-- Link play UI: one player hosts (the screen shows their LAN address), -- 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 DiscordPresence = require("src.core.DiscordPresence") local Font = require("src.render.Font") local Handshake = require("src.link.Handshake") local Net = require("src.link.Net") local Protocol = require("src.link.Protocol") local Runtime = require("src.mods.Runtime") local Screens = require("src.ui.Screens") local TextBox = require("src.render.TextBox") local Strings = require("src.core.Strings") local LinkState = {} LinkState.__index = LinkState LinkState.isOpaque = true local CURSOR = 0xED local ANY = "ANY" -- sentinel: a leading nil array entry breaks ipairs under -- LuaJIT even though # still reports the full size, so -- the level picker cycles this string instead of nil, -- converted to nil only on the wire (see levelForWire) local FORCE_LEVEL_STEPS = { ANY, 50, 100 } local function indexOf(list, value) for i, v in ipairs(list) do if v == value then return i end end return 1 end local function levelForWire(v) -- ANY ("use each mon's real level") goes on the wire as nil (no forced -- level). An explicit guard, not `v == ANY and nil or v`: that idiom's -- true branch is nil, so it falls through to `or v` and returned the -- literal "ANY" string, which then crashed math.floor in unpackMon (#204). if v == ANY then return nil end return v end local function forceLevelLabel(v) return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v)) end -- stages before any Net object is meaningfully "this session's link" -- -- .net can still be a leftover failed attempt sitting on self, so error/ -- 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 -- the joiner edits an IPv4 address as 12 digits (three per octet), -- prefilled with our own LAN IP so usually only the tail needs changing local function ipDigits(ip) local digits = {} local a, b, c, d = (ip or ""):match("^(%d+)%.(%d+)%.(%d+)%.(%d+)$") local octets = { tonumber(a) or 192, tonumber(b) or 168, tonumber(c) or 0, tonumber(d) or 1 } for _, o in ipairs(octets) do o = math.min(255, o) table.insert(digits, math.floor(o / 100)) table.insert(digits, math.floor(o / 10) % 10) table.insert(digits, o % 10) end return digits end function LinkState.new(game) local self = setmetatable({}, LinkState) self.game = game -- a link session runs at 1X on both machines whatever either player set -- GAME SPEED to (see Game:logicSpeed); cleared in exitWith game.linkSession = true self.stage = "menu" self.index = 1 self.addr = ipDigits(Net.lanIP()) self.addrPos = 12 -- the last octet is what usually differs self.status = "" return self end -- entry point for a Discord "Ask to Join" click (see DiscordPresence.lua): -- skips the whole LAN/ONLINE/TOURNAMENT menu and jumps straight to -- "connecting with this code", same as if the player had typed it in function LinkState.newJoinOnline(game, code) local self = LinkState.new(game) self.net = Net.new() if self.net:joinOnline(nil, code) then self.stage = "onlineJoining" else self.stage = "menu" -- exitWith below needs a real stage to unwind from self:exitWith(Strings("Link error:\n%s", self.net.error or "?")) end return self end function LinkState:exitWith(message, reason) DiscordPresence.setJoinCode(nil) self.game.linkSession = nil -- back to the player's own GAME SPEED Runtime.emit("link.ended", { reason = reason or (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 -- Online play meets strangers, so it requires vanilla on both ends -- (Handshake.onlineAllowed). Mods merge into the shared Data registries at -- boot and there is no unmerge, so switching them off has to go through a -- relaunch -- but the player should not have to go find the mod manager and -- work out which mods count. This turns every enabled mod off, records -- them so the mod manager can put them back, and relaunches. The restart -- is confirmed rather than silent: it drops unsaved progress. function LinkState:offerVanillaRestart() local game = self.game local loader = game.mods local mods = Handshake.mods(game) local names = {} for i, mod in ipairs(mods) do if i > 2 then break end names[#names + 1] = tostring(mod.id):upper():sub(1, 12) end local list = table.concat(names, ", ") if #mods > #names then list = list .. (" +%d"):format(#mods - #names) end local text = Strings( "Online play runs\nvanilla for both\nplayers.