Compare commits

...

6 Commits

Author SHA1 Message Date
bryanthaboi c40dcd6159 Merge branch 'online-play' 2026-07-24 13:31:07 -04:00
bryanthaboi 35f5c9513c Update BattleState.lua 2026-07-24 13:30:54 -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 13b58dc51e oooooooooooh bazinga 2026-07-24 13:09:00 -04:00
bryanthaboi d872010209 new options, and hot keys and readme clean up (#148) 2026-07-24 10:12:27 -04:00
bryanthaboi 6306975352 new options, and hot keys and readme clean up 2026-07-24 10:10:51 -04:00
25 changed files with 2350 additions and 111 deletions
+26 -2
View File
@@ -33,8 +33,32 @@ audio channel programs copied out of the verified ROM.
## Controls
arrow keys or WASD move; Z, Enter, or Space is A; X or Backspace is
B; Escape opens START. F1 saves and F2 loads. Controllers are supported.
| Action | Keyboard | Controller |
|--------|----------|------------|
| Move | Arrow keys / WASD | D-pad / left stick |
| A | Z / Enter / Space | A |
| B | X / Backspace | B |
| Start | Escape | Start |
| Select | Tab / Shift | Back / Select |
Rebind any of these in-game under **OPTIONS → CONTROLS**. Controllers are
supported out of the box.
### Hotkeys
| Key | What it does |
|-----|----------------|
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
| `2` | Cycle COLORS |
| `3` | Cycle TILT (free-roam overworld) |
| `4` | Cycle ZOOM through every level (free-roam overworld) |
| `5` | Cycle GBC FX |
| `F1` | Save |
| `F2` | Load |
| `F10` | Open / close the mod manager |
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
and persist in `options.lua`.
## Running From Source
+38 -11
View File
@@ -8,27 +8,42 @@ behavior is in docs/behavior-porting-notes.md.
## Survey zoom
The mouse wheel (or `-`/`=`) zooms the overworld between 1 pixel per world
pixel (full survey) and 2× the window fit scale (close-up), in crisp
integer steps. This has no Game Boy equivalent:
The mouse wheel (or `-`/`=`), the Options **ZOOM** row, or hotkey `4`
zooms the overworld between 1 pixel per world pixel (full survey) and 2×
the window fit scale (close-up), in crisp integer steps. This has no Game
Boy equivalent:
- Connected maps render their full bodies, and their NPCs appear as
visual-only "ghosts", they wander but have no sight lines, triggers,
dialogue, or collision until the map is actually entered.
- Menus, text boxes, and battles draw at normal scale on top of the
zoomed world. Zoom input is ignored while a script, menu, or battle is
active; the zoom level persists across warps and is never saved.
- Beyond the border ring the border block repeats indefinitely (interiors
stay black, seaside towns stay water, except OVERWORLD-tileset maps,
whose beyond-edge space fills with the solid tree wall instead of the
per-map border block), and each visible map area is colorized with its
own SGB palette (the original recolored the whole screen per map).
active; the zoom offset is persisted as `save.options.zoom` (default
`0` = FIT) and survives New Game via `options.lua`.
- Hotkey `4` ticks through every integer zoom level (survey → FIT →
close-up → wrap). The Options row shows `FIT` / `OUTn` / `INn`.
- Beyond the border ring the void fill repeats indefinitely (see VOID
FILL below); interiors keep their own border block. Each visible map
area is colorized with its own SGB palette (the original recolored the
whole screen per map).
- Neighbor maps load two connection hops out so corner-adjacent maps
don't pop in and out, and ghost NPCs share instances with the real ones
so their wander positions persist across seamless connection crossings
(a warp or fresh map entry still respawns everything at its script
position, like the original's per-entry sprite init).
## VOID FILL
The Options **VOID FILL** row picks what paints the infinite beyond-edge
space on OVERWORLD-tileset maps during survey zoom:
- **TREES** (default): solid tree wall block `$0F`.
- **WATER**: animated water tile `$14` (same hshift cycle as on-map water).
- **BLACK**: solid black.
Other tilesets are unchanged (house/cave borders stay as authored).
Persisted as `save.options.voidFill`.
## Tilt mode
The `3` key (and the Options menu TILT row) cycles a visual-only perspective
@@ -139,7 +154,7 @@ Nidorino-vs-Gengar attract scene) mirror the original.
Options persist in a standalone `options.lua` (separate from the game
progress `save.lua`), so audio/display/battle preferences survive New Game
and aren't wiped when a save slot is cleared. Changing a row in the Options
menu or cycling hotkeys `2`/`3`/`5` writes immediately; an in-game save also
menu or cycling hotkeys `2`/`3`/`4`/`5` writes immediately; an in-game save also
flushes the live options. Old saves that still embed an `options` table are
migrated once into `options.lua` on load.
@@ -150,6 +165,18 @@ migrated once into `options.lua` on load.
hotkey `2` (OG RED = GBC boot-ROM look; RED++ uses pokered-gbc
SuperPalettes + per-species mon colors)
- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
- ZOOM (FIT / OUTn / INn), also hotkey `4` while free-roaming; wheel and
`-`/`=` step one level and save
- VOID FILL (TREES / WATER / BLACK) for OVERWORLD beyond-edge space
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
- MAX FPS (30 / 40 / 50 / 60 / 75 / 90 / 100 / 120 / 144 / 160, default 60),
a hard render frame-rate cap (`save.options.fpsCap`).
a hard render frame-rate cap (`save.options.fpsCap`).
## Battle transition cascade + white battle letterbox
Into-battle wipes still run the original eight styles inside the classic
160×144 letterbox. On wide/tall windows (survey zoom), matching black 8×8
blocks cascade outward from that square into the surrounding world so the
void outside the OG wipe fills in lockstep. Once the battle state is up,
letterbox voids around the battle canvas fill **white** instead of black
so the whole window reads as one continuous battle screen.
+11 -1
View File
@@ -30,6 +30,9 @@ local TypeChart = require("src.battle.TypeChart")
local BattleState = {}
BattleState.__index = BattleState
BattleState.isOpaque = true
-- Letterbox voids around the 160x144 battle canvas fill white so the
-- window reads as one continuous battle screen (no black bars).
BattleState.letterboxWhite = true
-- Battle colors itself per-pixel (species pics + HP bar tints), so the
-- SGB whole-screen remap must not run over it.
@@ -2390,10 +2393,17 @@ function BattleState:performMove(user, target, moveInst, isCalled)
-- PP: not for continuations, struggle, called moves, or (under
-- gen1_faithful) wild/trainer enemies — pokered DecrementPP only ever
-- mutates wBattleMonPP / party PP (engine/battle/decrement_pp.asm).
-- That rule doesn't apply in a link battle: "the enemy" there is a real
-- human peer independently tracking their own PP the normal way, not an
-- AI Gen 1 never bothered to decrement -- applying it made each side
-- silently skip decrementing the OTHER side's PP for the move it just
-- used, so both simulations' party state diverged by exactly 1 PP on
-- the very first move either side made, failing the lockstep hash
-- check turn 1 of literally every link battle.
local isContinuation = releasing
or (user.thrashTurns and user.thrashTurns > 0 and moveInst == user.thrashMove)
or moveInst == user.rageMove
local enemyUnlimited = not user.isPlayer
local enemyUnlimited = not user.isPlayer and self.kind ~= "link"
and self.ruleset and self.ruleset.enemyUnlimitedPP
if not isContinuation and not moveInst.struggle and not isCalled
and not enemyUnlimited then
+15 -1
View File
@@ -246,7 +246,11 @@ end
function Game:zoomStep(delta)
local Zoom = require("src.render.Zoom")
if not Zoom.gateOK(self.stack:top(), self.overworld) then return end
Zoom.step(delta, Renderer:fitScale())
local offset = Zoom.step(delta, Renderer:fitScale())
if self.save and self.save.options then
self.save.options.zoom = offset
self:writeOptions()
end
end
function Game:wheelmoved(_, dy)
@@ -320,6 +324,14 @@ function Game:keypressed(key)
self:writeOptions()
end
return
elseif key == "4" then
-- cycle ZOOM through every integer level (survey → FIT → close-up → wrap)
local Zoom = require("src.render.Zoom")
if Zoom.gateOK(self.stack:top(), self.overworld) then
self.save.options.zoom = Zoom.cycle(Renderer:fitScale())
self:writeOptions()
end
return
elseif key == "5" then
-- cycle GBC FX OFF → 1 → 2 → 3 → 4 (unlit-GBC ladder); always on
-- desktop. Mobile refuses the present shader (issue #136).
@@ -445,6 +457,8 @@ function Game:applyOptions(opts)
if Sound.applyOptions then Sound.applyOptions(opts) end
require("src.render.PaletteFX").applyOptions(opts)
require("src.render.Tilt").applyOptions(opts)
require("src.render.Zoom").applyOptions(opts)
require("src.render.TileRenderer").applyOptions(opts)
-- returns true when a persisted GBC FX level was cleared on mobile
local gbcCleared = require("src.render.GBCFX").applyOptions(opts)
require("src.core.VideoMode").applyOptions(opts)
+5 -1
View File
@@ -186,10 +186,14 @@ function SaveData.defaultOptions()
musicFilter = 0,
-- logic fast-forward multiplier; audio is unaffected (GameSpeed.lua)
speed = 1,
-- port display options (OptionsMenu / hotkeys 2/3/5)
-- port display options (OptionsMenu / hotkeys 2/3/4/5)
colors = "gbc",
tilt = 0,
gbcfx = 0,
-- survey zoom offset from window fit scale (0 = FIT); see Zoom.lua
zoom = 0,
-- OVERWORLD beyond-edge fill: trees | water | black
voidFill = "trees",
-- windowed | borderless (desktop fullscreen); ignored on mobile
videoMode = "windowed",
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
+44
View File
@@ -0,0 +1,44 @@
-- Shared 6-slot room-code entry widget: the digit-scrub interaction
-- LinkState's own `ipDigits`/`addrPos` already uses for IP entry, over the
-- Crockford-32-style alphabet pokeserver room/tournament codes are drawn
-- from (23456789ABCDEFGHJKMNPQRSTUVWXYZ -- no 0/O/1/I/L, so a code read
-- aloud or handwritten never has to be checked twice).
local CodeEntry = {}
CodeEntry.CHARSET = "23456789ABCDEFGHJKMNPQRSTUVWXYZ"
CodeEntry.LENGTH = 6
function CodeEntry.new()
local chars = {}
for i = 1, CodeEntry.LENGTH do chars[i] = 1 end -- index into CHARSET, 1-based
return { chars = chars, pos = 1 }
end
local N = #CodeEntry.CHARSET
function CodeEntry.up(state)
state.chars[state.pos] = state.chars[state.pos] % N + 1
end
function CodeEntry.down(state)
state.chars[state.pos] = (state.chars[state.pos] - 2) % N + 1
end
function CodeEntry.left(state)
state.pos = math.max(1, state.pos - 1)
end
function CodeEntry.right(state)
state.pos = math.min(CodeEntry.LENGTH, state.pos + 1)
end
function CodeEntry.text(state)
local out = {}
for i = 1, CodeEntry.LENGTH do
out[i] = CodeEntry.CHARSET:sub(state.chars[i], state.chars[i])
end
return table.concat(out)
end
return CodeEntry
+11
View File
@@ -67,6 +67,17 @@ function Handshake.linkModified(game)
return false
end
-- online play (the relay-based online match / tournament flows in
-- LinkState/Tournament) meets strangers, not a coordinating friend, so it
-- skips the LAN path's per-peer compatibility negotiation entirely and
-- just requires vanilla on both ends: no mod-added Pokemon, no surprises.
-- Mods only ever get baked in at boot (Loader:load), so this is a gate on
-- attempting to go online, not a live mod toggle -- the player disables
-- mods via the mod manager and relaunches.
function Handshake.onlineAllowed(game)
return #Handshake.mods(game) == 0
end
-- mode is nil on the guest: it pairs and announces itself before the host
-- has picked, and compatibility is decided from the two hellos, not the mode
function Handshake.hello(game, mode)
+337 -29
View File
@@ -15,6 +15,7 @@
-- them in link battles).
local Fingerprint = require("src.link.Fingerprint")
local Font = require("src.render.Font")
local Handshake = require("src.link.Handshake")
local Logger = require("src.core.Logger")
local Protocol = require("src.link.Protocol")
@@ -45,6 +46,38 @@ local function mkBattler(data, mon, isPlayer)
return BattleState.makeBattler(data, mon, isPlayer, nil)
end
-- shared by LinkBattle.new (myParty/theirParty) and LinkBattle.newSpectator
-- (hostParty/guestParty): pack->unpack clamp so every perspective watching
-- a given match holds identical mon copies. errFmt(packedMon, why) builds
-- the message shown when strict mode refuses an unrebuildable mon.
