fs })
loader.game = active
T.check(loader:load({}) == true, "title-context fixture mod loads")
local probe = loader.exports.probe or {}
local storage = probe.storage
T.check(type(storage) == "table", "loader exposes the public storage facade")
if type(storage) == "table" then
local written, writeCode, writeMessage = storage:write(active, "history/index", {
format = 1, newest = "q0001",
})
T.check(written == true,
"a fresh playthrough can durably store tool history: "
.. tostring(writeCode or writeMessage))
local originalId = active.save.meta and active.save.meta.playthroughId
T.check(type(originalId) == "string" and originalId ~= "",
"first tool persistence allocates the opaque active playthrough identity")
local nonTitleSelected, nonTitleCode = storage:selected(active)
T.check(nonTitleSelected == nil and nonTitleCode == "not_at_title",
"selected-playthrough storage cannot be used from active gameplay")
-- Simulate a fresh process/title session. The normal save was never written:
-- only the engine-owned slot/playthrough mapping and this mod's durable data
-- exist. The title skeleton must remain unmodified by browsing.
SaveData.resetSlotState()
local title = {
save = SaveData.newGame({ version = "red" }),
stack = {
states = { { screenId = "TitleState" } },
top = function(self) return self.states[#self.states] end,
},
}
T.check(title.save.meta.playthroughId == nil,
"title starts from an unbound fresh skeleton before normal SAVE")
T.check(type(storage.selected) == "function",
"public storage exposes a read-only selected-playthrough binding at title")
if type(storage.selected) == "function" then
local selected, selectedCode, selectedMessage = storage:selected(title)
T.check(type(selected) == "table",
"title resolves the selected existing playthrough: "
.. tostring(selectedCode or selectedMessage))
if type(selected) == "table" then
T.same(selected:context(), {
engineVersion = Version.engine,
gameVersion = "red",
playthroughId = originalId,
}, "selected binding reports the durable playthrough without exposing a slot path")
T.same(selected:read("history/index"), { format = 1, newest = "q0001" },
"title reads only this mod's selected-playthrough durable history")
T.check(selected:write("history/title-operation", { allowed = true }) == true,
"title binding supports safe same-namespace durable operations")
T.same(selected:read("history/title-operation"), { allowed = true },
"title durable operation remains scoped to the selected playthrough")
end
T.check(title.save.meta.playthroughId == nil,
"opening title history never allocates or adopts a playthrough identity")
end
local function makeRuntime(save, title)
local stack = setmetatable({ states = {} }, { __index = StateStack })
local game
local overworld = {
map = { id = "PALLET_TOWN" },
player = { cellX = 3, cellY = 6, facing = "down", surfing = false },
scriptMoves = {}, pendingScripts = {}, parallelRunners = {}, parallelQueue = {},
runner = { isRunning = function() return false end },
}
function overworld:captureSave(target)
target.player.map, target.player.x, target.player.y = self.map.id,
self.player.cellX, self.player.cellY
target.player.facing, target.player.surfing = self.player.facing,
self.player.surfing and true or false
end
function overworld:enter(mapId, x, y, facing)
self.map = { id = mapId }
self.player = { cellX = x, cellY = y, facing = facing,
surfing = game.save.player.surfing and true or false }
self.scriptMoves, self.pendingScripts = {}, {}
self.parallelRunners, self.parallelQueue = {}, {}
self.runner = { isRunning = function() return false end }
end
game = setmetatable({
save = save, stack = stack, overworld = overworld,
data = {
pokemon = {}, moves = { TACKLE = { pp = 35 } }, items = { POTION = {} },
constants = { fallbackMove = "TACKLE" },
field = { boot = { startMap = "PALLET_TOWN", startX = 3, startY = 6 } },
maps = { PALLET_TOWN = { id = "PALLET_TOWN", width = 10, height = 9 } },
},
}, { __index = GameMethods })
stack.states[1] = title and { screenId = "TitleState" } or overworld
if title then
-- The failure-injection path needs the same title recovery contract as a
-- real Game without constructing renderer-owned title content.