\fTurn off %s\nand restart?", list) self.game.linkSession = nil Runtime.emit("link.ended", { reason = "error" }) if self.net then self.net:close() end game.stack:pop() game.stack:push(TextBox.new(game, text, nil, { choice = function(yes) if not yes then return end -- setEnabled persists the toggle itself (Loader:_saveState), so the -- relaunch comes up vanilla and the mod manager lists them as disabled -- for the player to switch back on afterwards for _, mod in ipairs(mods) do if loader and loader.setEnabled then loader:setEnabled(mod.id, false) end end if game.restartWithMods then game:restartWithMods() elseif love.event and love.event.quit then love.event.quit("restart") end end })) end -- ------------------------------------------------------------------- -- handshake v2 (D8): both peers announce engine version, api version and -- a fingerprint of their link surface, and the verdict comes from the two -- hellos rather than from whoever picked the mode. The guest announces -- itself the moment it pairs; the host's hello still carries the mode, so -- a pre-mod build reads it exactly as it always did. -- ------------------------------------------------------------------- -- take the peer's hello out of the inbox without eating anything that -- shares the batch with it function LinkState: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 self.peerName = msg.name 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, #keep > 0 end function LinkState:sendHello(mode) self.myHello = Handshake.hello(self.game, mode) self.net:send(self.myHello) end function LinkState:decideCompat(mode, isHost) self.isHost = isHost self.pendingMode = mode self.myHello = self.myHello or Handshake.hello(self.game, isHost and mode or nil) local peer = self.peerHello self.verdict = Handshake.checkCompat(self.myHello, peer) Runtime.emit("link.connected", { role = isHost and "host" or "guest", remote = { name = peer and peer.name or self.peerName, mode = mode, mods = peer and peer.mods, fingerprint = peer and peer.fingerprint }, }) if self.verdict == "full" or self.verdict == "vanilla_peer" then if isHost and mode == "battle" then -- host picks the level rule now, before the parties are exchanged self.stage = "battleOptions" else self:startMode(mode, isHost) end return end -- naming the difference up front is the whole point: the old behaviour -- was a silent draw three turns into a battle that could never work self.noticeLines = Handshake.describe(self.myHello, peer, self.verdict, mode) self.noticeExits = self.verdict == "refused" or mode ~= "trade" self.stage = "notice" end -- ------------------------------------------------------------------- -- update -- ------------------------------------------------------------------- function LinkState:update(dt) local input = self.game.input if self.net then self.net:update() if self.net.error and not PRE_CONNECT_STAGES[self.stage] then self:exitWith(Strings("Link error:\n%s", 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 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(Strings("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:offerVanillaRestart() 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.stage = "menu" self.index = 1 elseif input:wasPressed("a") then self.net = Net.new() if self.index == 1 then if self.net:host() then self.stage = "hosting" else self:exitWith(Strings("Link error:\n%s", self.net.error or "?")) end else self.stage = "addrEntry" 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(Strings("Link error:\n%s", self.net.error or "?")) end else self.stage = "codeEntry" self.codeEntry = CodeEntry.new() end end elseif self.stage == "onlineHosting" then if not self.discordCodeSet and self.net.code then DiscordPresence.setJoinCode(self.net.code) self.discordCodeSet = true end if input:wasPressed("b") then self:exitWith(nil) return end if self.net.paired then DiscordPresence.setJoinCode(nil) -- someone's here now; stop advertising self.stage = "modeSelect" self.index = 1 end 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(Strings("Link error:\n%s", 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 