local function unpackParty(game, packed, unpackOpts, errFmt)
local out = {}
for _, p in ipairs(packed or {}) do
local mon, why = Protocol.unpackMon(game.data, p, unpackOpts)
if mon then
table.insert(out, mon)
elseif unpackOpts.strict then
return nil, errFmt(p, why)
end
end
return out
end
-- decode a wire action message against whichever battler it belongs to
-- (the opponent's, from a real participant's perspective; either side's,
-- from a spectator's)
local function decodeWireAction(s, msg, battler)
if msg.kind == "move" then
local slot = math.max(1, math.min(#battler.curMoves, math.floor(msg.slot or 1)))
return battler.curMoves[slot]
elseif msg.kind == "struggle" then
return { id = "STRUGGLE", pp = 1, struggle = true }
elseif msg.kind == "locked" then
return s:lockedAction(battler)
end
return nil
end
-- canonical (host-side-first) state hash, unchanged since v1: it stays on
-- the wire as `value` so a pre-mod peer still compares something it agrees
-- with, while the components below carry the real coverage
@@ -150,25 +183,14 @@ 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 myParty, theirParty = {}, {}
for _, p in ipairs(opts.myParty or {}) do
local mon = Protocol.unpackMon(game.data, p, unpackOpts)
if mon then
table.insert(myParty, mon)
elseif unpackOpts.strict then
return nil, ("Your %s can't\nbattle on the\nother game."):format(
tostring(p.species))
end
end
for _, p in ipairs(opts.theirParty or {}) do
local mon, why = Protocol.unpackMon(game.data, p, unpackOpts)
if mon then
table.insert(theirParty, mon)
elseif unpackOpts.strict then
return nil, ("Their %s isn't\nin this game.\n(%s)"):format(
tostring(p.species), tostring(why))
end
end
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)
if not myParty then return nil, myErr end
local theirParty, theirErr = unpackParty(game, opts.theirParty, unpackOpts, function(p, why)
return ("Their %s isn't\nin this game.\n(%s)"):format(tostring(p.species), tostring(why))
end)
if not theirParty then return nil, theirErr end
if #myParty == 0 or #theirParty == 0 then
Logger.warn("link: empty party on one side")
end
@@ -227,6 +249,17 @@ function LinkBattle.new(game, net, opts)
if text then s:say(text) end
end
-- a tournament shot clock (opts.turnLimit) costs the slow player
-- specifically, unlike RUN or a desync -- both of which stay a draw --
-- so it needs its own result rather than reusing endAsDraw
local function endWithResult(s, result, text)
if s.linkEnded then return end
s.result = result
s.afterQueue = "finish"
s.phase = "messages"
if text then s:say(text) end
end
local function orderMove(action)
if action and action.id then return game.data.moves[action.id] end
return nil
@@ -271,15 +304,7 @@ function LinkBattle.new(game, net, opts)
-- decode a remote action message against the enemy battler
local function decodeTheirAction(s, msg)
if msg.kind == "move" then
local slot = math.max(1, math.min(#s.enemy.curMoves, math.floor(msg.slot or 1)))
return s.enemy.curMoves[slot]
elseif msg.kind == "struggle" then
return { id = "STRUGGLE", pp = 1, struggle = true }
elseif msg.kind == "locked" then
return s:lockedAction(s.enemy)
end
return nil
return decodeWireAction(s, msg, s.enemy)
end
-- with the handshake guaranteeing both games share a link surface, a
@@ -520,6 +545,19 @@ function LinkBattle.new(game, net, opts)
if not s.result then
endAsDraw(s, ("%s left the\nbattle."):format(theirName))
end
elseif msg.type == "forfeit" then
-- the peer's own shot clock ran out; unlike a mutual RUN/desync
-- draw, this has a definite winner (us)
if not s.result then
endWithResult(s, "win", ("%s ran out of\ntime!"):format(theirName))
end
else
-- a tournament control message (bracket_update, the next
-- match_start, ...) can arrive while this match is still
-- finishing up; Tournament.lua drains this once it regains the
-- stack top rather than losing it to this poll loop
s.pendingTournamentMessages = s.pendingTournamentMessages or {}
table.insert(s.pendingTournamentMessages, msg)
end
end
if net.closed and not s.linkEnded and not s.result then
@@ -535,16 +573,48 @@ function LinkBattle.new(game, net, opts)
end
return
end
if opts.turnLimit and s.phase == "menu" then
if not s.turnClockActive then
s.turnClockActive = true
s.turnClock = opts.turnLimit
end
s.turnClock = s.turnClock - dt
if s.turnClock <= 0 then
s.turnClockActive = false
send({ type = "forfeit" })
endWithResult(s, "lose", "Time's up! You\nforfeit the match.")
end
elseif opts.turnLimit then
s.turnClockActive = false
end
baseUpdate(s, dt)
end
if opts.turnLimit then
local baseDraw = self.draw
self.draw = function(s, ...)
baseDraw(s, ...)
if s.phase == "menu" and s.turnClockActive then
love.graphics.setColor(1, 1, 1, 1)
Font.draw(tostring(math.max(0, math.ceil(s.turnClock))), 144, 4)
end
end
end
local baseFinish = self.finish
self.finish = function(s)
if not s.linkEnded then
s.linkEnded = true
send({ type = "bye" })
end
net:close()
-- opts.keepNetOpen: a tournament match's `net` is the caller's
-- long-lived tournament connection (still needed for the next round,
-- spectating, bracket updates, ...), not a dedicated match socket --
-- closing it here the way a plain 1v1 link battle does would sever
-- the whole tournament, not just this match.
if not opts.keepNetOpen then
net:close()
end
if game.linkNet == net then game.linkNet = nil end
baseFinish(s)
end
@@ -552,6 +622,244 @@ function LinkBattle.new(game, net, opts)
return self
end
-- A tournament spectator: reconstructs the exact same lockstep battle a
-- live match's two real participants are playing, from a copy of the
-- traffic the relay fans out to onlookers (see pokeserver's `spectate`
-- envelope). No local input drives anything here -- both sides' actions
-- arrive over the wire, tagged by which real player sent them -- so it's
-- a read-only replay, not a third participant: no hash/desync checking
-- (a spectator has nothing to verify against), no shot clock (nothing to
-- act on), and `finish` must NOT close `net`, since that's the caller's
-- long-lived tournament connection, not a dedicated match socket.
--
-- opts: { hostParty = packed, guestParty = packed, hostName, guestName,
-- seed, verdict, strict }. `self.player` is always the host's battler and
-- `self.enemy` the guest's, which is what makes TurnOrder.firstMover's
-- tie-break (below) land on the same result the host's own instance
-- already computed with invertTie=false.
function LinkBattle.newSpectator(game, net, opts)
local BattleState = require("src.battle.BattleState")
local hostName = opts.hostName or "HOST"
local guestName = opts.guestName or "GUEST"
if not Handshake.battleAllowed(opts.verdict) then
return nil, "Link battle needs\nthe same mods on\nboth games."
end
local unpackOpts = { strict = opts.strict or false }
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)
if not hostParty then return nil, hostErr end
local guestParty, guestErr = unpackParty(game, opts.guestParty, unpackOpts, function(p, why)
return ("%s's %s can't\nbattle on this\ngame.\n(%s)"):format(
guestName, tostring(p.species), tostring(why))
end)
if not guestParty then return nil, guestErr end
if #hostParty == 0 or #guestParty == 0 then
Logger.warn("link: empty party on one side (spectator)")
end
local self = BattleState.newWild(game, guestParty[1] and guestParty[1].species
or "RATTATA", 5)
self.kind = "link" -- exact same visual treatment as a real link battle
self.spectating = true -- Tournament.lua's marker: don't report a result for this one
self.net = net
game.linkNet = net
self.rng = makeRng(opts.seed or 1)
self.player = mkBattler(game.data, hostParty[1], true)
self.enemy = mkBattler(game.data, guestParty[1], false)
self.enemyParty = guestParty
self.playerParty = hostParty
self.opponentName = guestName
self.introText = ("%s vs %s!"):format(hostName, guestName)
local function orderMove(action)
if action and action.id then return game.data.moves[action.id] end
return nil
end
local function endSpectate(s, text)
if s.linkEnded then return end
s.result = s.result or "ended"
s.afterQueue = "finish"
s.phase = "messages"
if text then s:say(text) end
end
local function sendOutHost(s, mon)
local previous = s.player
s.player = mkBattler(game.data, mon, true)
s:syncSides()
Runtime.emit("battle.battler_switched", {
battle = s, side = s.sides[1], battler = s.player, previous = previous,
})
s.sendingOut = true
s:sayNext(s:sendOutText(s.player.name))
s:animNext("POOF_ANIM", false)
s:actNext(function()
s.sendingOut = false
s:startGrowIn(s.player)
require("src.core.Sound").playCry(s.data, s.player.mon.species)
end)
end
local function sendOutGuest(s, mon)
local previous = s.enemy
s.enemy = mkBattler(game.data, mon, false)
s:syncSides()
Runtime.emit("battle.battler_switched", {
battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
})
s.enemySendingOut = true
s:sayNext(("%s sent\nout %s!"):format(guestName, s.enemy.name))
s:actNext(function()
s.enemySendingOut = false
s:startGrowIn(s.enemy)
s:actNext(function()
require("src.core.Sound").playCry(s.data, s.enemy.mon.species)
end)
end)
end
local function resolveSpecTurn(s, hostMsg, guestMsg)
if hostMsg.kind == "run" or guestMsg.kind == "run" then
endSpectate(s, "The match ended.")
return
end
s.phase = "messages"
s.afterQueue = "linkNext"
s.turnCount = (s.turnCount or 0) + 1
if hostMsg.kind == "switch" then
local idx = hostMsg.index
s:act(function() sendOutHost(s, hostParty[idx]) end)
end
if guestMsg.kind == "switch" then
local idx = guestMsg.index
s:act(function() sendOutGuest(s, guestParty[idx]) end)
end
s:act(function()
local hostAction = hostMsg.kind ~= "switch" and hostMsg.kind ~= "run"
and decodeWireAction(s, hostMsg, s.player) or nil
local guestAction = guestMsg.kind ~= "switch" and guestMsg.kind ~= "run"
and decodeWireAction(s, guestMsg, s.enemy) or nil
Runtime.emit("battle.turn_started", {
battle = s, turn = s.turnCount,
playerAction = hostAction, enemyAction = guestAction,
})
if hostAction and guestAction then
local hostMove, guestMove = orderMove(hostAction), orderMove(guestAction)
local first
if Runtime.wantsHook("battle.turn_order") then
first = Runtime.call("battle.turn_order", function(a, aMove, b, bMove, c)
return TurnOrder.firstMover(a, aMove, b, bMove, c.rng, c.invertTie)
end, s.player, hostMove, s.enemy, guestMove, { rng = s.rng, invertTie = false })
else
first = TurnOrder.firstMover(s.player, hostMove, s.enemy, guestMove, s.rng, false)
end
local order
if first then
order = { { s.player, s.enemy, hostAction }, { s.enemy, s.player, guestAction } }
else
order = { { s.enemy, s.player, guestAction }, { s.player, s.enemy, hostAction } }
end
for _, entry in ipairs(order) do
s:act(function() s:executeAction(entry[1], entry[2], entry[3]) end)
end
elseif hostAction then
s:act(function() s:executeAction(s.player, s.enemy, hostAction) end)
elseif guestAction then
s:act(function() s:executeAction(s.enemy, s.player, guestAction) end)
end
s:act(function() s:endOfTurn() end)
end)
end
self.resolveTurn = function() end -- a spectator's own input never drives anything
self.resolveSwitch = function() end
self.tryRun = function() end
self.openParty = function(s) s.phase = "waitBoth" end
self.playerMonFainted = function(s)
for _, mon in ipairs(hostParty) do
if mon.hp > 0 then
s:act(function() sendOutHost(s, mon) end)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(hostName, guestName))
s.result = "guestWin"
s.afterQueue = "finish"
end
self.enemyMonFainted = function(s)
for _, mon in ipairs(guestParty) do
if mon.hp > 0 then
s:act(function() sendOutGuest(s, mon) end)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(guestName, hostName))
s.result = "hostWin"
s.afterQueue = "finish"
end
self.hostMsg, self.guestMsg = nil, nil
local baseUpdate = self.update
self.update = function(s, dt)
net:update()
for _, msg in ipairs(net:poll()) do
if msg.type == "spectate" then
local inner = msg.msg
if inner.type == "action" then
if msg.side == "host" then s.hostMsg = inner else s.guestMsg = inner end
if s.hostMsg and s.guestMsg then
local h, g = s.hostMsg, s.guestMsg
s.hostMsg, s.guestMsg = nil, nil
resolveSpecTurn(s, h, g)
end
elseif inner.type == "bye" or inner.type == "forfeit" then
if not s.result then endSpectate(s, "The match ended.") end
end
-- "hello"/"party"/"hash" ride along too (Tournament.lua already
-- consumed hello/party before building this battle); none of them
-- need any action here
else
-- same reasoning as the real-participant loop above: don't lose a
-- bracket_update/match_start_spectate that arrives mid-match
s.pendingTournamentMessages = s.pendingTournamentMessages or {}
table.insert(s.pendingTournamentMessages, msg)
end
end
if net.closed and not s.linkEnded and not s.result then
endSpectate(s)
end
if s.phase == "messages" and s.afterQueue == "linkNext" then
if not s:updateQueue() then
s.afterQueue = "waitBoth"
s.phase = "waitBoth"
end
return
end
if s.phase == "menu" or s.phase == "waitBoth" then
return -- frozen between resolved turns; never a real decision here
end
baseUpdate(s, dt)
end
local baseFinish = self.finish
self.finish = function(s)
s.linkEnded = true
if game.linkNet == net then game.linkNet = nil end
baseFinish(s) -- deliberately doesn't touch net: it's the caller's
-- tournament connection, still needed after this match
end
return self
end
-- backwards-compatible entry points (LinkState passes role explicitly)
function LinkBattle.newHost(game, net, opts)
opts.role = "host"
+134 -5
View File
@@ -2,6 +2,7 @@
-- the other joins by typing that address in. Direct peer-to-peer over
-- lua-enet (bundled with LÖVE), no relay server.
local CodeEntry = require("src.link.CodeEntry")
local Font = require("src.render.Font")
local Handshake = require("src.link.Handshake")
local Net = require("src.link.Net")
@@ -16,6 +17,12 @@ LinkState.isOpaque = true
local CURSOR = 0xED
-- stages before any Net object is meaningfully "this session's link" --
-- .net can still be a leftover failed attempt sitting on self, so error/
-- closed checks below skip these rather than keying off self.net's
-- presence alone
local PRE_CONNECT_STAGES = { menu = true, lanMenu = true, onlineMenu = true }
-- how long the host waits for a v2 hello before deciding the peer predates
-- the handshake (a pre-mod guest sends nothing until it hears the mode)
local HELLO_GRACE = 2
@@ -119,25 +126,54 @@ function LinkState:update(dt)
local input = self.game.input
if self.net then
self.net:update()
if self.net.error and self.stage ~= "menu" then
if self.net.error and not PRE_CONNECT_STAGES[self.stage] then
self:exitWith("Link error:\n" .. self.net.error:sub(1, 60))
return
end
-- the peer vanished without a bye (only once the inbox is drained,
-- so a final message travelling with the disconnect still counts)
if self.net.closed and #self.net.inbox == 0
and self.stage ~= "menu" and self.stage ~= "addrEntry"
and self.stage ~= "notice" and self.stage ~= "battleRunning" then
and not PRE_CONNECT_STAGES[self.stage] and self.stage ~= "addrEntry"
and self.stage ~= "codeEntry" and self.stage ~= "notice"
and self.stage ~= "battleRunning" then
self:exitWith("The link was\nbroken.")