function game:makeTitleState() return { screenId = "TitleState" } end
end
return game
end
local runtime = makeRuntime(active.save, false)
local checkpoints = probe.checkpoints
T.check(type(checkpoints) == "table", "loader exposes the public checkpoint facade")
local checkpoint = checkpoints and checkpoints:capture(runtime)
T.check(type(checkpoint) == "table",
"a fresh playthrough can capture a stable overworld checkpoint")
T.check(type(checkpoints and checkpoints.ensureNormalSave) == "function",
"public checkpoints expose an idempotent first-save anchor")
local normalWrites = 0
local writeSave = runtime.writeSave
function runtime:writeSave()
normalWrites = normalWrites + 1
return writeSave(self)
end
local anchored, anchorCode, anchorMessage =
checkpoints:ensureNormalSave(runtime, checkpoint)
T.check(anchored == true,
"first persisted checkpoint can anchor normal progress: "
.. tostring(anchorCode or anchorMessage))
T.eq(normalWrites, 1,
"first checkpoint creates exactly one normal Pokemon save")
local anchoredAgain, againCode = checkpoints:ensureNormalSave(runtime, checkpoint)
T.check(anchoredAgain == true and againCode == "already_exists",
"later checkpoints leave the established normal save independent")
T.eq(normalWrites, 1,
"idempotent anchor never rewrites the established normal save")
local normalBytes = files["save.lua"]
T.check(type(normalBytes) == "string" and normalBytes ~= "",
"first checkpoint anchor is durably represented before restart")
local anchoredAt = SaveSerializer.decode(normalBytes).meta.savedAt
SaveData.resetSlotState()
local titleRuntime = makeRuntime(SaveData.newGame({ version = "red" }), true)
titleRuntime.save.options = { volume = 9, bindings = {} }
T.check(type(checkpoints and checkpoints.resume) == "function",
"public checkpoints expose validated title-session resume")
if type(checkpoints and checkpoints.resume) == "function" and checkpoint then
local resumed, resumeCode, resumeMessage = checkpoints:resume(titleRuntime, checkpoint)
T.check(resumed == true,
"title resumes the durable checkpoint: " .. tostring(resumeCode or resumeMessage))
T.eq(titleRuntime.save.meta.playthroughId, originalId,
"title bootstrap retains the checkpoint's original playthrough identity")
T.eq(titleRuntime.save.options.volume, 9,
"title bootstrap preserves current options rather than rewinding them")
T.eq(SaveData.selectedNormalSaveInfo({
version = "red", meta = { playthroughId = originalId },
}, fs).savedAt, anchoredAt,
"title bootstrap never rewrites the first normal save")
T.same(checkpoints:capture(titleRuntime), checkpoint,
"bootstrapped overworld differentially recaptures the selected checkpoint")
T.eq(probe.restoreCount, 1,
"a successfully verified title resume emits checkpoint.restored exactly once")
T.eq(probe.restoreKind, "overworld",
"title resume lifecycle reports the reconstructed checkpoint kind")
-- Force a failure after restoreCheckpointSave has already installed the
-- checkpoint's canonical save and overworld. Title has no live checkpoint
-- rollback, so it must rebuild a clean title session.
SaveData.resetSlotState()
local failingTitle = makeRuntime(SaveData.newGame({ version = "red" }), true)
failingTitle.save.options = { volume = 7, bindings = {} }
local restoreCheckpointSave = failingTitle.restoreCheckpointSave
function failingTitle:restoreCheckpointSave(loaded)
restoreCheckpointSave(self, loaded)
error("forced title reconstruction failure")
end
local failed, failureCode = checkpoints:resume(failingTitle, checkpoint)
T.check(failed == false and failureCode == "resume_failed",
"failed title reconstruction reports a recoverable bootstrap failure")
T.eq(failingTitle.stack:top().screenId, "TitleState",
"failed title reconstruction returns to a usable title session")
T.check(failingTitle.save.meta.playthroughId == nil,
"failed title reconstruction restores the unbound title skeleton")
T.eq(failingTitle.save.options.volume, 7,
"failed title reconstruction retains current title options")
T.eq(SaveData.selectedNormalSaveInfo({
version = "red", meta = { playthroughId = originalId },
}, fs).savedAt, anchoredAt,
"failed title reconstruction never rewrites the normal Pokémon save")
T.eq(probe.restoreCount, 1,
"failed title reconstruction emits no additional restored lifecycle event")
end
-- A title policy may compare its own durable checkpoint chronology with the
-- ordinary CONTINUE target, but it must never receive that save's contents,
-- slot path, or a way to open another playthrough. This fixture writes the
-- canonical normal save directly to model an already-completed vanilla SAVE.
