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Author SHA1 Message Date
bryanthaboi 6625391f76 online play updates and fixes and tweaks and cheeks 2026-07-24 14:36:10 -04:00
bryanthaboi c40dcd6159 Merge branch 'online-play' 2026-07-24 13:31:07 -04:00
bryanthaboi 5a0f9ab06d Online play (#156)
* new options, and hot keys and readme clean up

* oooooooooooh bazinga
2026-07-24 13:11:40 -04:00
bryanthaboi d872010209 new options, and hot keys and readme clean up (#148) 2026-07-24 10:12:27 -04:00
8 changed files with 389 additions and 11 deletions
+131 -2
View File
@@ -38,8 +38,18 @@ local state = {
unsubs = {},
pid = nil,
loggedAbsent = false, -- one quiet note when Discord isn't running
game = nil, -- kept for the "friend clicked join" -> push a screen path
joinCode = nil, -- the online-match/tournament code to advertise as a join secret, if any
joinKind = "match", -- "match" (LinkState online) or "tournament"
partySize = 1, -- current headcount for the party.size Discord shows
partyMax = 2,
subscribedJoin = false, -- SUBSCRIBE ACTIVITY_JOIN sent on this connection?
}
-- MSG_DONTWAIT differs by OS (Darwin 0x80, Linux 0x40); only used for the
-- ongoing per-frame inbound poll, never for the one-time connect/handshake
local MSG_DONTWAIT_BY_OS = { ["OS X"] = 0x80, Linux = 0x40 }
local function disabledByEnv()
return os.getenv("POKEPORT_NO_DISCORD") == "1"
or os.getenv("POKEPORT_AUTOPILOT") ~= nil
@@ -378,6 +388,15 @@ local function connect()
state.dirty = true
state.lastSentKey = nil
state.loggedAbsent = false
state.subscribedJoin = false
-- ask for "friend clicked join" dispatches; a plain outbound write, so
-- it's harmless to send even on Windows, where the inbound poll below
-- isn't implemented yet (see pollJoinRequest)
if sendFrame(OP_FRAME, Json.encode({
cmd = "SUBSCRIBE", evt = "ACTIVITY_JOIN", nonce = nonce(),
})) then
state.subscribedJoin = true
end
Logger.info("discord: rich presence connected")
return true
end)
@@ -427,7 +446,7 @@ local function buildActivity()
activityState = "At the title screen"
end
return {
local activity = {
details = details,
state = activityState,
timestamps = { start = state.startedAt },
@@ -436,10 +455,25 @@ local function buildActivity()
large_text = "Pokemon Gen1Recomp",
},
}
-- a party/join-secret pair is what makes Discord show "Ask to Join" on
-- the profile card; the secret carries our own room/tournament code plus
-- a one-letter kind tag ("m"/"t") so the click handler on the other end
-- knows which screen to jump into -- Discord only echoes the string
-- back, so the kind has to ride inside it
if state.joinCode then
local kindTag = state.joinKind == "tournament" and "t" or "m"
activity.party = { id = "pokeport-" .. state.joinCode,
size = { state.partySize, state.partyMax } }
activity.secrets = { join = "join:" .. kindTag .. ":" .. state.joinCode }
end
return activity
end
local function activityKey(activity)
return (activity.details or "") .. "|" .. (activity.state or "")
local partyKey = activity.party
and (activity.party.size[1] .. "/" .. activity.party.size[2]) or ""
return (activity.details or "") .. "|" .. (activity.state or "") .. "|"
.. (activity.secrets and activity.secrets.join or "") .. "|" .. partyKey
end
local function flush(force)
@@ -567,6 +601,96 @@ local function subscribe(game)
end)
end
-- Advertise (or clear, with code=nil) an online-match/tournament code as a
-- Discord join secret. LinkState/Tournament call this once they have a
-- real code from the relay, and clear it again once paired/started or the
-- hosting screen exits (an invite that's already full or gone is worse
-- than no invite). kind is "match" (default) or "tournament"; size/max are
-- the party.size Discord shows (default 1/2, a plain 1v1 room) -- a
-- tournament passes its live roster count and a generous cap instead, and
-- should call this again whenever the roster changes, not just once.