return
end
end
if self.stage == "menu" then
if input:wasPressed("down") then
self.index = self.index % 3 + 1
elseif input:wasPressed("up") then
self.index = (self.index - 2) % 3 + 1
elseif input:wasPressed("b") then
self:exitWith(nil)
elseif input:wasPressed("a") then
if self.index == 1 then
self.stage = "lanMenu"
self.index = 1
elseif self.index == 2 or self.index == 3 then
if not Handshake.onlineAllowed(self.game) then
self:exitWith("Online play needs\nno mods enabled.\fDisable them in\nSTART > MODS.")
return
end
if self.index == 2 then
self.stage = "onlineMenu"
else
local Tournament = require("src.link.Tournament")
self.game.stack:pop()
self.game.stack:push(Tournament.new(self.game))
end
self.index = 1
end
end
elseif self.stage == "lanMenu" then
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("b") then
self:exitWith(nil)
self.stage = "menu"
self.index = 1
elseif input:wasPressed("a") then
self.net = Net.new()
if self.index == 1 then
@@ -151,6 +187,62 @@ function LinkState:update(dt)
end
end
elseif self.stage == "onlineMenu" then
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("b") then
self.stage = "menu"
self.index = 2
elseif input:wasPressed("a") then
if self.index == 1 then
self.net = Net.new()
if self.net:hostOnline() then
self.stage = "onlineHosting"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
end
else
self.stage = "codeEntry"
self.codeEntry = CodeEntry.new()
end
end
elseif self.stage == "onlineHosting" then
if input:wasPressed("b") then self:exitWith(nil) return end
if self.net.paired then
self.stage = "modeSelect"
self.index = 1
end
elseif self.stage == "codeEntry" then
if input:wasPressed("b") then
self.stage = "onlineMenu"
self.index = 2
elseif input:wasPressed("up") then
CodeEntry.up(self.codeEntry)
elseif input:wasPressed("down") then
CodeEntry.down(self.codeEntry)
elseif input:wasPressed("left") then
CodeEntry.left(self.codeEntry)
elseif input:wasPressed("right") then
CodeEntry.right(self.codeEntry)
elseif input:wasPressed("a") then
local code = CodeEntry.text(self.codeEntry)
self.net = Net.new()
if self.net:joinOnline(nil, code) then
self.stage = "onlineJoining"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
end
end
elseif self.stage == "onlineJoining" then
if input:wasPressed("b") then self:exitWith(nil) return end
if self.net.paired then
self.stage = "waitMode"
self:sendHello(nil) -- the host owns the mode; this is just who we are
end
elseif self.stage == "hosting" then
if input:wasPressed("b") then self:exitWith(nil) return end
if self.net.paired then
@@ -389,12 +481,49 @@ end
function LinkState:draw()
if self.stage == "menu" then
drawTitle("LINK CABLE CLUB")
drawTitle("BOIS CLUB LIVE")
Font.draw("LINK CABLE (LAN)", 32, 44)
Font.draw("ONLINE MATCH", 32, 60)
Font.draw("TOURNAMENT", 32, 76)
Font.drawCode(CURSOR, 24, 44 + (self.index - 1) * 16)
elseif self.stage == "lanMenu" then
drawTitle("LINK CABLE (LAN)")
Font.draw("HOST A GAME", 32, 48)
Font.draw("JOIN A GAME", 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
Font.draw("UDP port " .. Net.defaultPort(), 8, 128)
elseif self.stage == "onlineMenu" then
drawTitle("ONLINE MATCH")
Font.draw("HOST ONLINE", 32, 48)
Font.draw("JOIN ONLINE", 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "onlineHosting" then
drawTitle("HOSTING ONLINE")
Font.draw("Tell your friend", 16, 40)
Font.draw("the code:", 16, 52)
Font.draw(self.net.code or "??????", 32, 68)
Font.draw("Waiting for join...", 8, 96)
elseif self.stage == "codeEntry" then
drawTitle("ENTER CODE")
for i = 1, CodeEntry.LENGTH do
local x = 16 + (i - 1) * 16
local ch = CodeEntry.CHARSET:sub(self.codeEntry.chars[i], self.codeEntry.chars[i])
Font.draw(ch, x, 64)
if i == self.codeEntry.pos then
Font.drawCode(0xEE, x, 76) -- ▼ under the active slot
end
end
Font.draw("A: connect B: back", 8, 128)
elseif self.stage == "onlineJoining" then
drawTitle("CONNECTING...")
Font.draw("Calling...", 8, 56)
Font.draw(self.net.target or "", 8, 72)
elseif self.stage == "hosting" then
drawTitle("HOSTING")
Font.draw("Friend joins at:", 16, 48)
+170 -1
View File
@@ -14,6 +14,15 @@
-- Plain luajit (headless tests) has no enet; Net.available() reports
-- that, and Net.loopbackPair() returns two in-memory ends with the
-- same API so the protocol/battle logic stays testable offline.
--
-- A second backend, alongside the ENet one above, talks plain TCP to a
-- pokeserver relay instead of direct peer-to-peer: both sides dial out
-- to a public server (works through NAT with no hole-punching), the host
-- gets a 6-character room code instead of an IP, and the server forwards
-- messages between them. Same newline-delimited JSON on the wire, same
-- Net API (host/join/send/update/poll/.paired/.closed/.error) -- see
-- Net:hostOnline/Net:joinOnline below. LinkState/LinkBattle/Protocol don't
-- know or care which backend is in play.
local Json = require("src.link.Json")
local Logger = require("src.core.Logger")
@@ -21,10 +30,14 @@ local Logger = require("src.core.Logger")
local hasEnet, enet = pcall(require, "enet")
if not hasEnet then enet = nil end
local hasSocket, socket = pcall(require, "socket")
if not hasSocket then socket = nil end
local Net = {}
Net.__index = Net
Net.DEFAULT_PORT = 7777
Net.DEFAULT_RELAY_ADDRESS = "147.182.215.255:7778"
function Net.available()
return enet ~= nil
@@ -34,6 +47,10 @@ function Net.defaultPort()
return tonumber(os.getenv("POKEPORT_LINK_PORT") or "") or Net.DEFAULT_PORT
end
function Net.defaultRelayAddress()
return os.getenv("POKEPORT_RELAY_ADDR") or Net.DEFAULT_RELAY_ADDRESS
end
-- monotonic-ish clock for the join timeout
local function now()
if love and love.timer and love.timer.getTime then
@@ -64,13 +81,17 @@ function Net.new()
enetHost = nil, -- our enet host object (both ends have one)
peer = nil, -- the connected remote peer
inbox = {},
outbox = {}, -- messages queued before pairing completes
outbox = {}, -- messages queued before pairing completes (enet only)
paired = false,
address = nil, -- host: "ip:port" the other player types in
error = nil,
closed = false,
mode = nil,
joinTimeout = 10,
tcpSocket = nil, -- relay backend: the luasocket TCP connection
rxBuf = "", -- relay backend: bytes read but not yet a full line
txBuf = "", -- relay backend: bytes queued but not yet written
code = nil, -- relay backend, hosting: the room/tournament code
}, Net)
end
@@ -133,8 +154,56 @@ function Net:join(address)
return true
end
-- opens a TCP connection to a pokeserver relay (blocking connect with a
-- short timeout -- this runs once, from a single explicit user action, not
-- from a per-frame poll, so blocking briefly is fine). Callers then send
-- whatever control message starts their session ({type="host"},
-- {type="join",...}, {type="host_tournament",...}, ...); every reply that
-- isn't one of the four generic ones below lands in the normal inbox for
-- the caller (LinkState, or Tournament.lua) to interpret.
function Net:connectTCP(addr)
if not socket then
self.error = "online play needs luasocket (bundled with LOVE)"
return false
end
local host, port = addr:match("^(.-):(%d+)$")
host = host or addr
port = tonumber(port) or 7778
local tcp = socket.tcp()
tcp:settimeout(5)
local ok, err = tcp:connect(host, port)
if not ok then
self.error = ("can't reach relay %s:%d\n(%s)"):format(host, port, tostring(err))
return false
end
tcp:settimeout(0)
self.tcpSocket = tcp
self.rxBuf = ""
self.txBuf = ""
return true
end
function Net:hostOnline(addr)
if not self:connectTCP(addr or Net.defaultRelayAddress()) then return false end
self.mode = "onlineHosting"
self:send({ type = "host" })
return true
end
function Net:joinOnline(addr, code)
if not self:connectTCP(addr or Net.defaultRelayAddress()) then return false end
self.mode = "onlineJoining"
self.target = code
self:send({ type = "join", code = code })
return true
end
function Net:send(msg)
if self.closed then return end
if self.tcpSocket then
self.txBuf = self.txBuf .. Json.encode(msg) .. "\n"
return
end
if self.peerEnd then -- loopback: re-encode through json like the wire
local decoded = Json.decode(Json.encode(msg))
if decoded and not self.peerEnd.closed then
@@ -155,8 +224,102 @@ function Net:send(msg)
end
end
-- one control message recognized on every relay connection, regardless of
-- what it's being used for (a 1v1 room or a tournament): "peer_gone" only
-- ever fires for a paired 1v1 room (tournaments signal disconnects through
-- bracket_update/tournament_over instead), so it's unambiguous here.
local function handleGenericRelayControl(self, msg)
if msg.type == "hosted" then
self.code = msg.code
return true
elseif msg.type == "paired" then
self.paired = true
return true
elseif msg.type == "join_error" then
self.error = ({
not_found = "That code wasn't\nfound.",
full = "That game already\nhas two players.",
expired = "That code has\nexpired.",
})[msg.reason] or ("Couldn't join:\n%s"):format(tostring(msg.reason))
self.closed = true
return true
elseif msg.type == "peer_gone" then
self.closed = true
return true
end
return false
end
function Net:handleTCPLine(line)
local msg = Json.decode(line)
if not msg then
Logger.warn("link: bad relay message %q", line:sub(1, 60))
return
end
if not handleGenericRelayControl(self, msg) then
table.insert(self.inbox, msg)
end
end
-- pulls every complete "\n"-terminated line out of rxBuf (leaving a
-- trailing partial line, if any, for the next call to complete) and hands
-- each to handleTCPLine. Pure buffer manipulation, no socket -- factored
-- out of updateTCP so the framing logic is testable without a real
-- connection (see the relay-path tests in tests/run_link_tests.lua).
function Net:drainLines()
while true do
local nl = self.rxBuf:find("\n", 1, true)
if not nl then break end
local line = self.rxBuf:sub(1, nl - 1)
self.rxBuf = self.rxBuf:sub(nl + 1)
if #line > 0 then self:handleTCPLine(line) end
end
end
-- non-blocking pump for the relay TCP backend: flush queued writes, drain
-- whatever's arrived into complete lines. Uses a byte-count receive
-- (rather than the "*l" pattern) because luasocket's "*l" doesn't let a
-- non-blocking caller recover the partial line across calls -- a
-- byte-count read hands back whatever's available via the third return
-- value on timeout, which we can buffer ourselves.
function Net:updateTCP()
if self.closed then return end
local sock = self.tcpSocket
if #self.txBuf > 0 then
local sent, err, lastByte = sock:send(self.txBuf)
if sent then
self.txBuf = ""
elseif err == "timeout" then
self.txBuf = self.txBuf:sub((lastByte or 0) + 1)
else
self.error = "send failed: " .. tostring(err)
self.closed = true
return
end
end
while true do
local data, err, partial = sock:receive(8192)
local chunk = data or partial or ""
if #chunk > 0 then self.rxBuf = self.rxBuf .. chunk end
if err == "closed" then
self.closed = true
break
elseif err and err ~= "timeout" then
self.error = tostring(err)
self.closed = true
break
end
if not data then break end -- nothing more buffered this frame
end
self:drainLines()
end
-- pump enet events; decoded JSON messages are queued for poll()
function Net:update()
if self.tcpSocket then
self:updateTCP()
return
end
if self.peerEnd then return end -- loopback needs no pumping
if not self.enetHost or self.closed then return end
while true do
@@ -219,6 +382,12 @@ function Net:close()
self.closed = true
return
end
if self.tcpSocket then
pcall(function() self.tcpSocket:close() end)
self.tcpSocket = nil
self.closed = true
return
end
if self.enetHost then
if self.peer and self.paired and not self.closed then
-- graceful goodbye: disconnect_later delivers the queued
+577
View File
@@ -0,0 +1,577 @@
-- Tournament play: host or join a bracket over the pokeserver relay.
-- Single-elimination, server-managed (pokeserver's `tournaments` map).