active.save.meta.savedAt = 4321
T.check(SaveData.save(active.save) == true,
"fixture updates the selected normal save chronology")
SaveData.resetSlotState()
local titleWithNormalSave = {
save = SaveData.newGame({ version = "red" }),
stack = { states = { { screenId = "TitleState" } } },
}
local selectedWithNormal, normalCode, normalMessage = storage:selected(titleWithNormalSave)
T.check(type(selectedWithNormal) == "table",
"legacy-to-slot migration keeps the selected playthrough identity: "
.. tostring(normalCode or normalMessage))
if type(selectedWithNormal) == "table" then
T.eq(selectedWithNormal:context().normalSavedAt, 4321,
"title selected context exposes only matching normal-save chronology")
end
T.check(titleWithNormalSave.save.meta.playthroughId == nil,
"normal-save chronology lookup does not bind the fresh title skeleton")
local explicitNewGame = SaveData.newGame({ version = "red" })
local freshContext = storage:context({ save = explicitNewGame })
T.check(freshContext and freshContext.playthroughId ~= originalId,
"an explicit New Game receives a distinct identity and cannot inherit old history")
end
Runtime.events, Runtime.hooks = savedEvents, savedHooks
Runtime.currentMod = nil
SaveData.resetSlotState()
SaveData.loadOptions = originalLoadOptions
love.filesystem = realFs
T.finish()
@@ -0,0 +1,66 @@
-- Public party-ordering contract over an idle overworld fixture. No ROM data
-- is needed, so companion UIs exercise this seam in the normal mod-SDK tier.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness").suite("mod world party reorder")
local StateStack = require("src.core.StateStack")
local WorldAPI = require("src.world.WorldAPI")
local first = { species = "BULBASAUR" }
local second = { species = "CHARMANDER" }
local runner = { running = false }
function runner:isRunning() return self.running end
local ow = {
isOverworld = true,
map = { id = "PALLET_TOWN" },
player = { moving = false, inputLocked = false },
runner = runner,
scriptMoves = {},
}
local stack = setmetatable({ states = { ow } }, { __index = StateStack })
local game = {
data = {},
save = { party = { first, second } },
stack = stack,
overworld = ow,
}
local api = WorldAPI.new(game, "fixture")
T.check(api:canReorderParty(), "idle free roam allows party reordering")
local Sound = require("src.core.Sound")
local realPlay, played = Sound.play
Sound.play = function(_, name) played = name end
T.check(api:reorderParty(1, 2) == true, "valid slots reorder")
Sound.play = realPlay
T.check(game.save.party[1] == second and game.save.party[2] == first,
"the live party is swapped")
T.eq(played, "Swap", "the normal party swap sound is used")
local value, err = api:reorderParty(1.5, 2)
T.check(value == nil and err == "invalid party slot",
"non-integer slots are rejected")
value, err = api:reorderParty("1", 2)
T.check(value == nil and err == "invalid party slot",
"string slots are rejected")
stack:push({ screenId = "SomeMenu" })
T.check(not api:canReorderParty(), "a screen above the world blocks reordering")
value, err = api:reorderParty(1, 2)
T.check(value == nil and err == "world is busy",
"reordering refuses while another screen owns input")
stack:pop()
ow.player.moving = true
T.check(not api:canReorderParty(), "movement blocks reordering")
ow.player.moving = false
runner.running = true
T.check(not api:canReorderParty(), "scripts block reordering")
runner.running = false
ow.transitioning = true
T.check(not api:canReorderParty(), "map transitions block reordering")
T.finish()
+6 -4
View File
@@ -125,8 +125,11 @@ local hotFiles = {
["mods/hot_mod/main.lua"] = [[
return function(mod)
mod.content.pokemon:patch("FIXMON_A", { baseStats = { speed = 99 } })
-- counted on mod.exports, not _G: a mod's globals are its own
-- (src/mods/Sandbox.lua), and a reload gives it a fresh table
local out = mod.exports
mod.events:on("game.ready", function()
_G.MODKIT_TEST_READY = (_G.MODKIT_TEST_READY or 0) + 1
out.ready = (out.ready or 0) + 1
end)
end
]],
@@ -148,7 +151,6 @@ local function freshHotData()