function DiscordPresence.setJoinCode(code, kind, size, max)
pcall(function()
state.joinCode = code
state.joinKind = kind or "match"
state.partySize = size or 1
state.partyMax = max or 2
state.dirty = true
flush(false)
end)
end
-- A friend clicked "Ask to Join" on our profile and Discord delivered the
-- secret back over this same connection. Only act from a safe spot (never
-- yank the player out of a battle or an already-running link session) --
-- "exploring"/"menu" are the coarse buckets subscribe() above already
-- tracks; anything more specific (a shop, a dialogue box) is a rarer miss
-- worth accepting rather than adding a second, finer-grained state tracker
-- just for this.
local function handleJoinRequest(secret)
if not secret or secret == "" then return end
if state.activity == "battle" then return end
local game = state.game
if not game or not game.stack then return end
local top = game.stack:top()
if top and top.stage and top.net then return end -- already in a link session
local kindTag, code = secret:match("^(%a):(.+)$")
if not kindTag then kindTag, code = "m", secret end -- older/plain secret: assume match
Runtime.emit("discord.join_requested", { code = code, kind = kindTag })
if kindTag == "t" then
local ok, Tournament = pcall(require, "src.link.Tournament")
if ok and Tournament.newJoinOnline then
game.stack:push(Tournament.newJoinOnline(game, code))
end
else
local ok, LinkState = pcall(require, "src.link.LinkState")
if ok and LinkState.newJoinOnline then
game.stack:push(LinkState.newJoinOnline(game, code))
end
end
end
-- non-blocking peek for an incoming ACTIVITY_JOIN dispatch. Unix (FFI)
-- only for now: reading a Windows named pipe without risking a stall needs
-- a HANDLE-level PeekNamedPipe that the plain io.open() connection below
-- doesn't give us, so a Windows player's presence/party/join-secret still
-- all work (they can still be seen and clicked), the click just isn't
-- delivered back to their own game session yet.
local function pollJoinRequest()
if state.isWindows or not state.ffi or not state.socket or not state.subscribedJoin then
return
end
pcall(function()
local ffi = state.ffi
local dontwait = MSG_DONTWAIT_BY_OS[love.system.getOS()] or 0
local hbuf = ffi.new("char[8]")
local n = ffi.C.recv(state.socket, hbuf, 8, dontwait)
if not n or tonumber(n) <= 0 then return end -- nothing waiting right now
local header = ffi.string(hbuf, 8)
local opcode = unpackU32(header:sub(1, 4))
local length = unpackU32(header:sub(5, 8))
if not opcode or not length or length < 0 or length > 65536 then return end
-- the body may lag the header by a packet; the connection's normal
-- (short-timeout) blocking read is fine here since it has already
-- announced its exact length
local body = length > 0 and readExact(length) or ""
if body == nil then return end
if opcode == 3 then -- PING -> PONG, keeps Discord from closing on us
sendFrame(4, body)
return
end
if opcode ~= 1 then return end
local decoded = Json.decode(body)
if decoded and decoded.evt == "ACTIVITY_JOIN" then
local secret = decoded.data and decoded.data.secret
if type(secret) == "string" and secret ~= "" then
if secret:sub(1, 5) == "join:" then secret = secret:sub(6) end
handleJoinRequest(secret)
end
end
end)
end
function DiscordPresence.init(game)
local ok, err = pcall(function()
DiscordPresence.shutdown()
@@ -579,6 +703,8 @@ function DiscordPresence.init(game)
state.location = "Title screen"
state.mapId = nil
state.battleLabel = nil
state.joinCode = nil
state.game = game
state.dirty = true
state.nextReconnectAt = 0
state.loggedAbsent = false
@@ -621,6 +747,7 @@ function DiscordPresence.update(_dt)
end
return
end
pollJoinRequest()
if state.dirty then flush(false) end
end)
end
@@ -649,6 +776,8 @@ function DiscordPresence.shutdown()
state.lastSentKey = nil
state.connected = false
state.socket = nil
state.subscribedJoin = false
state.joinCode = nil
end
-- test / debug helpers
+2 -2
View File
@@ -182,7 +182,7 @@ function LinkBattle.new(game, net, opts)
-- both parties pass through the same pack->unpack clamp on both
-- machines, so the copies are identical everywhere
local unpackOpts = { strict = opts.strict or false }
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local myParty, myErr = unpackParty(game, opts.myParty, unpackOpts, function(p)
return ("Your %s can't\nbattle on the\nother game."):format(tostring(p.species))
end)
@@ -646,7 +646,7 @@ function LinkBattle.newSpectator(game, net, opts)
return nil, "Link battle needs\nthe same mods on\nboth games."