-- Matches run one at a time in bracket order; everyone not currently
-- playing -- still waiting their turn, or already eliminated -- watches
-- the live match play out via LinkBattle.newSpectator, reconstructed from
-- a copy of the real traffic the server fans out. Battle mode only (no
-- trade); vanilla only (Handshake.onlineAllowed already gated entry here
-- from LinkState). Elite Four music (Music_IndigoPlateau) loops the whole
-- time, uninterrupted by individual matches.
local CodeEntry = require("src.link.CodeEntry")
local Font = require("src.render.Font")
local Handshake = require("src.link.Handshake")
local LinkBattle = require("src.link.LinkBattle")
local Net = require("src.link.Net")
local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local Sound = require("src.core.Sound")
local TextBox = require("src.render.TextBox")
local Tournament = {}
Tournament.__index = Tournament
Tournament.isOpaque = true
local CURSOR = 0xED
local MUSIC = "Music_IndigoPlateau"
local TURN_LIMITS = { 3, 6, 9 }
local PARTY_SIZES = { 1, 2, 3, 4, 5, 6 }
local ANY = "ANY" -- sentinel: a leading *nil* array entry breaks ipairs
-- (LuaJIT's # still reports the literal's full size, but
-- ipairs stops dead at the hole), so level bounds use
-- this string in self.settings instead of nil, converted
-- 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 function indexOf(list, value)
for i, v in ipairs(list) do
if v == value then return i end
end
return 1
end
-- accepts either the internal ANY sentinel or a raw wire value (nil means
-- "any" there too, since the server never round-trips the sentinel string)
local function levelLabel(v)
return (v == ANY or v == nil) and "ANY" or tostring(v)
end
local function levelForWire(v)
return v == ANY and nil or v
end
local function partyStats(party)
local size, minLevel, maxLevel = 0, nil, nil
for _, mon in ipairs(party or {}) do
size = size + 1
local lvl = mon.level or 1
minLevel = minLevel and math.min(minLevel, lvl) or lvl
maxLevel = maxLevel and math.max(maxLevel, lvl) or lvl
end
return size, minLevel or 0, maxLevel or 0
end
function Tournament.new(game)
local self = setmetatable({}, Tournament)
self.game = game
self.stage = "menu"
self.index = 1
self.settings = { turnLimit = 6, requiredPartySize = 3, minLevel = ANY, maxLevel = ANY,
participating = true }
self.settingsIndex = 1
self.roster = {}
self.spectatorRoster = {}
Sound.startLoop(game.data, MUSIC)
return self
end
function Tournament:exitWith(message)
Sound.stopLoop(MUSIC)
Runtime.emit("link.ended", { reason = message and "error" or "bye" })
if self.net then self.net:close() end
self.game.stack:pop()
if message then
self.game.stack:push(TextBox.new(self.game, message))
end
end
-- -------------------------------------------------------------------
-- host / join
-- -------------------------------------------------------------------
function Tournament:startHosting()
self.net = Net.new()
if not self.net:connectTCP(Net.defaultRelayAddress()) then
self:exitWith("Link error:\n" .. (self.net.error or "?"))
return
end
local size, minL, maxL = partyStats(self.game.save.party)
self.isCreator = true
self.participating = self.settings.participating
self.net:send({
type = "host_tournament",
turnLimit = self.settings.turnLimit,
requiredPartySize = self.settings.requiredPartySize,
minLevel = levelForWire(self.settings.minLevel),
maxLevel = levelForWire(self.settings.maxLevel),
participating = self.settings.participating,
name = self.game.save.player.name,
partySize = size, partyMinLevel = minL, partyMaxLevel = maxL,
})
self.stage = "registering"
end
function Tournament:startJoining(code)
self.net = Net.new()
if not self.net:connectTCP(Net.defaultRelayAddress()) then
self:exitWith("Link error:\n" .. (self.net.error or "?"))
return
end
local size, minL, maxL = partyStats(self.game.save.party)
self.isCreator = false
self.participating = true -- joining is always to compete; only hosting can opt out
self.code = code
self.net:send({
type = "join_tournament", code = code, name = self.game.save.player.name,
partySize = size, partyMinLevel = minL, partyMaxLevel = maxL,
})
self.stage = "registering"
end
-- -------------------------------------------------------------------
-- message handling (shared between "registering"/"bracket" and drained
-- again from a just-finished match's pendingTournamentMessages)
-- -------------------------------------------------------------------
local JOIN_ERROR_TEXT = {
not_found = "That code wasn't\nfound.",
already_started = "That tournament\nhas already begun.",
expired = "That code has\nexpired.",
}
function Tournament:handleMessage(msg)
if msg.type == "tournament_hosted" then
self.code = msg.code
self.settings.turnLimit = msg.turnLimit
self.participating = msg.participating
self.stage = "bracket"
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(
msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
else
self:exitWith("Couldn't host\nthat tournament.")
end
elseif msg.type == "tournament_join_error" then
if msg.reason == "party_ineligible" then
self:exitWith(("Your party needs\n%d Pokemon, Lv\n%s-%s."):format(
msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
else
self:exitWith(JOIN_ERROR_TEXT[msg.reason] or "Couldn't join\nthat tournament.")
end
elseif msg.type == "tournament_roster" then
self.roster = msg.players
self.spectatorRoster = msg.spectators or {}
self.settings.turnLimit = msg.turnLimit
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.stage = "bracket"
elseif msg.type == "bracket_update" then
self.bracket = msg.tournament
self.code = self.bracket.code
if self.stage == "registering" then self.stage = "bracket" end
elseif msg.type == "match_start" then
self:enterMatch(msg)
elseif msg.type == "match_start_spectate" then
self:enterSpectate(msg)
elseif msg.type == "tournament_bye" then
self.byeRound = msg.round
elseif msg.type == "tournament_over" then
self.champion = msg.champion
self.stage = "done"
end
end
-- -------------------------------------------------------------------
-- entering a match: real participant
-- -------------------------------------------------------------------
function Tournament:sendHello(mode)
self.myHello = Handshake.hello(self.game, mode)
self.net:send(self.myHello)
end
function Tournament:pollHello()
local msgs = self.net:poll()
local keep, got = {}, false
for _, msg in ipairs(msgs) do
if msg.type == "hello" and not self.peerHello then
self.peerHello = msg
got = true
else
keep[#keep + 1] = msg
end
end
for i = #keep, 1, -1 do
table.insert(self.net.inbox, 1, keep[i])
end
return got
end
function Tournament:enterMatch(msg)
self.isHost = (msg.role == "host")
self.opponentName = msg.opponent
self.matchRound = msg.round
self.matchTurnLimit = msg.turnLimit
self.peerHello = nil
self:sendHello(self.isHost and "battle" or nil)
self.stage = "matchHello"
end
function Tournament:beginMatchBattle()
local verdict = Handshake.checkCompat(self.myHello, self.peerHello)
if not (verdict == "full" or verdict == "vanilla_peer") then
-- shouldn't happen (both sides already passed the online-play mods
-- gate), but a mismatched engine/build is still possible -- bail out
-- of just this match rather than crash the tournament
self:exitWith("Link error:\nversion mismatch\nwith opponent.")
return
end
self.linkSeed = self.isHost and love.math.random(1, 2 ^ 30) or nil
local opts = {
myParty = Protocol.packParty(self.game.save.party),
theirName = self.opponentName or "FOE",
seed = self.isHost and self.linkSeed or nil,
verdict = verdict,
strict = Handshake.strict(verdict),
turnLimit = self.matchTurnLimit,
keepNetOpen = true, -- this is the tournament's own connection, not a
-- dedicated match socket -- don't let finish() close it
}
self.stage = "matchWaitParty"
self.pendingBattleOpts = opts
self.net:send({ type = "party",
mons = Protocol.packParty(self.game.save.party),
seed = self.linkSeed })
end
-- -------------------------------------------------------------------
-- entering a match: spectator
-- -------------------------------------------------------------------
function Tournament:enterSpectate(msg)
self.matchRound = msg.round
self.spectate = {
hostName = msg.playerHost, guestName = msg.playerGuest,
hostParty = nil, guestParty = nil, seed = nil,
}
self.stage = "spectateWait"
end
-- -------------------------------------------------------------------
-- update
-- -------------------------------------------------------------------
function Tournament:update(dt)
local input = self.game.input
if self.stage == "matchRunning" or self.stage == "spectateRunning" then
if self.game.stack:top() == self then
-- the battle popped; drain anything the network handed to it but it
-- didn't itself understand (a bracket_update, the next match...)
local battle = self.activeBattle
self.activeBattle = nil
if self.stage == "matchRunning" and battle and battle.result and self.net
and not self.net.closed then
-- a real participant reports its own outcome; the server resolves
-- the match once both sides have (or one disconnects)
self.net:send({ type = "tournament_result", result = battle.result })
end
if battle and battle.pendingTournamentMessages then
for _, msg in ipairs(battle.pendingTournamentMessages) do
self:handleMessage(msg)
end
end
if self.stage == "matchRunning" or self.stage == "spectateRunning" then
self.stage = "bracket"
end
end
return
end
if self.net then
self.net:update()
if self.net.error and self.stage ~= "menu" and self.stage ~= "hostSettings"
and self.stage ~= "codeEntry" then
self:exitWith("Link error:\n" .. self.net.error:sub(1, 60))
return
end
if self.net.closed and self.stage ~= "done" then
self:exitWith("The tournament\nconnection was\nlost.")
return
end
end
if self.stage == "matchHello" then
if input:wasPressed("b") then self:exitWith(nil) return end
self:pollHello()
if self.peerHello then self:beginMatchBattle() end
for _, msg in ipairs(self.net:poll()) do self:handleMessage(msg) end
return
elseif self.stage == "matchWaitParty" then
if input:wasPressed("b") then self:exitWith(nil) return end
local msgs = self.net:poll()
for i, msg in ipairs(msgs) do
if msg.type == "party" then
self.pendingBattleOpts.theirParty = msg.mons
if self.isHost then
self.pendingBattleOpts.seed = self.pendingBattleOpts.seed or self.linkSeed
else
self.pendingBattleOpts.seed = msg.seed
end
local battle, why = self.isHost
and LinkBattle.newHost(self.game, self.net, self.pendingBattleOpts)
or LinkBattle.newGuest(self.game, self.net, self.pendingBattleOpts)
if not battle then
self:exitWith(why or "Link battle\ncan't start.")
return
end
-- anything after `party` in this same batch belongs to the
-- battle now, not to Tournament -- put it back for its own poll()
for j = #msgs, i + 1, -1 do
table.insert(self.net.inbox, 1, msgs[j])
end
self.activeBattle = battle
self.game.stack:push(battle)
self.stage = "matchRunning"
return
else
self:handleMessage(msg)
end
end
return
elseif self.stage == "spectateWait" then
if input:wasPressed("b") then self:exitWith(nil) return end
local msgs = self.net:poll()
for i, msg in ipairs(msgs) do
if msg.type == "spectate" and msg.msg.type == "party" then
local inner = msg.msg
if msg.side == "host" then
self.spectate.hostParty = inner.mons
self.spectate.seed = inner.seed
else
self.spectate.guestParty = inner.mons
end
if self.spectate.hostParty and self.spectate.guestParty then
local battle, why = LinkBattle.newSpectator(self.game, self.net, {
hostParty = self.spectate.hostParty, guestParty = self.spectate.guestParty,
hostName = self.spectate.hostName, guestName = self.spectate.guestName,
seed = self.spectate.seed,
})
if not battle then
self:exitWith(why or "Can't watch this\nmatch.")
return
end
for j = #msgs, i + 1, -1 do
table.insert(self.net.inbox, 1, msgs[j])
end
self.activeBattle = battle
self.game.stack:push(battle)
self.stage = "spectateRunning"
return
end
else
self:handleMessage(msg)
end
end
return
end
if self.net then
for _, msg in ipairs(self.net:poll()) do self:handleMessage(msg) end
end
if self.stage == "menu" then
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("b") then
self:exitWith(nil)
elseif input:wasPressed("a") then
if self.index == 1 then
self.stage = "hostSettings"
self.settingsIndex = 1
else
self.stage = "codeEntry"
self.codeEntry = CodeEntry.new()
end
end
elseif self.stage == "hostSettings" then
if input:wasPressed("b") then
self.stage = "menu"
self.index = 1
elseif input:wasPressed("up") then
self.settingsIndex = self.settingsIndex == 1 and SETTINGS_ROWS or self.settingsIndex - 1
elseif input:wasPressed("down") then
self.settingsIndex = self.settingsIndex % SETTINGS_ROWS + 1
elseif input:wasPressed("left") or input:wasPressed("right") then
local delta = input:wasPressed("right") and 1 or -1
if self.settingsIndex == 1 then
local i = indexOf(PARTY_SIZES, self.settings.requiredPartySize)
i = ((i - 1 + delta) % #PARTY_SIZES) + 1
self.settings.requiredPartySize = PARTY_SIZES[i]
elseif self.settingsIndex == 2 then
local i = indexOf(LEVEL_STEPS, self.settings.minLevel)
i = ((i - 1 + delta) % #LEVEL_STEPS) + 1
self.settings.minLevel = LEVEL_STEPS[i]
elseif self.settingsIndex == 3 then
local i = indexOf(LEVEL_STEPS, self.settings.maxLevel)
i = ((i - 1 + delta) % #LEVEL_STEPS) + 1
self.settings.maxLevel = LEVEL_STEPS[i]
elseif self.settingsIndex == 4 then
local i = indexOf(TURN_LIMITS, self.settings.turnLimit)
i = ((i - 1 + delta) % #TURN_LIMITS) + 1
self.settings.turnLimit = TURN_LIMITS[i]
elseif self.settingsIndex == 5 then
self.settings.participating = not self.settings.participating
end
elseif input:wasPressed("a") or input:wasPressed("start") then
self:startHosting()
end
elseif self.stage == "codeEntry" then
if input:wasPressed("b") then
self.stage = "menu"
self.index = 2
elseif input:wasPressed("up") then
CodeEntry.up(self.codeEntry)
elseif input:wasPressed("down") then
CodeEntry.down(self.codeEntry)
elseif input:wasPressed("left") then
CodeEntry.left(self.codeEntry)
elseif input:wasPressed("right") then
CodeEntry.right(self.codeEntry)
elseif input:wasPressed("a") then
self:startJoining(CodeEntry.text(self.codeEntry))
end
elseif self.stage == "registering" then
if input:wasPressed("b") then self:exitWith(nil) end
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
self.net:send({ type = "start_tournament" })
end
elseif self.stage == "done" then
if input:wasPressed("a") or input:wasPressed("b") then
self:exitWith(nil)
end
end
end
-- -------------------------------------------------------------------
-- draw
-- -------------------------------------------------------------------
local function drawTitle(text)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(text, 8, 6)
end
local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "PLAYING" }
function Tournament:draw()
if self.stage == "menu" then
drawTitle("TOURNAMENT")
Font.draw("HOST", 32, 48)
Font.draw("JOIN", 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "hostSettings" then
drawTitle("TOURNAMENT RULES")
local values = {
tostring(self.settings.requiredPartySize),
levelLabel(self.settings.minLevel),
levelLabel(self.settings.maxLevel),
self.settings.turnLimit .. "s",
self.settings.participating and "YES" or "NO",
}
for i, label in ipairs(SETTINGS_LABELS) do
local y = 32 + (i - 1) * 16
Font.draw(label, 16, y)
Font.draw(values[i], 96, y)
if i == self.settingsIndex then Font.drawCode(CURSOR, 8, y) end
end
Font.draw("START: create", 8, 128)
elseif self.stage == "codeEntry" then
drawTitle("ENTER CODE")
for i = 1, CodeEntry.LENGTH do
local x = 16 + (i - 1) * 16
local ch = CodeEntry.CHARSET:sub(self.codeEntry.chars[i], self.codeEntry.chars[i])
Font.draw(ch, x, 64)
if i == self.codeEntry.pos then
Font.drawCode(0xEE, x, 76)
end
end
Font.draw("A: join B: back", 8, 128)
elseif self.stage == "registering" then
drawTitle("CONNECTING...")