self.stage = "modeSelect" self.index = 1 end elseif self.stage == "addrEntry" then if input:wasPressed("b") then self:exitWith(nil) return end if input:wasPressed("up") then self.addr[self.addrPos] = (self.addr[self.addrPos] + 1) % 10 elseif input:wasPressed("down") then self.addr[self.addrPos] = (self.addr[self.addrPos] - 1) % 10 elseif input:wasPressed("left") then self.addrPos = math.max(1, self.addrPos - 1) elseif input:wasPressed("right") then self.addrPos = math.min(12, self.addrPos + 1) elseif input:wasPressed("a") then local octets = {} for i = 1, 4 do local base = (i - 1) * 3 octets[i] = math.min(255, self.addr[base + 1] * 100 + self.addr[base + 2] * 10 + self.addr[base + 3]) end if self.net:join(table.concat(octets, ".")) then self.stage = "joining" else self:exitWith(Strings("Link error:\n%s", self.net.error or "?")) end end elseif self.stage == "joining" 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 == "modeSelect" then -- host picks self:pollHello() if input:wasPressed("up") or input:wasPressed("down") then self.index = self.index == 1 and 2 or 1 elseif input:wasPressed("a") then local mode = self.index == 1 and "trade" or "battle" self:sendHello(mode) if self.peerHello then self:decideCompat(mode, true) else self.pendingMode = mode self.helloWait = 0 self.stage = "waitHello" end elseif input:wasPressed("b") then self:exitWith(nil) end elseif self.stage == "battleOptions" then -- host picks the level rule, -- once compat is confirmed and -- before parties are exchanged self.levelChoice = self.levelChoice or ANY if input:wasPressed("b") then self:exitWith(nil) elseif input:wasPressed("up") or input:wasPressed("down") or input:wasPressed("left") or input:wasPressed("right") then local delta = (input:wasPressed("down") or input:wasPressed("left")) and -1 or 1 local i = indexOf(FORCE_LEVEL_STEPS, self.levelChoice) i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1 self.levelChoice = FORCE_LEVEL_STEPS[i] elseif input:wasPressed("a") then self.forceLevel = levelForWire(self.levelChoice) self:startMode(self.pendingMode, true) end elseif self.stage == "waitHello" then -- host waits for the peer's hello if input:wasPressed("b") then self:exitWith(nil) return end local got, other = self:pollHello() self.helloWait = self.helloWait + (dt or 0) -- a pre-mod peer never sends one: it just gets on with the mode, so -- its first message -- or the grace period -- is the answer if got or other or self.helloWait > HELLO_GRACE then self:decideCompat(self.pendingMode, true) end elseif self.stage == "waitMode" then -- guest waits for host's pick 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 == "hello" then self.peerHello = msg self.peerName = msg.name -- the host's next messages (party, ...) can share this batch; -- put them back so the new stage's poll sees them for j = #msgs, i + 1, -1 do table.insert(self.net.inbox, 1, msgs[j]) end self:decideCompat(msg.mode, false) break end end elseif self.stage == "notice" then if input:wasPressed("b") or (self.noticeExits and input:wasPressed("a")) then self.net:send({ type = "bye" }) self:exitWith(nil, "error") elseif input:wasPressed("a") then self:startMode(self.pendingMode, self.isHost) end elseif self.stage == "trade" then self:updateTrade(input) elseif self.stage == "battleWait" 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 -- the host owns this rule (same as mode); the guest only learns -- it here, off the host's own party message if not self.isHost then self.forceLevel = msg.forceLevel end local LinkBattle = require("src.link.LinkBattle") local opts = { myParty = Protocol.packParty(self.game.save.party), theirParty = msg.mons, theirName = self.peerName or "FOE", seed = self.isHost and self.linkSeed or msg.seed, verdict = self.verdict, strict = Handshake.strict(self.verdict), forceLevel = self.forceLevel, } local battle, why if self.isHost then battle, why = LinkBattle.newHost(self.game, self.net, opts) else battle, why = LinkBattle.newGuest(self.game, self.net, opts) end if not battle then self.net:send({ type = "bye" }) self:exitWith(why or Strings("Link battle\ncan't start."), "error") return end self.game.stack:push(battle) self.stage = "battleRunning" for j = #msgs, i + 1, -1 do table.insert(self.net.inbox, 