return d
end
_G.MODKIT_TEST_READY = 0
local hotData = freshHotData()
local game = { data = hotData, save = { modData = {} } }
local bootLoader = Loader.new({ fs = hotFs })
@@ -209,7 +211,8 @@ check(deepEqual(hotData.pokemon.FIXMON_B, fixture.load().pokemon.FIXMON_B),
"untouched base record is byte-identical after reload")
check(flushed >= 1, "reload flushed the registered caches")
check(summary:find("reloaded 1 mods", 1, true) ~= nil, "reload summary counts")
check(_G.MODKIT_TEST_READY >= 1, "game.ready re-reaches re-subscribed mods")
check((game.mods.exports.hot_mod or {}).ready >= 1,
"game.ready re-reaches re-subscribed mods")
ChipAudio.stopMusic = savedStopMusic
check(musicStops >= 1, "reload stops chip music through the cache bus")
Sound.play(beepData, "Fix_Beep")
@@ -228,7 +231,6 @@ local broken = HotReload.run(game, { fs = hotFs })
check(#broken.errors > 0, "broken edit lands in the error feed")
check(hotData.pokemon.FIXMON_A.baseStats.speed == 45,
"broken mod rolls back to pristine base")
_G.MODKIT_TEST_READY = nil
-- ------- dev console: repl, verbs, tracer, input isolation
+46
View File
@@ -452,4 +452,50 @@ do
"the caught Weedle is NOT added to the dex")
end
-- (5b) Yellow's SimulatedInputBattleItemList (core.asm:2316-2319) drops
-- the same canned bag to a single POKé BALL, x1 -- pokered's
-- OldManItemList (core.asm:2212-2214, checked above) stays x50. Only
-- the item count changes; the scripted no-input menu flow is identical
-- and already covered above, so this jumps straight to the bag.
do
local GameVersion = require("src.core.GameVersion")
local oldVersion = GameVersion.get()
GameVersion.set("yellow")
local ok, err = pcall(function()
local pressed = {}
local stack = { states = {} }
function stack:push(s) table.insert(self.states, s) end
function stack:pop() return table.remove(self.states) end
function stack:top() return self.states[#self.states] end
local fg = {
data = Data,
save = require("src.core.SaveData").newGame(),
input = { wasPressed = function(_, k) return pressed[k] or false end,
isDown = function(_, k) return pressed[k] or false end },
stack = stack,
}
fg.save.party = { Pokemon.new(Data, "BULBASAUR", 20) }
local demo = BattleState.newWild(fg, "PIKACHU", 5)
demo:makeOldManDemo("PROF.OAK")
stack:push(demo)
demo:enter()
for _ = 1, 300 do
if demo.phase == "menu" then break end
pressed.a = true
demo:update(1 / 60)
end
pressed.a = false
eq(demo.phase, "menu", "Yellow: the demo reaches the battle menu")
for _ = 1, 200 do
if stack:top() ~= demo then break end
demo:update(1 / 60)
end
local bag = stack:top()
eq(bag.items and bag.items[1] and bag.items[1].right, "x1",
"Yellow's old-man-style bag lists x1 (SimulatedInputBattleItemList)")
end)
GameVersion.set(oldVersion)
if not ok then error(err, 0) end
end
S.finish()
+201
View File
@@ -0,0 +1,201 @@
-- Parity test for Yellow's Pallet Town intro (Oak stops the player,
-- catches a wild Pikachu, walks them to the lab). Drives the real
-- onStep closure in data/scripts/story2.lua through the real
-- StateStack/OverworldState, with no mocked battle or overworld, up
-- through the point Oak's Pikachu catch is armed: covers two of the
-- four fixes on this branch -- Music_MuseumGuy staying off in
-- Red/Blue, and the 2-frame hold before the Pikachu battle handing
-- off to BattleTransition rather than a bare push.
--
-- Deliberately stops there rather than also driving the demo battle
-- to completion to assert Music_MuseumGuy fires in Yellow (the third
-- fix): that would mean re-deriving frame budgets for the battle
-- menu/bag/throw sequence tests/parity_J.lua already exercises, on
-- top of everything already driven here, for one more assertion --
-- more coupling to unrelated timing than the fix is worth. That side
-- is manually verified instead (see the PR description).
--
-- Sources: scripts/PalletTown.asm, engine/overworld/auto_movement.asm,
-- home/overworld.asm, engine/battle/core.asm (see the commits on this
-- branch for the exact citations).