Font.draw("B: cancel", 8, 128)
elseif self.stage == "bracket" or self.stage == "matchHello"
or self.stage == "matchWaitParty" or self.stage == "spectateWait" then
drawTitle(("TOURNAMENT %s"):format(self.code or "??????"))
if self.bracket then
local y = 20
for _, round in ipairs(self.bracket.rounds) do
Font.draw(("ROUND %d"):format(round.round), 8, y)
y = y + 10
for _, m in ipairs(round.matches) do
local line
if m.bye then
line = ("%s (bye)"):format(m.a or m.b or "?")
else
local mark = m.state == "live" and "*" or (m.winner and "" or "")
line = ("%s%s vs %s%s"):format(
m.winner == m.a and ">" or " ", m.a or "?",
m.b or "?", m.winner == m.b and "<" or (mark == "*" and " *" or ""))
end
Font.draw(line, 12, y)
y = y + 10
if y > 120 then break end
end
end
else
if self.participating == false then
Font.draw("(organizing --", 16, 32)
Font.draw("not playing)", 16, 42)
end
Font.draw("Waiting for", 16, 48)
Font.draw("players to join:", 16, 60)
local y = 60
for i, name in ipairs(self.roster) do
y = 60 + i * 10
Font.draw(name, 24, y)
end
for _, name in ipairs(self.spectatorRoster) do
y = y + 10
Font.draw(name .. " (watch)", 24, y)
end
end
if self.isCreator and #self.roster >= 2 and not self.bracket then
Font.draw("A: START B: cancel", 8, 132)
else
Font.draw("B: cancel", 8, 132)
end
elseif self.stage == "done" then
drawTitle("TOURNAMENT OVER")
if self.champion then
Font.draw(("%s is the"):format(self.champion), 16, 56)
Font.draw("champion!", 16, 68)
end
Font.draw("A: continue", 8, 128)
end
love.graphics.setColor(1, 1, 1, 1)
end
return Tournament
+5
View File
@@ -230,6 +230,11 @@ function BattleTransition:draw()
love.graphics.setColor(0, 0, 0, 1)
local prog = math.min(1, self.t / self.wipeLen)
-- Cascade black 8x8 blocks across the window area *outside* the classic
-- 160x144 wipe square, in lockstep with the OG wipe progress. Renderer
-- paints them in screen space after the world blit (see endFrame).
local renderer = self.game and self.game.renderer
if renderer then renderer.battleCascadeProg = prog end
local style = self.style
-- a registered style may draw itself; the eight built-ins do not
+16
View File
@@ -295,6 +295,16 @@ function PaletteFX.monPal(data, species, transformed)
return p.palettes.GRAYMON
or (data and data.palettes and data.palettes.palettes.GRAYMON)
end
-- a species' own `palette` field (per-record override) wins over the
-- vanilla species->name map. Mod-registered palettes live in
-- data.palettes.palettes even when the active pack is the RED++ gbc pack,
-- so fall back to it when the pack itself doesn't carry the name.
local def = data and data.pokemon and data.pokemon[species]
if def and def.palette then
local pal = p.palettes[def.palette]
or (data and data.palettes and data.palettes.palettes[def.palette])
if pal then return pal end
end
local name = p.pokemon[species] or "MEWMON"
local c = p.palettes[name]
if c then return c end
@@ -308,6 +318,12 @@ end
-- palette name a species currently resolves to (for image-cache keys)
function PaletteFX.monPalName(data, species, transformed)
if transformed then return "GRAYMON" end
-- honor the per-record palette override, matching monPal
local def = data and data.pokemon and data.pokemon[species]
if def and def.palette and data.palettes
and data.palettes.palettes[def.palette] then
return def.palette
end
local p = PaletteFX.pack(data)
if p and p.pokemon[species] then return p.pokemon[species] end
if data and data.palettes and data.palettes.pokemon[species] then
+61 -1
View File
@@ -94,6 +94,8 @@ function Renderer:beginFrame(transparent)
-- warp-fade overlay from Transition (issue #121); cleared each frame so
-- a popped transition cannot leave a sticky black veil
self.worldFadeAlpha = nil
-- battle-transition cascade outside the 160x144 wipe (BattleTransition)
self.battleCascadeProg = nil
-- last frame's trueColor rects and sprite redraws go before anything
-- draws this one
PaletteFX.clearTrueColor()
@@ -107,6 +109,46 @@ function Renderer:beginFrame(transparent)
end
end
-- Black 8x8 (scaled) blocks cascading outward from the classic GB letterbox
-- into the surrounding window, matching BattleTransition wipe progress.
-- Tiles that sit entirely inside the 160x144 square are left to the OG wipe.
function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, S)
if not prog or prog <= 0 then return end
local TILE = 8 * S
if TILE < 1 then TILE = 1 end
local cols = math.ceil(ww / TILE)
local rows = math.ceil(wh / TILE)
local cx, cy = ox + vpw / 2, oy + vph / 2
local order = {}
for row = 0, rows - 1 do
for col = 0, cols - 1 do
local x, y = col * TILE, row * TILE
-- any tile with area outside the letterbox participates
if x < ox or y < oy or x + TILE > ox + vpw or y + TILE > oy + vph then
local dist = math.max(math.abs(x + TILE / 2 - cx),
math.abs(y + TILE / 2 - cy))
order[#order + 1] = { x, y, dist }
end
end
end
if #order == 0 then return end
table.sort(order, function(a, b)
if a[3] ~= b[3] then return a[3] < b[3] end
if a[2] ~= b[2] then return a[2] < b[2] end
return a[1] < b[1]
end)
local n = math.floor(#order * math.min(1, prog) + 1e-6)
if prog >= 1 then n = #order end
love.graphics.setColor(0, 0, 0, 1)
love.graphics.setScissor(0, 0, ww, wh)
for i = 1, n do
local t = order[i]
love.graphics.rectangle("fill", t[1], t[2], TILE, TILE)
end
love.graphics.setScissor()
love.graphics.setColor(1, 1, 1, 1)
end
function Renderer:beginWorldPass()
local vw, vh = self:worldViewSize()
if not self.worldCanvas or self.worldCanvas:getWidth() ~= vw
@@ -349,7 +391,20 @@ function Renderer:endFrame(zones, worldZones)
present = self.presentCanvas
love.graphics.setCanvas(present)
end
love.graphics.setColor(0, 0, 0, 1)
-- Default letterbox is black. Battle (and any state that opts in via
-- letterboxWhite) fills the voids white so the window matches the
-- white battle canvas instead of showing black bars.
local clearR, clearG, clearB = 0, 0, 0
if not self.worldActive then
local ok, Game = pcall(require, "src.core.Game")
local stack = ok and Game and Game.stack
local base = stack and stack.visibleBase and stack:visibleBase()
local state = base and stack.states and stack.states[base]
if state and state.letterboxWhite then
clearR, clearG, clearB = 1, 1, 1
end
end
love.graphics.setColor(clearR, clearG, clearB, 1)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
@@ -460,6 +515,11 @@ function Renderer:endFrame(zones, worldZones)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
end
-- Battle transition: cascade black blocks into the area outside the
-- classic 160x144 wipe square (world still shows through until filled).
if self.battleCascadeProg then
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, S)
end
end
-- UI stays in the classic centered GB letterbox
blit(self.canvas, S, zones, S, ox, oy, ox, oy, vpw, vph)
+148 -31
View File
@@ -10,19 +10,57 @@ TileRenderer.__index = TileRenderer
local BORDER_BLOCKS = 3 -- ring width; > half a screen (2.5 blocks)
-- OVERWORLD maps fill beyond-edge space with the solid tree wall
-- (blockset $0F: four regular-tree metatiles, tiles $40/$41/$50/$51,
-- the border block of ViridianCity/CeruleanCity/CeladonCity et al.),
-- not each map's own border_block, which can be grass ($0B, the
-- CutTreeBlockSwaps $0B->$0A cut-grass block) or water; other
-- tilesets keep their designated border (interiors stay black/void)
-- OVERWORLD maps fill beyond-edge space from save.options.voidFill:
-- trees (default) — solid tree wall $0F (Viridian/Cerulean/Celadon)
-- water — solid water $43 (Cinnabar/Route 19 border block)
-- black — solid black (no tiled metatile)
-- Other tilesets keep their designated border (interiors stay black/void).
local TREE_WALL_BLOCK = 0x0F
local WATER_BORDER_BLOCK = 0x43
TileRenderer.VOID_FILLS = { "trees", "water", "black" }
TileRenderer.voidFill = "trees"
local function borderBlockFor(map)
if map.def.tileset == "OVERWORLD" then return TREE_WALL_BLOCK end
if map.def.tileset == "OVERWORLD" then
local mode = TileRenderer.voidFill or "trees"
if mode == "water" then return WATER_BORDER_BLOCK end
if mode == "black" then return false end
return TREE_WALL_BLOCK
end
return map.def.borderBlock
end
TileRenderer.borderBlockFor = borderBlockFor
function TileRenderer.setVoidFill(mode)
local ok = false
for _, m in ipairs(TileRenderer.VOID_FILLS) do
if m == mode then ok = true; break end
end
TileRenderer.voidFill = ok and mode or "trees"
end
function TileRenderer.cycleVoidFill()
local cur = TileRenderer.voidFill or "trees"
local idx = 1
for i, m in ipairs(TileRenderer.VOID_FILLS) do
if m == cur then idx = i; break end
end
TileRenderer.setVoidFill(
TileRenderer.VOID_FILLS[idx % #TileRenderer.VOID_FILLS + 1])
return TileRenderer.voidFill
end
function TileRenderer.applyOptions(opts)
TileRenderer.setVoidFill(opts and opts.voidFill or "trees")
end
function TileRenderer.voidFillLabel(mode)
mode = mode or TileRenderer.voidFill or "trees"
if mode == "water" then return "WATER" end
if mode == "black" then return "BLACK" end
return "TREES"
end
local imageCache = {}
local function getImage(path)
@@ -487,42 +525,118 @@ function TileRenderer.new(map, data)
self.anims = anims
self.claimedBy = claimedBy
-- a repeating 32x32 image of the border block, tiled behind
-- everything the 3-block ring doesn't cover (the survey zoom sees
-- far past the ring; interiors keep their black border this way)
pcall(function()
local border = map.tileset.blocks[borderBlockFor(map) + 1]
if not border then return end
local canvas = love.graphics.newCanvas(32, 32)
love.graphics.push("all")
love.graphics.setCanvas(canvas)
love.graphics.clear(1, 1, 1, 1)
for ty = 0, 3 do
for tx = 0, 3 do
local quad = self.quads[border[ty * 4 + tx + 1]]
if quad then love.graphics.draw(self.image, quad, tx * 8, ty * 8) end
end
end
love.graphics.setCanvas()
love.graphics.pop()
local img = love.graphics.newImage(canvas:newImageData())
img:setWrap("repeat", "repeat")
img:setFilter("nearest", "nearest")
self.borderFill = img
end)
-- border-fill image is built lazily in :ensureBorderFill so a VOID FILL
-- option change can swap trees/water/black without reloading the map
self.borderFillMode = nil
self.borderFill = nil
return self
end
-- Bake a static repeating 32x32 of `block` into self.borderFill.
local function bakeBorderFill(self, block)
local border = self.map.tileset.blocks[block + 1]
if not border then return end
local canvas = love.graphics.newCanvas(32, 32)
love.graphics.push("all")
love.graphics.setCanvas(canvas)
love.graphics.clear(1, 1, 1, 1)
for ty = 0, 3 do
for tx = 0, 3 do
local quad = self.quads[border[ty * 4 + tx + 1]]
if quad then love.graphics.draw(self.image, quad, tx * 8, ty * 8) end
end
end
love.graphics.setCanvas()
love.graphics.pop()
local img = love.graphics.newImage(canvas:newImageData())
img:setWrap("repeat", "repeat")
img:setFilter("nearest", "nearest")
self.borderFill = img
end
-- WATER void fill: the eight hshift frames of tile $14 (same cycle as map
-- water), wrap-tiled so the void scrolls in lockstep with on-map water.
local function ensureWaterBorderFill(self)
if self.borderWaterTextures then return true end
local map = self.map
local perRow = map.tileset.tilesPerRow
local colors, gbcKey
if self.gbcAtlas and self.data then
local group = PaletteFX.worldGroupAt(map.tileset.id, map.id, WATER_TILE)
local groupColors = PaletteFX.worldGroupColors(
self.data, map.tileset.id, map.id, nil)
colors = group and groupColors and groupColors[group + 1] or nil
gbcKey = "#gbc:" .. map.id
end
local textures = getShiftVariants(map.tileset.image, perRow, WATER_TILE,
colors, gbcKey)
if not textures then return false end
for _, img in ipairs(textures) do
img:setWrap("repeat", "repeat")
img:setFilter("nearest", "nearest")
end
self.borderWaterTextures = textures
return true
end
-- (re)build the repeating border image when the VOID FILL mode or tileset
-- choice changes. OVERWORLD "black" leaves borderFill nil and draws a
-- solid clear; "water" keeps the live hshift textures instead of a bake.