1, msgs[j]) end break end end elseif self.stage == "battleRunning" then if self.game.stack:top() == self then self:exitWith(nil) -- battle finished end end end function LinkState:startMode(mode, isHost) self.isHost = isHost if mode == "trade" then self.stage = "trade" -- a subset session settles which mons both games rebuild identically -- before either party goes out, so a pick can't land on a mon the -- other side would reconstruct differently self.trade = Protocol.TradeSession.new(self.game.data, self.game.save.party, { subset = self.verdict == "subset", strict = Handshake.strict(self.verdict), peerName = self.peerName, }) self.net:send(self.trade:opening()) self.index = 1 else self.stage = "battleWait" -- the host deals the shared RNG seed for the lockstep simulation if isHost then self.linkSeed = love.math.random(1, 2 ^ 30) end self.net:send({ type = "party", mons = Protocol.packParty(self.game.save.party), seed = self.linkSeed, forceLevel = isHost and self.forceLevel or nil }) end end -- ------------------------------------------------------------------- -- trade flow -- ------------------------------------------------------------------- function LinkState:updateTrade(input) for _, msg in ipairs(self.net:poll()) do local reply = self.trade:handle(msg) if reply then self.net:send(reply) end end local t = self.trade if t.stage == "cancelled" then self:exitWith(t.error and Strings("The trade stopped:\n%s.", t.error) or Strings("The trade was\ncancelled.")) return end if t.stage == "done" then local sent = t.party[t.myPick] local received, evoTo = t:apply(self.game) -- Autosave the instant the swap commits into game.save.party, matching the -- Cable Club: pokered engine/link/cable_club.asm calls SaveSAVtoSRAM -- (engine/menus/save.asm) right after every trade so the trade is on the -- cartridge before the animation runs. Without this the received mon -- lives only in memory until a manual START-menu save, so a force-quit -- would lose it and a reset would clone the sent mon (#222). Guarded so -- headless LinkBattle-style fake games with no writeSave are unaffected. if self.game.writeSave then self.game:writeSave() end local name = received.nickname or self.game.data.pokemon[received.species].name Runtime.emit("link.ended", { reason = "done" }) self.game.linkSession = nil -- this path pops without exitWith self.net:close() self.game.stack:pop() local game = self.game require("src.core.Sound").play(game.data, "Trade_Machine") Screens.push(game, "TradeAnim", { sent = sent, received = received, enemyName = (self.peerName or "TRAINER"), playerOt = game.save.player.name, playerOtId = sent.otId or game.save.player.id, enemyOtId = received.otId, onDone = function() game.stack:push(TextBox.new(game, Strings("Trade completed!\f%s received\n%s!", game.save.player.name, name), function() if evoTo then -- via="TRADE": a trade evolution cannot be B-cancelled -- (pokered LINK_STATE_TRADING skips the flash B-poll) (#213). -- Re-save once the evolution movie finishes so the evolved -- species (not the pre-evo landed by t:apply) is what persists, -- keeping disk in step with the autosave above (#222). require("src.pokemon.Evolution").evolve(game, received, evoTo, function() if game.writeSave then game:writeSave() end end, "TRADE") end end)) end, }) return end if t.stage == "picking" and input:wasPressed("up") then self.index = math.max(1, self.index - 1) elseif t.stage == "picking" and input:wasPressed("down") then self.index = math.min(#self.game.save.party, self.index + 1) elseif self.confirmed == nil and input:wasPressed("b") then -- once confirm=true has been sent to the peer, backing out here -- would desync the two sides (the peer may already be committing -- the trade) -- B is dead after that, matching the A branch's own -- self.confirmed == nil guard self.net:send({ type = "bye" }) self:exitWith(Strings("The trade was\ncancelled.")) elseif t.stage == "picking" and input:wasPressed("a") then if t:canPick(self.index) then self.net:send(t:pick(self.index)) end elseif t.stage == "confirming" and self.confirmed == nil then if input:wasPressed("a") then self.confirmed = true self.net:send(t:confirm(true)) 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 function LinkState:draw() if