-- luajit tests/parity_yellow_pallet_pikachu.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity Yellow Pallet Town Pikachu")
local check, eq = S.check, S.eq
local GameVersion = require("src.core.GameVersion")
local SaveData = require("src.core.SaveData")
local Game = require("src.core.Game")
local StateStack = require("src.core.StateStack")
local OverworldState = require("src.world.OverworldController")
local BattleTransition = require("src.render.BattleTransition")
local TextBox = require("src.render.TextBox")
local Music = require("src.core.Music")
local mapScripts = require("data.scripts.init")
local pallet = mapScripts.get("PALLET_TOWN")
check(pallet and pallet.onStep, "PALLET_TOWN exposes onStep")
local oldVersion = GameVersion.get()
local prevGame = { data = Game.data, save = Game.save, stack = Game.stack,
input = Game.input, renderer = Game.renderer,
overworld = Game.overworld }
local function freshGame(mapX, mapY)
Game.data = Data
Game.save = SaveData.newGame(Data)
Game.save.player.name = "RED"
StateStack:init()
Game.stack = StateStack
local pressed = {}
Game.input = {
isDown = function() return false end,
wasPressed = function(_, b) return pressed[b] or false end,
step = function() end, state = {}, pressQueue = {},
}
Game.renderer = {
beginWorldPass = function() end, endWorldPass = function() end,
beginUIPass = function() end, endUIPass = function() end,
worldViewSize = function() return 160, 144 end,
setSGBZones = function() end,
}
StateStack:push(OverworldState, "PALLET_TOWN", mapX, mapY, "up")
Game.overworld = OverworldState
return pressed
end
-- mash "a" whenever anything but the overworld is on top (dismisses
-- text boxes; scriptMove/hold/BattleTransition/BattleState's own
-- scripted-menu phases all ignore it)
local function pump(pressed, n)
for _ = 1, n do
pressed.a = Game.stack:top() ~= OverworldState
Game.stack:update(1 / 60)
end
end
local function mashUntil(pressed, cond, cap)
for _ = 1, cap do
if cond() then return true end
pressed.a = Game.stack:top() ~= OverworldState
Game.stack:update(1 / 60)
end
return false
end
-- Every scenario mutates the Game/GameVersion/StateStack singletons the
-- rest of the aggregate tests/run_tests.lua run depends on; a genuine
-- error partway through (plausible -- this drives real scriptMove,
-- pathfinding, TextBox paging and BattleState code, not test doubles)
-- must not skip the restore, or it cascades into every later suite in
-- the same process. StateStack:init() leaves it empty rather than
-- pointed at this scenario's pushed OverworldState/TextBox/
-- BattleTransition instances.
local function scenario(fn)
local ok, err = pcall(fn)
GameVersion.set(oldVersion)
for k, v in pairs(prevGame) do Game[k] = v end
StateStack:init()
if not ok then error(err, 0) end
end
-- =====================================================================
-- (A) Red/Blue: MUSIC_MUSEUM_GUY must never play. Only "red" is driven
-- here -- story2.lua's onStep branches on GameVersion.isYellow() alone
-- and never calls isBlue(), so Red and Blue share this exact code path
-- and a separate Blue run would exercise nothing new. pokered's copy of
-- PalletMovementScript_OakMoveLeft only sets BIT_NO_MAP_MUSIC and never
-- calls PlayMusic -- MUSIC_MEET_PROF_OAK (started when Oak appears)
-- keeps running straight into the lab.
-- =====================================================================
scenario(function()
GameVersion.set("red")
local pressed = freshGame(8, 2)
local played = {}
local origPlay = Music.play
Music.play = function(data, song, ...)
table.insert(played, song)
return origPlay(data, song, ...)
end
local ok, err = pcall(function()
local ow = OverworldState
check(pallet.onStep(Game, ow, 8, 1) == true,
"Red: onStep claims the trigger tile")
-- HeyWaitDontGoOutText (auto) -> "!" bubble hold(50) -> Oak
-- approaches -> "It's unsafe!" text -> escortToLab -> the walk to
-- the lab door. 3000 frames (50s of game time) covers it; the
-- negative Music_MuseumGuy checks below only mean something once
-- the escort has actually finished, not merely started.
pump(pressed, 3000)
check(Game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB == true,
"Red: the escort actually reaches the lab within the frame budget")
end)
Music.play = origPlay
if not ok then error(err, 0) end
local sawMuseumGuy = false
for _, s in ipairs(played) do
if s == "Music_MuseumGuy" then sawMuseumGuy = true end
end
check(not sawMuseumGuy, "Red/Blue: Music_MuseumGuy never plays for this escort")
check(played[1] == "Music_MeetProfOak",
"Red/Blue: Music_MeetProfOak is still the only cutscene cue played")
end)
-- =====================================================================
-- (B) Yellow: the turn-then-battle timing and the transition wipe.