function TileRenderer:ensureBorderFill()
local block = borderBlockFor(self.map)
local mode = block == false and "black"
or ((self.map.def.tileset == "OVERWORLD")
and (TileRenderer.voidFill or "trees")
or "map")
local ready = (mode == "black")
or (mode == "water" and self.borderWaterTextures)
or (mode ~= "water" and mode ~= "black" and self.borderFill)
if self.borderFillMode == mode and ready then return end
if self.borderFill and self.borderFill.release then
pcall(self.borderFill.release, self.borderFill)
end
self.borderFill = nil
-- shared shift-variant cache: drop the reference only, never release
self.borderWaterTextures = nil
self.borderFillMode = mode
if mode == "black" or block == false or block == nil then return end
if mode == "water" then
if ensureWaterBorderFill(self) then return end
-- headless / missing pixels: fall back to the static water block bake
end
pcall(bakeBorderFill, self, block)
end
-- tile the border block across the whole view (world-aligned so it
-- meshes seamlessly with the ring batch)
function TileRenderer:drawBorderFill(camX, camY, vw, vh)
if not self.borderFill then return end
self:ensureBorderFill()
if self.borderFillMode == "black" then
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", 0, 0, vw, vh)
love.graphics.setColor(1, 1, 1, 1)
return
end
if self.trueColor then PaletteFX.markTrueColor(0, 0, vw, vh) end
local x, y = math.floor(camX), math.floor(camY)
-- one reused Quad per renderer, mutated in place: this runs every
-- overworld frame, so allocating a fresh Quad here churned the GC
local q = self.borderQuad
if self.borderFillMode == "water" and self.borderWaterTextures then
local step = math.floor(animFrame / ANIM_PERIOD) % #WATER_OFFSETS + 1
local tex = self.borderWaterTextures[WATER_OFFSETS[step] + 1]
if not tex then return end
if q then
q:setViewport(x, y, vw, vh, 8, 8)
else
q = love.graphics.newQuad(x, y, vw, vh, 8, 8)
self.borderQuad = q
end
love.graphics.draw(tex, q, 0, 0)
return
end
if not self.borderFill then return end
if q then
q:setViewport(x, y, vw, vh, 32, 32)
else
@@ -730,6 +844,9 @@ function TileRenderer:releaseBatches()
safeRelease(self.winBatch); self.winBatch = nil
safeRelease(self.borderFill); self.borderFill = nil
safeRelease(self.borderQuad); self.borderQuad = nil
-- shared shift-variant cache; only drop the reference
self.borderWaterTextures = nil
self.borderFillMode = nil
self.win = nil
if self.quads then
for _, q in pairs(self.quads) do safeRelease(q) end
+41 -5
View File
@@ -1,6 +1,7 @@
-- Overworld survey zoom: integer pixels-per-world-pixel scales stepped
-- by the mouse wheel. Stored as an offset from the window fit scale S
-- so a resize keeps the relative zoom. Session-only; never saved.
-- by the mouse wheel, Options ZOOM row, or hotkey `4`. Stored as an
-- offset from the window fit scale S so a resize keeps the relative
-- zoom. Persisted as save.options.zoom (default 0 = FIT).
-- Spec: docs/new-features.md (survey zoom)
local Zoom = {}
@@ -12,16 +13,51 @@ function Zoom.scale(S)
return math.max(1, math.min(2 * S, S + Zoom.offset))
end
-- legal offset range for a given fit scale
function Zoom.offsetRange(S)
S = math.max(1, math.floor(tonumber(S) or 1))
return 1 - S, S
end
function Zoom.clampOffset(offset, S)
local lo, hi = Zoom.offsetRange(S)
offset = math.floor(tonumber(offset) or 0)
if offset < lo then return lo end
if offset > hi then return hi end
return offset
end
function Zoom.step(delta, S)
Zoom.offset = Zoom.offset + delta
if S + Zoom.offset < 1 then Zoom.offset = 1 - S end
if S + Zoom.offset > 2 * S then Zoom.offset = S end
Zoom.offset = Zoom.clampOffset(Zoom.offset + delta, S)
return Zoom.offset
end
-- Advance one zoom level toward max close-up, then wrap to full survey.
-- Returns the new offset.
function Zoom.cycle(S)
local lo, hi = Zoom.offsetRange(S)
local next = Zoom.offset + 1
if next > hi then next = lo end
Zoom.offset = next
return Zoom.offset
end
function Zoom.reset()
Zoom.offset = 0
end
function Zoom.applyOptions(opts)
Zoom.offset = math.floor(tonumber(opts and opts.zoom) or 0)
end
-- FIT / OUT1 / OUT2 / … / IN1 / IN2 / …
function Zoom.offsetLabel(offset)
offset = math.floor(tonumber(offset) or 0)
if offset == 0 then return "FIT" end
if offset < 0 then return "OUT" .. tostring(-offset) end
return "IN" .. tostring(offset)
end
-- world pixels covered by a w x h letterbox viewport at fit scale S
-- (legacy GB-framed size; prefer fillViewSize for the live world pass)
function Zoom.viewSize(S, w, h)
+36 -1
View File
@@ -3,7 +3,8 @@
-- (cycles the merged rulesets registry; gen1_faithful keeps the original
-- quirks), plus the port's audio rows and display rows: music/SFX
-- volume (0-7), music low-pass filter (OFF/1X/2X/3X), COLORS / TILT /
-- GBC FX / VIDEO MODE, and the MODS row that opens the mod manager.
-- GBC FX / ZOOM / VOID FILL / VIDEO MODE, and the MODS row that opens
-- the mod manager.
-- Rows are descriptors fed through the ui.options.rows hook, so mods can
-- add their own; CANCEL is appended after the hook and stays fixed on the
-- bottom line like pokered's.
@@ -11,12 +12,15 @@
local PaletteFX = require("src.render.PaletteFX")
local Tilt = require("src.render.Tilt")
local GBCFX = require("src.render.GBCFX")
local Zoom = require("src.render.Zoom")
local TileRenderer = require("src.render.TileRenderer")
local GameSpeed = require("src.core.GameSpeed")
local VideoMode = require("src.core.VideoMode")
local FrameCap = require("src.core.FrameCap")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local OptionRows = require("src.ui.OptionRows")
local Renderer = require("src.render.Renderer")
local OptionsMenu = {}
OptionsMenu.__index = OptionsMenu
@@ -201,6 +205,37 @@ local function buildRows(game)
GBCFX.setLevel(o.gbcfx)
return true
end },
{ id = "zoom", label = "ZOOM",
value = function(g)
return Zoom.offsetLabel(g.save.options.zoom or 0)
end,
step = function(g, dir)
local o = g.save.options
local S = Renderer:fitScale()
local lo, hi = Zoom.offsetRange(S)
local off = (o.zoom or 0) + dir
if off > hi then off = lo
elseif off < lo then off = hi end
o.zoom = off
Zoom.offset = off
return true
end },
{ id = "voidFill", label = "VOID FILL",
value = function(g)
return TileRenderer.voidFillLabel(g.save.options.voidFill)
end,
step = function(g, dir)
local o = g.save.options
local modes = TileRenderer.VOID_FILLS
local cur = o.voidFill or "trees"
local i = 1
for idx, m in ipairs(modes) do
if m == cur then i = idx; break end
end
o.voidFill = modes[wrapIndex(i - 1 + dir, #modes) + 1]
TileRenderer.setVoidFill(o.voidFill)
return true
end },
{ id = "videoMode", label = "VIDEO MODE",
value = function(g)
return VideoMode.modeLabel(g.save.options.videoMode)
+63
View File
@@ -0,0 +1,63 @@
-- Driver: exercises src/link/Net.lua's TCP relay backend for real, inside
-- LOVE (real lua-enet/luasocket), against a pokeserver already running at
-- 127.0.0.1:7778 (POKEPORT_RELAY_ADDR overrides). Doesn't touch the game
-- UI at all -- just proves host/join/relay/close over a real socket.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Net = require("src.link.Net")
local addr = os.getenv("POKEPORT_RELAY_ADDR") or "127.0.0.1:7778"
local host = Net.new()
local ok = host:hostOnline(addr)
U.log("hostOnline ok:", ok, "error:", host.error)
local frames = 0
while not host.code and not host.error and frames < 180 do
host:update()
frames = frames + 1
coroutine.yield()
end
U.log("host code:", host.code, "error:", host.error)
local guest = Net.new()
local gok = guest:joinOnline(addr, host.code)
U.log("joinOnline ok:", gok, "error:", guest.error)
frames = 0
while (not host.paired or not guest.paired) and frames < 180 do
host:update()
guest:update()
frames = frames + 1
coroutine.yield()
end
U.log("host.paired:", host.paired, "guest.paired:", guest.paired)
host:send({ type = "hello", name = "RED" })
local relayed = nil
frames = 0
while not relayed and frames < 180 do
host:update() -- flushes host's queued send
guest:update()
for _, msg in ipairs(guest:poll()) do
if msg.type == "hello" then relayed = msg end
end
frames = frames + 1
coroutine.yield()
end
U.log("relayed hello name:", relayed and relayed.name)
guest:close()
frames = 0
while not host.closed and frames < 180 do
host:update()
frames = frames + 1
coroutine.yield()
end
U.log("host saw peer_gone / closed:", host.closed)
host:close()
local pass = host.code ~= nil and host.paired and guest.paired
and relayed ~= nil and relayed.name == "RED" and host.closed
U.log("NET_RELAY_SMOKE:", pass and "PASS" or "FAIL")
end
+53
View File
@@ -0,0 +1,53 @@
-- Driver: screenshots the new online-play menu surface (LinkState's
-- restructured top menu, the online host/join flow). Pushed directly
-- (bypassing Start-menu navigation, matching options_test.lua's
-- convention) so it doesn't depend on party/save state.
--
-- Run with no mods discoverable (mod enable/disable only takes effect at
-- the next boot -- see Handshake.onlineAllowed's comment -- so a live
-- toggle can't simulate "vanilla" mid-session; the mod directory has to
-- actually be absent for this run).
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
local LinkState = require("src.link.LinkState")
local function closeAnyOpenScreens()
while game.stack:top() and game.stack:top().exitWith do
game.stack:top():exitWith(nil)
U.wait(2)
end
end
-- top menu (3 rows: LAN / ONLINE MATCH / TOURNAMENT)
game.stack:push(LinkState.new(game))
U.wait(5)
U.shot(game, DIR .. "/link_0_top_menu.png")
U.tap(game, "down"); U.wait(2)
U.shot(game, DIR .. "/link_1_top_menu_online.png")
-- ONLINE MATCH -> HOST ONLINE (needs pokeserver reachable at the
-- default relay address; POKEPORT_RELAY_ADDR overrides)
U.tap(game, "a"); U.wait(3) -- into onlineMenu
U.shot(game, DIR .. "/link_2_online_menu.png")
U.tap(game, "a"); U.wait(20) -- HOST ONLINE -> connect
U.shot(game, DIR .. "/link_3_online_hosting.png")
-- back out, try JOIN ONLINE's code-entry screen
closeAnyOpenScreens()
game.stack:push(LinkState.new(game))
U.wait(5)
U.tap(game, "down"); U.wait(2) -- ONLINE MATCH row
U.tap(game, "a"); U.wait(3)
U.tap(game, "down"); U.wait(2) -- JOIN ONLINE row
U.tap(game, "a"); U.wait(3)
U.shot(game, DIR .. "/link_4_code_entry.png")
U.tap(game, "up"); U.wait(1)
U.tap(game, "right"); U.wait(1)
U.shot(game, DIR .. "/link_5_code_entry_scrubbed.png")
closeAnyOpenScreens()
U.log("ONLINE_PLAY_DRIVER: done")
end
+72
View File
@@ -0,0 +1,72 @@
-- Driver: joins the tournament tournament_host_test.lua creates, reading
-- the code from a shared file since the two LOVE processes otherwise
-- can't coordinate. Meant for a fresh throwaway POKEPORT_IDENTITY, so it
-- injects a test party directly (mirroring run_link_tests.lua's
-- makeFakeGame) rather than playing through a whole new-game intro.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots_tourney"
local CODE_FILE = os.getenv("TOURNEY_CODE_FILE") or "/tmp/tourney_code.txt"
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
-- the default tournament rule is exactly 3 Pokemon; overwrite whatever
-- this identity's party actually is (safe: a match uses clamped copies)
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = {
Pokemon.new(game.data, "BLASTOISE", 50),
Pokemon.new(game.data, "GENGAR", 35),
Pokemon.new(game.data, "ALAKAZAM", 45),
}
game.save.player.name = "BLUE"
local CodeEntry = require("src.link.CodeEntry")
local Tournament = require("src.link.Tournament")
local t = Tournament.new(game)
game.stack:push(t)
U.wait(3)
local code = nil
local waited = 0
while not code and waited < 1800 do
local f = io.open(CODE_FILE, "r")
if f then
local c = f:read("*l")
f:close()
if c and #c == 6 then code = c end
end
U.wait(1)
waited = waited + 1
end
U.log("guest read code:", code)
if not code then
U.log("TOURNAMENT_GUEST_DRIVER: never saw a code, aborting")
return
end
U.tap(game, "down"); U.wait(2) -- JOIN row
U.tap(game, "a"); U.wait(3) -- into codeEntry
U.shot(game, DIR .. "/guest_0_code_entry.png")
for i = 1, CodeEntry.LENGTH do
local idx = CodeEntry.CHARSET:find(code:sub(i, i), 1, true)
if idx then t.codeEntry.chars[i] = idx end
end
U.tap(game, "a"); U.wait(3) -- confirm -> startJoining
U.shot(game, DIR .. "/guest_1_joining.png")
waited = 0
while #t.roster == 0 and t.stage ~= "done" and waited < 1800 do
U.wait(1)
waited = waited + 1
end
U.log("guest roster:", table.concat(t.roster or {}, ","))
U.shot(game, DIR .. "/guest_2_roster.png")
local doneWait = 0
while t.stage ~= "done" and doneWait < 5400 do
U.tap(game, "a")
U.wait(2)
doneWait = doneWait + 1
end
U.shot(game, DIR .. "/guest_3_done.png")
U.log("TOURNAMENT_GUEST_DRIVER: champion=", t.champion, "stage=", t.stage)
end
+57
View File
@@ -0,0 +1,57 @@
-- Driver: hosts a real 2-player tournament against a real running
-- pokeserver, paired with tournament_guest_test.lua running in a second
-- LOVE process. Coordinates over a shared code file (TOURNEY_CODE_FILE)