end
local unpackOpts = { strict = opts.strict or false }
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local hostParty, hostErr = unpackParty(game, opts.hostParty, unpackOpts, function(p)
return ("%s's %s can't\nbattle on this\ngame."):format(hostName, tostring(p.species))
end)
+77 -2
View File
@@ -3,6 +3,7 @@
-- lua-enet (bundled with LÖVE), no relay server.
local CodeEntry = require("src.link.CodeEntry")
local DiscordPresence = require("src.core.DiscordPresence")
local Font = require("src.render.Font")
local Handshake = require("src.link.Handshake")
local Net = require("src.link.Net")
@@ -16,6 +17,26 @@ LinkState.__index = LinkState
LinkState.isOpaque = true
local CURSOR = 0xED
local ANY = "ANY" -- sentinel: a leading nil array entry breaks ipairs under
-- LuaJIT even though # still reports the full size, so
-- the level picker cycles this string instead of nil,
-- converted to nil only on the wire (see levelForWire)
local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
local function indexOf(list, value)
for i, v in ipairs(list) do
if v == value then return i end
end
return 1
end
local function levelForWire(v)
return v == ANY and nil or v
end
local function forceLevelLabel(v)
return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v))
end
-- stages before any Net object is meaningfully "this session's link" --
-- .net can still be a leftover failed attempt sitting on self, so error/
@@ -54,7 +75,23 @@ function LinkState.new(game)
return self
end
-- entry point for a Discord "Ask to Join" click (see DiscordPresence.lua):
-- skips the whole LAN/ONLINE/TOURNAMENT menu and jumps straight to
-- "connecting with this code", same as if the player had typed it in
function LinkState.newJoinOnline(game, code)
local self = LinkState.new(game)
self.net = Net.new()
if self.net:joinOnline(nil, code) then
self.stage = "onlineJoining"
else
self.stage = "menu" -- exitWith below needs a real stage to unwind from
self:exitWith("Link error:\n" .. (self.net.error or "?"))
end
return self
end
function LinkState:exitWith(message, reason)
DiscordPresence.setJoinCode(nil)
Runtime.emit("link.ended", { reason = reason or (message and "error" or "bye") })
if self.net then self.net:close() end
self.game.stack:pop()
@@ -108,7 +145,12 @@ function LinkState:decideCompat(mode, isHost)
mods = peer and peer.mods, fingerprint = peer and peer.fingerprint },
})
if self.verdict == "full" or self.verdict == "vanilla_peer" then
self:startMode(mode, isHost)
if isHost and mode == "battle" then
-- host picks the level rule now, before the parties are exchanged
self.stage = "battleOptions"
else
self:startMode(mode, isHost)
end
return
end
-- naming the difference up front is the whole point: the old behaviour
@@ -208,8 +250,13 @@ function LinkState:update(dt)
end
elseif self.stage == "onlineHosting" then
if not self.discordCodeSet and self.net.code then
DiscordPresence.setJoinCode(self.net.code)
self.discordCodeSet = true
end
if input:wasPressed("b") then self:exitWith(nil) return end
if self.net.paired then
DiscordPresence.setJoinCode(nil) -- someone's here now; stop advertising
self.stage = "modeSelect"
self.index = 1
end
@@ -300,6 +347,23 @@ function LinkState:update(dt)
self:exitWith(nil)
end
elseif self.stage == "battleOptions" then -- host picks the level rule,
-- once compat is confirmed and
-- before parties are exchanged
self.levelChoice = self.levelChoice or ANY
if input:wasPressed("b") then
self:exitWith(nil)
elseif input:wasPressed("up") or input:wasPressed("down")
or input:wasPressed("left") or input:wasPressed("right") then
local delta = (input:wasPressed("down") or input:wasPressed("left")) and -1 or 1