self.stage == "menu" then drawTitle("BOIS CLUB LIVE") Font.draw(Strings("LINK CABLE (LAN)"), 32, 44) Font.draw(Strings("ONLINE MATCH"), 32, 60) Font.draw(Strings("TOURNAMENT"), 32, 76) Font.drawCode(CURSOR, 24, 44 + (self.index - 1) * 16) elseif self.stage == "lanMenu" then drawTitle("LINK CABLE (LAN)") Font.draw(Strings("HOST A GAME"), 32, 48) Font.draw(Strings("JOIN A GAME"), 32, 68) Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68) Font.draw(Strings("UDP port %s", Net.defaultPort()), 8, 128) elseif self.stage == "onlineMenu" then drawTitle("ONLINE MATCH") Font.draw(Strings("HOST ONLINE"), 32, 48) Font.draw(Strings("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(Strings("Tell your friend"), 16, 40) Font.draw(Strings("the code:"), 16, 52) Font.draw(self.net.code or "??????", 32, 68) Font.draw(Strings("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(Strings("A: connect B: back"), 8, 128) elseif self.stage == "onlineJoining" then drawTitle("CONNECTING...") Font.draw(Strings("Calling..."), 8, 56) Font.draw(self.net.target or "", 8, 72) elseif self.stage == "hosting" then drawTitle("HOSTING") Font.draw(Strings("Friend joins at:"), 16, 48) Font.draw(self.net.address or "?", 16, 64) Font.draw(Strings("Waiting for join..."), 8, 96) elseif self.stage == "addrEntry" then drawTitle("ENTER HOST ADDRESS") for i = 1, 12 do local octet = math.floor((i - 1) / 3) -- 0..3 local x = 16 + (i - 1) * 8 + octet * 8 -- gap for the dots Font.draw(tostring(self.addr[i]), x, 64) if i == self.addrPos then Font.drawCode(0xEE, x, 76) -- ▼ under the active digit end end for octet = 1, 3 do Font.draw(".", 16 + octet * 32 - 8, 64) end Font.draw(Strings("Port: %s", Net.defaultPort()), 16, 96) Font.draw(Strings("A: connect B: back"), 8, 128) elseif self.stage == "joining" then drawTitle("JOINING...") Font.draw(Strings("Calling..."), 8, 56) Font.draw(self.net.target or "", 8, 72) elseif self.stage == "modeSelect" then drawTitle("CONNECTED!") Font.draw(Strings("TRADE"), 32, 48) Font.draw(Strings("BATTLE"), 32, 68) Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68) elseif self.stage == "battleOptions" then drawTitle("BATTLE OPTIONS") Font.draw(Strings("LEVELS:"), 16, 56) Font.draw(forceLevelLabel(self.levelChoice or ANY), 88, 56) Font.draw(Strings("A: continue B: back"), 8, 128) elseif self.stage == "waitMode" or self.stage == "waitHello" then drawTitle("CONNECTED!") if self.stage == "waitHello" then Font.draw(Strings("Checking the"), 16, 56) Font.draw(Strings("other game..."), 16, 72) else Font.draw(Strings("Waiting for the"), 16, 56) Font.draw(Strings("host to choose..."), 16, 72) end elseif self.stage == "notice" then drawTitle("CHECK YOUR MODS") for i, line in ipairs(self.noticeLines or {}) do if i > 8 then break end -- what fits above the prompt row Font.draw(line, 8, 24 + (i - 1) * 12) end Font.draw(self.noticeExits and "A: back" or Strings("A: trade anyway"), 8, 128) elseif self.stage == "trade" then drawTitle("TRADE") local t = self.trade Font.draw(Strings("YOURS"), 8, 20) for i, mon in ipairs(self.game.save.party) do local def = self.game.data.pokemon[mon.species] local label = (mon.nickname or def.name):sub(1, 8) if not t:canPick(i) then label = label .. "X" end Font.draw(label, 16, 20 + i * 12) if i == self.index then Font.drawCode(CURSOR, 8, 20 + i * 12) end end Font.draw(Strings("THEIRS"), 84, 20) for i, mon in ipairs(t.theirParty or {}) do local def = self.game.data.pokemon[mon.species] Font.draw((mon.nickname or def.name):sub(1, 8), 92, 20 + i * 12) if t.theirPick == i then Font.drawCode(CURSOR, 84, 20 + i * 12) end end local hint if t.stage == "waitRecords" then hint = "Comparing games..." elseif t.stage == "waitParty" then hint = "Exchanging data..." elseif t.stage == "picking" then hint = t:canPick(self.index) and "Pick one to trade" or Strings("X: not on theirs") elseif t.stage == "waitPick" then hint = "Waiting for them..." elseif t.stage == "confirming" then hint = self.confirmed and "Waiting..." or Strings("A: trade B: cancel") end Font.draw(hint or "", 8, 132) elseif self.stage == "battleWait" or self.stage == "battleRunning" then drawTitle("LINK BATTLE") Font.draw(Strings("Exchanging data..."), 16, 64) end love.graphics.setColor(1, 1, 1, 1) end return LinkState