-- since the two processes have no other way to talk before the code
-- exists. The default tournament rule is exactly 3 Pokemon, so this
-- overwrites whatever party the identity actually has with 3 fixed mons
-- -- a tournament match never touches the real save (clamped copies, same
-- as any other link battle), so clobbering it here for the test is safe.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots_tourney"
local CODE_FILE = os.getenv("TOURNEY_CODE_FILE") or "/tmp/tourney_code.txt"
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
local Pokemon = require("src.pokemon.Pokemon")
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 Tournament = require("src.link.Tournament")
local t = Tournament.new(game)
game.stack:push(t)
U.wait(3)
U.shot(game, DIR .. "/host_0_menu.png")
U.tap(game, "a"); U.wait(3) -- HOST -> hostSettings
U.shot(game, DIR .. "/host_1_settings.png")
U.tap(game, "start"); U.wait(30) -- create with defaults (3 mons, any/any, 6s)
U.shot(game, DIR .. "/host_2_hosting.png")
U.log("host code:", t.code, "error:", t.net and t.net.error)
local f = io.open(CODE_FILE, "w")
if f then f:write(t.code or ""); f:close() end
local waited = 0
while #t.roster < 2 and waited < 1800 do
U.wait(1)
waited = waited + 1
end
U.log("host roster:", table.concat(t.roster, ","))
U.shot(game, DIR .. "/host_3_roster.png")
U.tap(game, "a"); U.wait(1) -- start_tournament
U.shot(game, DIR .. "/host_4_bracket.png")
local doneWait = 0
while t.stage ~= "done" and doneWait < 5400 do
U.tap(game, "a")
U.wait(2)
doneWait = doneWait + 1
end
U.shot(game, DIR .. "/host_5_done.png")
U.log("TOURNAMENT_HOST_DRIVER: champion=", t.champion, "stage=", t.stage)
end
+91
View File
@@ -754,6 +754,97 @@ do
love.graphics.rectangle, love.graphics.setColor = savedRect, savedColor
end
-- ------- battle transition cascade outside the OG square + white letterbox
do
local rects = {}
local color = { 1, 1, 1, 1 }
local savedRect, savedColor = love.graphics.rectangle, love.graphics.setColor
local savedGetDims = love.graphics.getDimensions
local savedGetPix = love.graphics.getPixelDimensions
-- taller-than-fit window so the 160x144 letterbox leaves real voids
-- (default 640x576 is an exact 4x fit with nothing outside the square)
love.graphics.getDimensions = function() return 800, 600 end
love.graphics.getPixelDimensions = function() return 800, 600 end
love.graphics.rectangle = function(mode, x, y, w, h)
rects[#rects + 1] = {
mode = mode, x = x, y = y, w = w, h = h,
r = color[1], g = color[2], b = color[3], a = color[4],
}
end
love.graphics.setColor = function(r, g, b, a)
color[1], color[2], color[3], color[4] = r, g, b, a or 1
end
Renderer:init()
local btGame = { renderer = Renderer, stack = { pop = noop } }
local wipe = BattleTransition.new(btGame, nil, {})
wipe.phase = "wipe"
wipe.t = math.floor(wipe.wipeLen / 2)
Renderer:beginFrame(true)
Renderer:beginWorldPass()
Renderer:endWorldPass()
wipe:draw()
check(Renderer.battleCascadeProg ~= nil
and Renderer.battleCascadeProg > 0
and Renderer.battleCascadeProg < 1,
"battle wipe publishes mid-progress cascade to the renderer")
rects = {}
Renderer:endFrame(nil, fullWorldZones())
local cascadeTile
for _, r in ipairs(rects) do
-- fitScale at 800x600 is min(5,4)=4 → 32px tiles outside the letterbox
if r.mode == "fill" and r.r == 0 and r.a == 1 and r.w == 32 and r.h == 32 then
cascadeTile = r
break
end
end
check(cascadeTile ~= nil,
"endFrame paints cascading black tiles outside the OG wipe square")
love.graphics.rectangle, love.graphics.setColor = savedRect, savedColor
love.graphics.getDimensions = savedGetDims
love.graphics.getPixelDimensions = savedGetPix
end
do
-- BattleState asks for white letterbox voids instead of black bars
local BattleState = require("src.battle.BattleState")
check(BattleState.letterboxWhite == true,
"BattleState opts into white letterbox fill")
local rects = {}
local color = { 1, 1, 1, 1 }
local savedRect, savedColor = love.graphics.rectangle, love.graphics.setColor
love.graphics.rectangle = function(mode, x, y, w, h)
rects[#rects + 1] = {
mode = mode, x = x, y = y, w = w, h = h,
r = color[1], g = color[2], b = color[3], a = color[4],
}
end
love.graphics.setColor = function(r, g, b, a)
color[1], color[2], color[3], color[4] = r, g, b, a or 1
end
local Game = require("src.core.Game")
local savedStack = Game.stack
Game.stack = {
states = { { letterboxWhite = true, isOpaque = true } },
visibleBase = function() return 1 end,
}
Renderer:init()
Renderer:beginFrame(false)
rects = {}
Renderer:endFrame(nil, nil)
local clear
for _, r in ipairs(rects) do
if r.mode == "fill" and r.x == 0 and r.y == 0 and r.w == 640 and r.h == 576 then
clear = r
break
end
end
check(clear and clear.r == 1 and clear.g == 1 and clear.b == 1,
"endFrame fills the window white when the visible base wants letterboxWhite")
Game.stack = savedStack
love.graphics.rectangle, love.graphics.setColor = savedRect, savedColor
end
-- ------- the transition.style hook
local stack = { pop = function() end }
+27 -8
View File
@@ -206,7 +206,8 @@ end
local om = OptionsMenu.new(optGame())
local WANT_IDS = { "textSpeed", "animations", "battleStyle", "ruleset",
"musicVol", "sfxVol", "musicFilter", "colors", "tilt",
"gbcfx", "videoMode", "fpsCap", "speed", "mods", "controls" }
"gbcfx", "zoom", "voidFill", "videoMode", "fpsCap",
"speed", "mods", "controls" }
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)
@@ -236,17 +237,35 @@ check(om.game.save.options.musicVol == 6, "music volume steps down")
for _ = 1, 10 do om.rows[5].step(om.game, -1) end
check(om.game.save.options.musicVol == 0, "music volume clamps at 0")
-- ZOOM / VOID FILL rows
local Zoom = require("src.render.Zoom")
local TileRenderer = require("src.render.TileRenderer")
om.game.save.options.zoom = 0
Zoom.offset = 0
check(om.rows[11].value(om.game) == "FIT", "ZOOM row shows FIT at offset 0")
om.rows[11].step(om.game, 1)
check(om.game.save.options.zoom == 1 and Zoom.offset == 1,
"ZOOM row steps to IN1")
om.rows[12].step(om.game, 1)
check(om.game.save.options.voidFill == "water"
and TileRenderer.voidFill == "water",
"VOID FILL row cycles TREES → WATER")
om.rows[12].step(om.game, 1)
check(om.game.save.options.voidFill == "black", "VOID FILL steps to BLACK")
om.rows[12].step(om.game, 1)
check(om.game.save.options.voidFill == "trees", "VOID FILL wraps to TREES")
-- the MAX FPS row cycles the render-cap steps and shows the value plain
om.game.save.options.fpsCap = nil
check(om.rows[12].value(om.game) == "60",
check(om.rows[14].value(om.game) == "60",
"MAX FPS row defaults to 60 with no saved cap")
om.rows[12].step(om.game, 1)
om.rows[14].step(om.game, 1)
check(om.game.save.options.fpsCap == 75, "MAX FPS steps up from 60 to 75")
check(om.rows[12].value(om.game) == "75", "the MAX FPS row renders the cap")
check(om.rows[14].value(om.game) == "75", "the MAX FPS row renders the cap")
om.game.save.options.fpsCap = 160
om.rows[12].step(om.game, 1)
om.rows[14].step(om.game, 1)
check(om.game.save.options.fpsCap == 30, "MAX FPS wraps past the ceiling to 30")
om.rows[12].step(om.game, -1)
om.rows[14].step(om.game, -1)
check(om.game.save.options.fpsCap == 160, "MAX FPS wraps back down to the ceiling")
-- ------- FrameCap normalize / cycle (issue #88)
@@ -276,7 +295,7 @@ check(FrameCap.current == 60, "FrameCap.applyOptions defaults a missing key to 6
-- the MODS row is the manager's discoverable home
local mgGame = optGame()
om = OptionsMenu.new(mgGame)
om.rows[14].activate(mgGame)
om.rows[16].activate(mgGame)
check(getmetatable(mgGame.stack:top()) == ManagerState,
"the MODS row opens the manager")
check(mgGame.stack:top().screenId == "ManagerState",
@@ -286,7 +305,7 @@ check(mgGame.stack:top().screenId == "ManagerState",
local BindingsMenu = require("src.ui.BindingsMenu")
local cbGame = optGame()
om = OptionsMenu.new(cbGame)
om.rows[15].activate(cbGame)
om.rows[17].activate(cbGame)
local bm = cbGame.stack:top()
check(getmetatable(bm) == BindingsMenu,
"the CONTROLS row opens the rebind list")
+251
View File
@@ -127,6 +127,130 @@ else
print("skip real enet pairing (lua-enet not available under this interpreter)")
end
-- ---------------------------------------------------------------- relay (TCP) transport
-- Pure framing logic needs no socket at all: Net:drainLines()/handleTCPLine
-- operate directly on rxBuf, so this much runs even under plain luajit.
do
local n = Net.new()
local encoded = Json.encode({ type = "hosted", code = "ABCDEF" })
n.rxBuf = encoded .. "\n"
n:drainLines()
eq(n.code, "ABCDEF", "relay framing: a complete hosted line sets net.code")
check(n.rxBuf == "", "relay framing: a complete line is fully consumed")
local n2 = Net.new()
n2.rxBuf = encoded:sub(1, 5) -- the line straddles two reads
n2:drainLines()
check(n2.code == nil, "relay framing: a partial line doesn't parse yet")
n2.rxBuf = n2.rxBuf .. encoded:sub(6) .. "\n"
n2:drainLines()
eq(n2.code, "ABCDEF", "relay framing: completing the line resolves it")
local n3 = Net.new()
n3.rxBuf = Json.encode({ type = "join_error", reason = "not_found" }) .. "\n"
n3:drainLines()
check(n3.error ~= nil and n3.closed, "relay framing: join_error sets error and closes")
local n4 = Net.new()
n4.rxBuf = Json.encode({ type = "paired" }) .. "\n"
n4:drainLines()
check(n4.paired, "relay framing: paired flips net.paired")
local n5 = Net.new()
n5.paired = true
n5.rxBuf = Json.encode({ type = "peer_gone" }) .. "\n"
n5:drainLines()
check(n5.closed, "relay framing: peer_gone closes the connection")
local n6 = Net.new()
n6.rxBuf = Json.encode({ type = "hello", name = "RED" }) .. "\n"
n6:drainLines()
eq(#n6.inbox, 1, "relay framing: an unrecognized control type lands in the inbox")
eq(n6.inbox[1] and n6.inbox[1].name, "RED", "relay framing: ...with its payload intact")
end
-- real pokeserver over TCP localhost (only when luasocket is present, i.e.
-- inside LOVE or a luajit with luasocket installed, AND node is on PATH to
-- spawn the real relay; otherwise this section is skipped, same spirit as
-- the enet gate above)
local hasSocket = pcall(require, "socket")
local nodeCheck = os.execute("command -v node >/dev/null 2>&1")
local hasNode = nodeCheck == true or nodeCheck == 0
if not hasSocket then
print("skip real relay pairing (luasocket not available under this interpreter)")
elseif not hasNode then
print("skip real relay pairing (node not on PATH to spawn pokeserver)")
else
local PORT = 17778
local pidFile = os.tmpname()
os.execute(("(cd ../pokeserver && PORT=%d HTTP_PORT=%d node server.js >/tmp/pokeserver_test.log 2>&1 & echo $! > %q)")
:format(PORT, PORT + 1, pidFile))
local function busyWait(seconds)
local t0 = os.clock()
while os.clock() - t0 < seconds do end
end
local function tcpConnectable(host, port)
local socket = require("socket")
local tcp = socket.tcp()
tcp:settimeout(0.2)
local ok = tcp:connect(host, port)
tcp:close()
return ok ~= nil
end
local ready = false
for _ = 1, 50 do
ready = tcpConnectable("127.0.0.1", PORT)
if ready then break end
busyWait(0.1)
end
if not ready then
print("skip real relay pairing (couldn't reach the spawned pokeserver)")
else
local host = Net.new()
check(host:hostOnline("127.0.0.1:" .. PORT), "relay: hostOnline connects: " .. tostring(host.error))
local deadline = os.clock() + 3
while not host.code and os.clock() < deadline do host:update() end
check(host.code ~= nil, "relay: a real server assigns a room code")
local guest = Net.new()
check(guest:joinOnline("127.0.0.1:" .. PORT, host.code or ""),
"relay: joinOnline connects: " .. tostring(guest.error))
deadline = os.clock() + 3
while (not host.paired or not guest.paired) and os.clock() < deadline do
host:update()
guest:update()
end
check(host.paired and guest.paired, "relay: both sides pair over a real TCP server")
host:send({ type = "hello", name = "RED" })
local relayed = nil
deadline = os.clock() + 3
while not relayed and os.clock() < deadline do
host:update()
guest:update()
for _, m in ipairs(guest:poll()) do
if m.type == "hello" then relayed = m end
end
end
eq(relayed and relayed.name, "RED", "relay: a message round-trips through the real server")
host:close()
guest:close()
end
local pidHandle = io.open(pidFile, "r")
if pidHandle then
local pid = pidHandle:read("*l")
pidHandle:close()
if pid and pid ~= "" then os.execute("kill " .. pid .. " >/dev/null 2>&1") end
end
os.remove(pidFile)
end
-- ---------------------------------------------------------------- trade session
local partyA = { Pokemon.new(Data, "KADABRA", 30), Pokemon.new(Data, "PIDGEY", 10) }
local partyB = { Pokemon.new(Data, "MACHOKE", 32) }
@@ -240,6 +364,133 @@ 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)")
-- ---------------------------------------------------------------- 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,
-- so the host's clock is the only one that can expire.