-- =====================================================================
scenario(function()
GameVersion.set("yellow")
local pressed = freshGame(10, 1)
local ok, err = pcall(function()
local ow = OverworldState
check(pallet.onStep(Game, ow, 10, 0) == true,
"Yellow: onStep claims the north-exit tile")
local heyWaitBox = Game.stack:top()
check(getmetatable(heyWaitBox) == TextBox,
"Yellow: onStep opens with a text box (HeyWaitDontGoOutText)")
-- HeyWaitDontGoOutText (auto, ~20 frames) -> "!" bubble hold(50) ->
-- Oak approaches (findPath(10,4,10,1): 3 steps) -> hold(6) -> the
-- next real text box is ThatWasClose (button-dismissed, unlike the
-- first).
local sawThatWasClose = mashUntil(pressed, function()
local top = Game.stack:top()
return top ~= heyWaitBox and getmetatable(top) == TextBox
end, 3000)
check(sawThatWasClose, "Yellow: reaches the ThatWasClose text")
local oak
for _, n in ipairs(ow.npcs) do
if n.def and n.def.name == "PALLETTOWN_OAK" then oak = n end
end
check(oak ~= nil, "Yellow: PALLETTOWN_OAK is spawned")
-- dismiss ThatWasClose (a multi-page text: mash through the
-- typewriter cadence and the page turn); oak.facing flips
-- synchronously in the close callback (x == 10 -> "right"), then
-- hold(2) starts
local sawHold = mashUntil(pressed, function() return ow.emote ~= nil end, 2000)
check(sawHold, "Yellow: ThatWasClose closes and the hold before battle arms")
eq(oak and oak.facing, "right", "Oak turns to face the grass (x==10 -> right)")
check(ow.emote ~= nil and ow.emote.frames == 2,
"the hold before the battle is armed for exactly 2 frames")
-- tick 1: 2 -> 1, battle not pushed yet
Game.stack:update(1 / 60)
check(getmetatable(Game.stack:top()) ~= BattleTransition,
"1 frame in: the battle has not started yet")
-- tick 2: 1 -> 0, the demo battle is pushed through the transition
Game.stack:update(1 / 60)
check(getmetatable(Game.stack:top()) == BattleTransition,
"2 frames in: Oak's catch enters through BattleTransition, not a bare push")
end)
if not ok then error(err, 0) end
end)
S.finish()
+97 -7
View File
@@ -649,7 +649,9 @@ for name, registry in pairs(loader.content) do
end
end
if patcher and not defined then
row("ORPHAN", name, id, patcher)
local gen2Routed = Schemas.targetFor(name, registry.spec, 2)
~= registry.spec.target
row("ORPHAN", name, id, patcher, tostring(gen2Routed))
end
end
end
@@ -696,6 +698,77 @@ def classify_error(message, fallback="MK100"):
return fallback
def _generated_data_dir_ok(path):
# 'true' when path looks like rom-derived generated data
# pokemon.lua preserves the existing imported-dataset probe;
# data:load is authority for the rest, including optional namespaces e.g. audio
return bool(path) and os.path.isfile(os.path.join(path, "pokemon.lua"))
def _love_user_data_root():
# get desktop save root
identity = os.environ.get("POKEPORT_IDENTITY") or "pokemon-love2d"
if sys.platform == "win32":
appdata = os.environ.get("APPDATA")
return os.path.join(appdata, "LOVE", identity) if appdata else None
if sys.platform == "darwin":
return os.path.join(
os.path.expanduser("~"),
"Library", "Application Support", "LOVE", identity)
if sys.platform.startswith(("linux", "freebsd")):
data_home = os.environ.get("XDG_DATA_HOME")
if not data_home:
data_home = os.path.join(os.path.expanduser("~"), ".local", "share")
return os.path.join(data_home, "love", identity)
return None
def imported_data_dir(repo):
# locate datasets that would be used at runtime
# priority:
# 1 explicit POKEPORT_DATA_DIR
# 2 versioned portable/source-adjacent cache
# 3 versioned LOVE user cache
# 4 historical source-tree/generated dev dataset
# POKEPORT_VERSION defaults to red
explicit = os.environ.get("POKEPORT_DATA_DIR")
if explicit:
path = os.path.abspath(os.path.expanduser(explicit))
return path if _generated_data_dir_ok(path) else None
version = (os.environ.get("POKEPORT_VERSION") or "red").lower()
if version not in ("red", "blue", "yellow"):
version = "red"
candidates = [
os.path.join(repo, version, "data", "generated"),
]
user_root = _love_user_data_root()
if user_root:
candidates.append(os.path.join(
user_root, version, "data", "generated"))
# preserve old source-tree developer data as final fallback
# we prefer the real versioned cache first
# because a checkout may have a partially generated dataset
candidates.append(os.path.join(repo, "data", "generated"))
seen = set()
for path in candidates:
path = os.path.abspath(path)
if path in seen:
continue
seen.add(path)
if _generated_data_dir_ok(path):
return path
return None
FIXTURE_BASE = 'require("tests.fixture_data").load()'
IMPORTED_BASE = ('(function() local D = require("src.core.Data") '
'D:load() return D end)()')
@@ -708,11 +781,11 @@ def resolve_base(repo, choice):
is skipped instead of reported."""