local i = indexOf(FORCE_LEVEL_STEPS, self.levelChoice)
i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
self.levelChoice = FORCE_LEVEL_STEPS[i]
elseif input:wasPressed("a") then
self.forceLevel = levelForWire(self.levelChoice)
self:startMode(self.pendingMode, true)
end
elseif self.stage == "waitHello" then -- host waits for the peer's hello
if input:wasPressed("b") then self:exitWith(nil) return end
local got, other = self:pollHello()
@@ -343,6 +407,9 @@ function LinkState:update(dt)
local msgs = self.net:poll()
for i, msg in ipairs(msgs) do
if msg.type == "party" then
-- the host owns this rule (same as mode); the guest only learns
-- it here, off the host's own party message
if not self.isHost then self.forceLevel = msg.forceLevel end
local LinkBattle = require("src.link.LinkBattle")
local opts = {
myParty = Protocol.packParty(self.game.save.party),
@@ -351,6 +418,7 @@ function LinkState:update(dt)
seed = self.isHost and self.linkSeed or msg.seed,
verdict = self.verdict,
strict = Handshake.strict(self.verdict),
forceLevel = self.forceLevel,
}
local battle, why
if self.isHost then
@@ -401,7 +469,8 @@ function LinkState:startMode(mode, isHost)
end
self.net:send({ type = "party",
mons = Protocol.packParty(self.game.save.party),
seed = self.linkSeed })
seed = self.linkSeed,
forceLevel = isHost and self.forceLevel or nil })
end
end
@@ -557,6 +626,12 @@ function LinkState:draw()
Font.draw("BATTLE", 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "battleOptions" then
drawTitle("BATTLE OPTIONS")
Font.draw("LEVELS:", 16, 56)
Font.draw(forceLevelLabel(self.levelChoice or ANY), 88, 56)
Font.draw("A: continue B: back", 8, 128)
elseif self.stage == "waitMode" or self.stage == "waitHello" then
drawTitle("CONNECTED!")
if self.stage == "waitHello" then
+17 -2
View File
@@ -77,6 +77,13 @@ function Protocol.unpackMon(data, packed, opts)
return nil
end
local level = math.max(2, math.min(100, math.floor(packed.level or 5)))
-- "auto-level" tournaments/matches: every participant's real level is
-- ignored and everyone rebuilds at the same fixed level instead, so a
-- Lv12 and a Lv100 party can battle on equal footing. Both sides pass
-- the identical forceLevel for a given match, so this stays symmetric.
if opts and opts.forceLevel then
level = math.max(2, math.min(100, math.floor(opts.forceLevel)))
end
local dvs = {}
for _, k in ipairs({ "hp", "attack", "defense", "speed", "special" }) do
dvs[k] = math.max(0, math.min(15, math.floor((packed.dvs or {})[k] or 0)))
@@ -104,6 +111,14 @@ function Protocol.unpackMon(data, packed, opts)
if strict then return nil, "no shared moves" end
moves = { { id = "TACKLE", pp = 35 } }
end
-- a forced level scales every stat including max HP, so the real party's
-- current HP/status (a different level's numbers, possibly mid-fight)
-- isn't meaningful anymore -- auto-level starts everyone full and fresh,
-- same as a standardized tournament format would
local forced = opts and opts.forceLevel
local hp = forced and stats.hp
or math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp)))
local status = forced and nil or packed.status
return {
species = packed.species,
level = level,
@@ -111,8 +126,8 @@ function Protocol.unpackMon(data, packed, opts)
dvs = dvs,
statExp = statExp,
stats = stats,
hp = math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp))),
status = packed.status,
hp = hp,
status = status,
nickname = packed.nickname,
moves = moves,
-- a namespace whose mod this install lacks survives untouched, so the
+60 -3
View File
@@ -9,6 +9,7 @@
-- time, uninterrupted by individual matches.