local gameC = makeFakeGame("PIKACHU")
local gameD = makeFakeGame("SNORLAX")
gameD.save.player.name = "YELLOW"
local netC, netD = Net.loopbackPair()
local packedC = Protocol.packParty(gameC.save.party)
local packedD = Protocol.packParty(gameD.save.party)
local battleC = LinkBattle.newHost(gameC, netC, {
myParty = packedC, theirParty = packedD, theirName = "YELLOW", seed = 42,
turnLimit = 0.05,
})
local battleD = LinkBattle.newGuest(gameD, netD, {
myParty = packedD, theirParty = packedC, theirName = "RED", seed = 42,
turnLimit = 0.05,
})
local resC, resD = nil, nil
battleC.onFinish = function(r) resC = r end
battleD.onFinish = function(r) resD = r end
gameC.stack:push(battleC)
gameD.stack:push(battleD)
-- both sides need "a" to get through the intro's messages/animations
-- (send-out poofs, cries...) before the host's own menu even shows; only
-- once the host's decision point is actually up does withholding input
-- from it mean anything
local guardIntro = 0
while battleC.phase ~= "menu" and guardIntro < 6000 do
guardIntro = guardIntro + 1
Input.pressed = { a = true }
gameC.stack:update(1 / 60)
gameD.stack:update(1 / 60)
end
check(battleC.phase == "menu", "shot clock: host reaches its own decision point")
local guard2 = 0
while resD == nil and guard2 < 6000 do
guard2 = guard2 + 1
Input.pressed = { a = true }
gameD.stack:update(1 / 60) -- guest mashes through its menu
Input.pressed = {}
gameC.stack:update(1 / 60) -- host presses nothing; its clock ticks down
end
check(resD == "win", "shot clock: the timed-out player's opponent wins immediately")
-- the timed-out host still has to dismiss its own "time's up" message to
-- reach finish() -- exactly like a slow-but-present player would; this
-- isn't the clock's business, just the ordinary message queue
local guard3 = 0
while resC == nil and guard3 < 6000 do
guard3 = guard3 + 1
Input.pressed = { a = true }
gameC.stack:update(1 / 60)
end
check(resC == "lose", "shot clock: the timed-out host is recorded as the loser")
-- ---------------------------------------------------------------- tournament spectator replay
-- A spectator (LinkBattle.newSpectator) reconstructs the same lockstep
-- battle from a copy of the wire traffic tagged by side -- exactly what
-- pokeserver's tournament fan-out gives it. Feed it directly here rather
-- than standing up a real relay: wrap the host/guest loopback sends so
-- every message they exchange also lands, tagged, in a fake spectator net.
local gameE = makeFakeGame("CHARIZARD")
local gameF = makeFakeGame("BLASTOISE")
gameF.save.player.name = "BLUE"
local gameSpec = makeFakeGame("RATTATA")
local netE, netF = Net.loopbackPair()
local packedE = Protocol.packParty(gameE.save.party)
local packedF = Protocol.packParty(gameF.save.party)
local specSeed = 13579
local specInbox = {}
local origSendE, origSendF = netE.send, netF.send
netE.send = function(self, msg)
origSendE(self, msg)
table.insert(specInbox, { type = "spectate", side = "host", msg = msg })
end
netF.send = function(self, msg)
origSendF(self, msg)
table.insert(specInbox, { type = "spectate", side = "guest", msg = msg })
end
local specNet = {
closed = false,
update = function() end,
poll = function()
local msgs = specInbox
specInbox = {}
return msgs
end,
}
local battleE = LinkBattle.newHost(gameE, netE, {
myParty = packedE, theirParty = packedF, theirName = "BLUE", seed = specSeed,
})
local battleF = LinkBattle.newGuest(gameF, netF, {
myParty = packedF, theirParty = packedE, theirName = "RED", seed = specSeed,
})
local battleSpec = LinkBattle.newSpectator(gameSpec, specNet, {
hostParty = packedE, guestParty = packedF, hostName = "RED", guestName = "BLUE",
seed = specSeed,
})
check(battleSpec ~= nil, "spectator battle constructs")
eq(battleSpec.spectating, true, "spectator battle is marked as such (not a reportable match)")
local resE, resF = nil, nil
battleE.onFinish = function(r) resE = r end
battleF.onFinish = function(r) resF = r end
gameE.stack:push(battleE)
gameF.stack:push(battleF)
gameSpec.stack:push(battleSpec)
local guard3 = 0
while (resE == nil or resF == nil) and guard3 < 60000 do
guard3 = guard3 + 1
Input.pressed = { a = true }
gameE.stack:update(1 / 60)
gameF.stack:update(1 / 60)
gameSpec.stack:update(1 / 60)
end
check(resE ~= nil and resF ~= nil, "spectator test: the underlying match completes")
eq(battleSpec.player.mon.hp, battleE.player.mon.hp,
"spectator's host-side HP matches the host's own view")
eq(battleSpec.enemy.mon.hp, battleF.player.mon.hp,
"spectator's guest-side HP matches the guest's own view")
-- ---------------------------------------------------------------- mod link compat
-- Self-contained like the tests/mod_*.lua suites: own bootstrap and
-- assert-based checks, so it lands here as a single pass/fail line.
+61 -14
View File
@@ -1573,6 +1573,13 @@ do
eq(back.options.colors, "og", "options.lua round-trips colors")
eq(back.options.tilt, 2, "options.lua round-trips tilt")
eq(back.options.gbcfx, 3, "options.lua round-trips gbcfx")
-- zoom / voidFill ride the same options.lua path when present
rep.options.zoom = -2
rep.options.voidFill = "water"
SD.saveOptions(rep.options)
local optBack = SD.loadOptions()
eq(optBack.zoom, -2, "options.lua round-trips zoom")
eq(optBack.voidFill, "water", "options.lua round-trips voidFill")
local origOpts, loadedOpts = rep.options, back.options
rep.options, back.options = nil, nil
local same, where = deepEq(rep, back, "save")
@@ -1720,6 +1727,16 @@ do
ow.runner = { isRunning = function() return true end }
check(not Zoom.gateOK(ow, ow), "gate closed while a script runs")
Zoom.reset()
-- cycle wraps survey → … → close-up → survey; labels track offset
eq(Zoom.offsetLabel(0), "FIT", "zoom label FIT at offset 0")
eq(Zoom.offsetLabel(-2), "OUT2", "zoom label OUT for negative offset")
eq(Zoom.offsetLabel(3), "IN3", "zoom label IN for positive offset")
Zoom.offset = S -- max close-up
eq(Zoom.cycle(S), 1 - S, "zoom cycle wraps from max in to full survey")
Zoom.applyOptions({ zoom = -1 })
eq(Zoom.offset, -1, "applyOptions restores saved zoom offset")
Zoom.reset()
end
-- ---------------------------------------------------------------- zoom camera
@@ -2307,6 +2324,8 @@ do
eq(og.save.options.colors, "gbc", "new saves default COLORS to GBC")
eq(og.save.options.tilt, 0, "new saves default TILT to OFF")
eq(og.save.options.gbcfx, 0, "new saves default GBC FX to OFF")
eq(og.save.options.zoom, 0, "new saves default ZOOM to FIT")
eq(og.save.options.voidFill, "trees", "new saves default VOID FILL to TREES")
eq(og.save.options.videoMode, "windowed",
"new saves default VIDEO MODE to WINDOWED")
eq(om.scroll, 0, "options viewport starts at the top")
@@ -2345,7 +2364,25 @@ do
for _ = 1, 4 do press("a") end
eq(og.save.options.gbcfx, 0, "GBC FX wraps back to OFF")
press("down")
eq(om.index, 11, "cursor reaches VIDEO MODE")
eq(om.index, 11, "cursor reaches ZOOM")
local ZoomOpt = require("src.render.Zoom")
press("a")
eq(og.save.options.zoom, 1, "A cycles ZOOM to IN1")
eq(ZoomOpt.offset, 1, "Zoom.offset tracks ZOOM option")
press("left")
eq(og.save.options.zoom, 0, "left steps ZOOM back to FIT")
press("down")
eq(om.index, 12, "cursor reaches VOID FILL")
local TR = require("src.render.TileRenderer")
press("a")
eq(og.save.options.voidFill, "water", "A cycles VOID FILL to WATER")
eq(TR.voidFill, "water", "TileRenderer.voidFill tracks VOID FILL option")
press("a")
eq(og.save.options.voidFill, "black", "A cycles VOID FILL to BLACK")
press("a")
eq(og.save.options.voidFill, "trees", "VOID FILL wraps back to TREES")
press("down")
eq(om.index, 13, "cursor reaches VIDEO MODE")
press("a")
eq(og.save.options.videoMode, "borderless",
"A cycles VIDEO MODE to BORDERLESS")
@@ -2353,7 +2390,7 @@ do
eq(og.save.options.videoMode, "windowed",
"VIDEO MODE wraps back to WINDOWED")
press("down")
eq(om.index, 12, "cursor reaches MAX FPS")
eq(om.index, 14, "cursor reaches MAX FPS")
press("a")
eq(og.save.options.fpsCap, 75, "A cycles MAX FPS up from 60 to 75")
eq(FrameCap.current, 75, "the live render cap tracks the MAX FPS option")
@@ -2362,7 +2399,7 @@ do
for _ = 1, #FrameCap.STEPS - 1 do press("a") end
eq(og.save.options.fpsCap, 60, "MAX FPS wraps back to 60")
press("down")
eq(om.index, 13, "cursor reaches GAME SPEED")
eq(om.index, 15, "cursor reaches GAME SPEED")
press("a")
eq(og.save.options.speed, 2, "A cycles GAME SPEED to 2X")
-- Driven by the level list rather than a literal press count: adding a
@@ -2371,25 +2408,27 @@ do
for _ = 1, #GameSpeed.LEVELS - 1 do press("a") end
eq(og.save.options.speed, 1, "GAME SPEED wraps back to NORMAL")
press("down")
eq(om.index, 14, "cursor reaches MODS")
eq(om.index, 16, "cursor reaches MODS")
press("down")
eq(om.index, 15, "cursor reaches CONTROLS")
eq(om.index, 17, "cursor reaches CONTROLS")
press("down")
eq(om.index, 16, "CANCEL stays the fixed final row")
eq(om.scroll, 11, "CANCEL keeps the last option boxes on screen")
eq(om.index, 18, "CANCEL stays the fixed final row")
eq(om.scroll, 13, "CANCEL keeps the last option boxes on screen")
om:draw() -- smoke: scrolled layout draws under the headless stub
press("a")
check(popped, "A on CANCEL closes the options menu")
local om2 = OptionsMenu.new(og)
OInput.pressed = { up = true }; om2:update(1 / 60); OInput.pressed = {}
eq(om2.index, 16, "up from the top wraps to CANCEL")
eq(om2.scroll, 11, "wrapping to CANCEL scrolls to the tail")
eq(om2.index, 18, "up from the top wraps to CANCEL")
eq(om2.scroll, 13, "wrapping to CANCEL scrolls to the tail")
-- headless-safe: no love.audio, setters only update internal state
require("src.core.Music").applyOptions(og.save.options)
require("src.core.Sound").applyOptions(og.save.options)
PaletteFX.applyOptions(og.save.options)
Tilt.applyOptions(og.save.options)
GBCFX.applyOptions(og.save.options)
require("src.render.Zoom").applyOptions(og.save.options)
require("src.render.TileRenderer").applyOptions(og.save.options)
VideoMode.applyOptions(og.save.options)
end
end
@@ -2727,18 +2766,26 @@ end
-- ================= BUGS.md batch: border-tree =================
do
-- ---------------------------------------------------------------- border fill (tree wall)
-- ---------------------------------------------------------------- border fill (tree wall / VOID FILL)
local TileRenderer = require("src.render.TileRenderer")
-- OVERWORLD maps fill beyond-edge space with the solid tree wall $0F
-- (ViridianCity/CeruleanCity/CeladonCity border_block: four regular-tree
-- metatiles); per-map borders like Pallet's all-grass $0B (the
-- CutTreeBlockSwaps $0B->$0A block) only apply to other tilesets
-- OVERWORLD maps fill beyond-edge space from VOID FILL (default trees $0F);
-- per-map borders like Pallet's all-grass $0B only apply to other tilesets
TileRenderer.setVoidFill("trees")
eq(TileRenderer.borderBlockFor({ def = { tileset = "OVERWORLD", borderBlock = 33 } }), 0x0F,
"OVERWORLD border fill uses the tree wall block")
eq(TileRenderer.borderBlockFor({ def = { tileset = "HOUSE", borderBlock = 7 } }), 7,
"interior border fill keeps the map's border block")
eq(TileRenderer.borderBlockFor({ def = Data.maps.PALLET_TOWN }), 0x0F,
"Pallet Town border fill is trees, not its all-grass border block")
TileRenderer.setVoidFill("water")
eq(TileRenderer.borderBlockFor({ def = { tileset = "OVERWORLD", borderBlock = 33 } }), 0x43,
"VOID FILL water uses the solid water border block")
TileRenderer.setVoidFill("black")
eq(TileRenderer.borderBlockFor({ def = { tileset = "OVERWORLD", borderBlock = 33 } }), false,
"VOID FILL black disables the tiled border block")
eq(TileRenderer.borderBlockFor({ def = { tileset = "HOUSE", borderBlock = 7 } }), 7,
"VOID FILL does not change interior borders")
TileRenderer.setVoidFill("trees")
local treeWallCuttable = false
for _, swap in ipairs(Data.field.cutTreeSwaps) do
if swap.before == 0x0F then treeWallCuttable = true end