if choice != "auto":
return choice
imported = os.path.join(repo, "data", "generated", "pokemon.lua")
return "imported" if os.path.isfile(imported) else "fixture"
return "imported" if imported_data_dir(repo) else "fixture"
def run_loader(repo, mod_dir, findings, base="fixture", notes=None):
def run_loader(repo, mod_dir, findings, base="fixture", notes=None,
manifest=None):
"""Drive the engine loader headlessly with the mod mounted; the base
dataset is the ROM-free fixture, or the imported cache with
--base imported (for mods that reference vanilla Red content).
@@ -775,8 +848,9 @@ def run_loader(repo, mod_dir, findings, base="fixture", notes=None):
if "unknown permission" in parts[1]:
continue
add(Finding(classify_error(parts[1], "MK001"), "error", parts[1]))
elif kind == "ORPHAN" and len(parts) >= 4:
elif kind == "ORPHAN" and len(parts) >= 5:
registry, target, owner = parts[1], parts[2], parts[3]
gen2_routed = parts[4] == "true"
# only the imported dataset owns the real vanilla id space. The
# fixture stands in for three species, so "not in base data" there
# is a fact about the fixture, not about the mod -- MK103 has no
@@ -786,6 +860,11 @@ def run_loader(repo, mod_dir, findings, base="fixture", notes=None):
if base != "imported":
skipped.add("MK103")
continue
if gen2_routed and declares_gen2(repo, manifest):
# tools/build_data.py never writes a Gen 2 cache, so the
# imported dataset has no Gold/Crystal ground truth either.
skipped.add("MK103")
continue
add(Finding(
"MK103", "error",
f"{owner}: patch target {target!r} exists in neither "
@@ -834,7 +913,7 @@ def cmd_validate(args, repo):
findings.extend(gh_findings)
notes.extend(gh_notes)
findings.extend(check_permissions(repo, manifest))
run_loader(repo, mod_dir, findings, args.base, notes)
run_loader(repo, mod_dir, findings, args.base, notes, manifest)
findings.extend(check_requires(repo, mod_dir, manifest))
findings.extend(lint_dir(repo, mod_dir, manifest))
name = manifest.get("id") if manifest else os.path.basename(mod_dir)
@@ -1130,7 +1209,7 @@ def cmd_pack(args, repo):
return 1
findings = list(check_permissions(repo, manifest))
notes = []
run_loader(repo, mod_dir, findings, args.base, notes)
run_loader(repo, mod_dir, findings, args.base, notes, manifest)
findings.extend(check_requires(repo, mod_dir, manifest))
findings.extend(lint_dir(repo, mod_dir, manifest))
# pack runs validate --strict (20-developer-tooling.md 5), so a warning
@@ -3554,6 +3633,17 @@ def main(argv):
return 2
repo = os.path.abspath(repo)