local CodeEntry = require("src.link.CodeEntry")
local DiscordPresence = require("src.core.DiscordPresence")
local Font = require("src.render.Font")
local Handshake = require("src.link.Handshake")
local LinkBattle = require("src.link.LinkBattle")
@@ -33,7 +34,14 @@ local ANY = "ANY" -- sentinel: a leading *nil* array entry breaks ipairs
-- to nil only on the wire
local LEVEL_STEPS = { ANY, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65,
70, 75, 80, 85, 90, 95, 100 }
local SETTINGS_ROWS = 5 -- POKEMON, MIN LV, MAX LV, TIMER, PLAYING
local SETTINGS_ROWS = 6 -- POKEMON, MIN LV, MAX LV, TIMER, LEVELS, PLAYING
-- LEVELS cycles through this: ANY (real levels) or a fixed level every
-- match normalizes to, regardless of each side's real party
local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
-- tournaments have no real participant cap (any number can join before
-- start); this is just generous headroom so Discord's party.size never
-- reads as "full" and blocks a real invite click
local TOURNAMENT_PARTY_MAX = 16
local function indexOf(list, value)
for i, v in ipairs(list) do
@@ -52,6 +60,10 @@ local function levelForWire(v)
return v == ANY and nil or v
end
local function forceLevelLabel(v)
return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v))
end
local function partyStats(party)
local size, minLevel, maxLevel = 0, nil, nil
for _, mon in ipairs(party or {}) do
@@ -69,7 +81,7 @@ function Tournament.new(game)
self.stage = "menu"
self.index = 1
self.settings = { turnLimit = 6, requiredPartySize = 3, minLevel = ANY, maxLevel = ANY,
participating = true }
forceLevel = ANY, participating = true }
self.settingsIndex = 1
self.roster = {}
self.spectatorRoster = {}
@@ -77,7 +89,24 @@ function Tournament.new(game)
return self
end
-- entry point for a Discord "Ask to Join" click on a tournament invite
-- (see DiscordPresence.lua): skips the HOST/JOIN menu and code entry,
-- straight to "connecting with this code"
function Tournament.newJoinOnline(game, code)
local self = Tournament.new(game)
self:startJoining(code)
return self
end
-- headcount for Discord's party.size: the roster only ever lists
-- competing players, so a non-participating (organizer-only) host isn't
-- in it even though they're right here running the thing
function Tournament:discordPartySize()
return #self.roster + (self.participating == false and 1 or 0)
end
function Tournament:exitWith(message)
DiscordPresence.setJoinCode(nil)
Sound.stopLoop(MUSIC)
Runtime.emit("link.ended", { reason = message and "error" or "bye" })
if self.net then self.net:close() end
@@ -106,6 +135,7 @@ function Tournament:startHosting()
requiredPartySize = self.settings.requiredPartySize,
minLevel = levelForWire(self.settings.minLevel),
maxLevel = levelForWire(self.settings.maxLevel),
forceLevel = levelForWire(self.settings.forceLevel),
participating = self.settings.participating,
name = self.game.save.player.name,
partySize = size, partyMinLevel = minL, partyMaxLevel = maxL,
@@ -145,8 +175,22 @@ function Tournament:handleMessage(msg)
if msg.type == "tournament_hosted" then
self.code = msg.code
self.settings.turnLimit = msg.turnLimit
self.settings.forceLevel = msg.forceLevel == nil and ANY or msg.forceLevel
self.participating = msg.participating
self.stage = "bracket"
-- the server already seeded t.players/spectators with the creator at
-- creation time; mirror that here so the Discord party size (and the
-- "waiting for players" list) show the host from the very first frame,
-- not just once someone else joins and a real roster broadcast arrives
if self.participating then
self.roster = { self.game.save.player.name }
else
self.spectatorRoster = { self.game.save.player.name }
end
if self.isCreator then
DiscordPresence.setJoinCode(self.code, "tournament",
self:discordPartySize(), TOURNAMENT_PARTY_MAX)
end
elseif msg.type == "tournament_host_error" then
if msg.reason == "party_ineligible" then
self:exitWith(("Can't host:\nneed %d Pokemon\nLv %s-%s."):format(
@@ -168,7 +212,12 @@ function Tournament:handleMessage(msg)
self.settings.requiredPartySize = msg.requiredPartySize
self.settings.minLevel = msg.minLevel == nil and ANY or msg.minLevel
self.settings.maxLevel = msg.maxLevel == nil and ANY or msg.maxLevel
self.settings.forceLevel = msg.forceLevel == nil and ANY or msg.forceLevel
self.stage = "bracket"
if self.isCreator and self.code then
DiscordPresence.setJoinCode(self.code, "tournament",
self:discordPartySize(), TOURNAMENT_PARTY_MAX)
end
elseif msg.type == "bracket_update" then
self.bracket = msg.tournament
self.code = self.bracket.code
@@ -238,6 +287,7 @@ function Tournament:beginMatchBattle()
verdict = verdict,
strict = Handshake.strict(verdict),
turnLimit = self.matchTurnLimit,
forceLevel = levelForWire(self.settings.forceLevel),
keepNetOpen = true, -- this is the tournament's own connection, not a
-- dedicated match socket -- don't let finish() close it
}
@@ -360,6 +410,7 @@ function Tournament:update(dt)
hostParty = self.spectate.hostParty, guestParty = self.spectate.guestParty,
hostName = self.spectate.hostName, guestName = self.spectate.guestName,
seed = self.spectate.seed,
forceLevel = levelForWire(self.settings.forceLevel),
})
if not battle then
self:exitWith(why or "Can't watch this\nmatch.")
@@ -426,6 +477,10 @@ function Tournament:update(dt)
i = ((i - 1 + delta) % #TURN_LIMITS) + 1
self.settings.turnLimit = TURN_LIMITS[i]
elseif self.settingsIndex == 5 then
local i = indexOf(FORCE_LEVEL_STEPS, self.settings.forceLevel)
i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
self.settings.forceLevel = FORCE_LEVEL_STEPS[i]
elseif self.settingsIndex == 6 then
self.settings.participating = not self.settings.participating
end
elseif input:wasPressed("a") or input:wasPressed("start") then
@@ -454,6 +509,7 @@ function Tournament:update(dt)
elseif self.stage == "bracket" then
if input:wasPressed("b") then self:exitWith(nil) return end
if input:wasPressed("a") and self.isCreator and #self.roster >= 2 then
DiscordPresence.setJoinCode(nil) -- roster's locking in; stop advertising
self.net:send({ type = "start_tournament" })
end
@@ -475,7 +531,7 @@ local function drawTitle(text)
Font.draw(text, 8, 6)
end
local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "PLAYING" }
local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "LEVELS", "PLAYING" }
function Tournament:draw()
if self.stage == "menu" then
@@ -491,6 +547,7 @@ function Tournament:draw()
levelLabel(self.settings.minLevel),
levelLabel(self.settings.maxLevel),
self.settings.turnLimit .. "s",
forceLevelLabel(self.settings.forceLevel),
self.settings.participating and "YES" or "NO",
}
for i, label in ipairs(SETTINGS_LABELS) do
+49
View File
@@ -0,0 +1,49 @@
-- Driver: hosts a real online match (against the deployed relay) and
-- reports Discord IPC connection/subscribe/join-code state, so the whole
-- "Ask to Join" wiring can be checked against the actual local Discord
-- client instead of guessing from code review alone.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DiscordPresence = require("src.core.DiscordPresence")
local Pokemon = require("src.pokemon.Pokemon")
local function report(line)
U.log(line)
local f = io.open("/tmp/discord_test_status.txt", "a")
if f then f:write(line .. "\n"); f:close() end
end
game.save.party = { Pokemon.new(game.data, "PIKACHU", 25) }
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
U.wait(30) -- give the Discord IPC connection a moment to establish
local s = DiscordPresence._state
report(("discord: enabled=%s connected=%s subscribedJoin=%s"):format(
tostring(s.enabled), tostring(s.connected), tostring(s.subscribedJoin)))