# Normal game boot mounts the selected version's private ROM cache before
# Data:load(). modkit runs outside LÖVE, so reproduce that dataset
# selection through Data.lua's existing POKEPORT_DATA_DIR override.
#
# Setting it once here means validate, pack, and translation all inherit
# the same imported dataset in their LuaJIT child processes.
if hasattr(args, "base") and resolve_base(repo, args.base) == "imported":
data_dir = imported_data_dir(repo)
if data_dir:
os.environ["POKEPORT_DATA_DIR"] = data_dir
handler = {
"scaffold": cmd_scaffold,
"validate": cmd_validate,
+7
View File
@@ -0,0 +1,7 @@
#!/usr/bin/env bash
# Windows ships a python3.exe under WindowsApps that exists purely to advertise
# the Microsoft Store, so `command -v python3` succeeds and running it fails.
# build_android.sh calls python3 three times (the Yellow manifest check, the
# gradle.properties rewrite and the manifest permission trim), and this puts a
# real interpreter behind that name for the length of the build.
exec py "$@"
+6
View File
@@ -0,0 +1,6 @@
#!/usr/bin/env bash
# Stands in for Info-ZIP's `zip`, which Git for Windows does not ship. Put
# this directory first on PATH before running scripts/build_android.sh; see
# zip_impl.py for what is and is not supported.
here="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
exec py "$here/zip_impl.py" "$@"
+111
View File
@@ -0,0 +1,111 @@
"""Enough of Info-ZIP's `zip` for scripts/build_android.sh, on Windows.
Git for Windows ships unzip but not zip, which is the one tool standing between
a Windows checkout and a local Android build. Rather than fetching a binary
from somewhere unaudited, this covers exactly the two forms the build script
uses and refuses anything it does not understand, so a future flag fails loudly
instead of silently producing a wrong archive:
zip -q -9 -r out.love main.lua src data -x '*.DS_Store' -x 'data/generated/*'
zip -q out.love src/core/Version.lua # add or replace one entry
Paths are stored relative to the working directory with forward slashes, and
directories are walked in sorted order so the archive is reproducible.
"""
import fnmatch
import os
import sys
import zipfile
def excluded(name, patterns):
# zip's wildcards cross directory separators, which is also what fnmatch
# does, so the build script's '*/.git/*' behaves the same either way.
return any(fnmatch.fnmatch(name, pattern) for pattern in patterns)
def collect(paths, patterns):
"""-> archive-relative names, in a stable order."""
names = []
for path in paths:
if os.path.isdir(path):
for root, dirs, files in os.walk(path):
dirs.sort()
for f in sorted(files):
full = os.path.join(root, f)
name = os.path.relpath(full, ".").replace(os.sep, "/")
if not excluded(name, patterns):
names.append(name)
elif os.path.isfile(path):
name = os.path.relpath(path, ".").replace(os.sep, "/")
if not excluded(name, patterns):
names.append(name)
else:
sys.stderr.write("zip: %s not found\n" % path)
return None
return names
def main(argv):
patterns, paths, archive = [], [], None
i = 0
while i < len(argv):
arg = argv[i]
if arg == "-x":
# Info-ZIP accepts one -x followed by several patterns, which is how
# pack_love.sh and build.sh write their excludes. Consume every
# following non-flag argument as a pattern; paths always come before
# -x in those scripts, so this does not steal archive members.
i += 1
if i >= len(argv) or argv[i].startswith("-"):
sys.stderr.write("zip: -x needs a pattern\n")
return 2
while i < len(argv) and not argv[i].startswith("-"):
patterns.append(argv[i])
i += 1
continue
elif arg in ("-q", "-9", "-r", "-X", "-o"):
pass # quiet, compression level, recurse, no-extra, ordering
elif arg.startswith("-"):
sys.stderr.write("zip shim: unsupported flag %s\n" % arg)
return 2
elif archive is None:
archive = arg
else:
paths.append(arg)
i += 1
if archive is None or not paths:
sys.stderr.write("usage: zip [-q9r] [-x pat] archive path...\n")
return 2
names = collect(paths, patterns)
if names is None:
return 1
# Adding to an existing archive means rewriting it: zipfile can append, but
# appending a name that is already in there leaves both copies and readers
# disagree about which one wins. The version stamp does exactly that.
keep = []
if os.path.exists(archive):
replacing = set(names)
with zipfile.ZipFile(archive, "r") as old:
for info in old.infolist():
if info.filename not in replacing:
keep.append((info, old.read(info.filename)))
tmp = archive + ".shimtmp"
with zipfile.ZipFile(tmp, "w", zipfile.ZIP_DEFLATED, compresslevel=9) as out:
for info, data in keep:
out.writestr(info, data)
for name in names:
out.write(name, name)
if os.path.exists(archive):
os.remove(archive)
os.rename(tmp, archive)
return 0
if __name__ == "__main__":
raise SystemExit(main(sys.argv[1:]))