local LinkState = require("src.link.LinkState")
local link = LinkState.new(game)
game.stack:push(link)
U.wait(3)
U.tap(game, "down"); U.wait(2) -- ONLINE MATCH row
U.tap(game, "a"); U.wait(3) -- into onlineMenu
U.tap(game, "a"); U.wait(30) -- HOST ONLINE -> connect to the real relay
local waited = 0
while not link.net.code and waited < 300 do
U.wait(1)
waited = waited + 1
end
report(("host code: %s net error: %s"):format(
tostring(link.net.code), tostring(link.net.error)))
U.wait(60) -- let DiscordPresence pick up the code and push an activity
report(("discord joinCode now: %s connected: %s"):format(
tostring(s.joinCode), tostring(s.connected)))
report("DISCORD_JOIN_TEST: check your Discord profile/status now -- it")
report("should show an 'Ask to Join' button, code " .. tostring(link.net.code))
while true do
coroutine.yield()
end
end
+19
View File
@@ -0,0 +1,19 @@
-- One-shot: injects a fake 3-mon party and writes it to disk for the
-- current identity, then exits. Meant to be followed by a normal
-- (driver-free) `love .` launch, since POKEPORT_DRIVER disables Discord
-- presence for the run -- this is how to get a ready-made party AND a
-- fully interactive session with real Discord presence.
return function(game)
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
game.save.party = {
Pokemon.new(game.data, "CHARIZARD", 50),
Pokemon.new(game.data, "PIKACHU", 30),
Pokemon.new(game.data, "SNORLAX", 40),
}
game.save.player.name = "RED"
local ok = SaveData.save(game.save)
print("save_fake_party: saved =", ok)
end
+34
View File
@@ -364,6 +364,40 @@ eq(gameA.save.money, 3000, "no prize money in link battles")
eq(gameA.save.party[1].hp, gameA.save.party[1].stats.hp,
"the real party is untouched (battle used clamped copies)")
-- ---------------------------------------------------------------- forced-level ("auto 50") matches
-- online matches/tournaments may force every participant's real level to a
-- fixed value for the match (opts.forceLevel), regardless of their save's
-- actual level -- this checks both sides normalize identically and stats
-- recompute for the forced level rather than clamping the original level's
local gameG = makeFakeGame("PIKACHU")
gameG.save.party[1] = Pokemon.new(Data, "PIKACHU", 12)
local gameH = makeFakeGame("GEODUDE")
gameH.save.party[1] = Pokemon.new(Data, "GEODUDE", 100)
gameH.save.player.name = "BLUE"
local netG, netH = Net.loopbackPair()
local packedG = Protocol.packParty(gameG.save.party)
local packedH = Protocol.packParty(gameH.save.party)
local seedGH = 13579
local battleG = LinkBattle.newHost(gameG, netG, {
myParty = packedG, theirParty = packedH, theirName = "BLUE", seed = seedGH,
forceLevel = 50,
})
local battleH = LinkBattle.newGuest(gameH, netH, {
myParty = packedH, theirParty = packedG, theirName = "RED", seed = seedGH,
forceLevel = 50,
})
eq(battleG.player.mon.level, 50, "forced level overrides a low real level (12 -> 50)")
eq(battleG.enemy.mon.level, 50, "...and a high real level (100 -> 50) the same way")
eq(battleH.player.mon.level, 50, "the guest's own mon is forced too")
eq(battleH.enemy.mon.level, 50, "the guest sees the host's mon forced too")
local expectedStats = require("src.pokemon.Stats").calc(
Data.pokemon["PIKACHU"], 50, battleG.player.mon.dvs, battleG.player.mon.statExp)
eq(battleG.player.mon.stats.hp, expectedStats.hp,
"forced-level stats are recomputed for level 50, not clamped from level 12")
eq(gameG.save.party[1].level, 12, "the real save data keeps its actual level")
eq(gameH.save.party[1].level, 100, "...on both sides")
-- ---------------------------------------------------------------- tournament shot clock
-- opts.turnLimit only applies to tournament matches; the guest mashes
-- through its own menu every frame while the host never presses anything,