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56 lines
2.1 KiB
Lua
56 lines
2.1 KiB
Lua
-- Registry of hand-ported map scripts. Map-specific behavior lives HERE,
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-- never in engine classes (Critical Engineering Rule #9).
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--
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-- Each module returns { talk = { [TEXT_CONST] = script }, onEnter = fn,
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-- onBoulderMoved = fn } where a script is a list of { "command", args... }
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-- rows executed by src/script/ScriptRunner.lua. Every hand-ported script
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-- cites the pokered source it was ported from.
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--
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-- The modules land in src/script/MapScripts.lua as the engine's base
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-- contribution: attachBase keeps the historical merge (talk tables merge
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-- per TEXT constant, other hooks are replaced by later files, so
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-- different files can each add NPCs to the same map), and mod
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-- contributions from the map_scripts registry compose on top of it.
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local MapScripts = require("src.script.MapScripts")
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for _, mapEntry in ipairs({
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{ "PALLET_TOWN", "data.scripts.pallet_town" },
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{ "OAKS_LAB", "data.scripts.oaks_lab" },
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{ "REDS_HOUSE_1F", "data.scripts.reds_house" },
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{ "CELADON_MANSION_ROOF_HOUSE", "data.scripts.celadon_eevee" },
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}) do
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MapScripts.attachBase(mapEntry[1], require(mapEntry[2]))
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end
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-- story-critical scripts, one table per map, in the order the old merge
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-- loop required them
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for _, file in ipairs({ "data.scripts.story", "data.scripts.story2",
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"data.scripts.story3", "data.scripts.story4",
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"data.scripts.story5", "data.scripts.story6",
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"data.scripts.story7", "data.scripts.flavor_all",
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"data.scripts.safari", "data.scripts.seafoam",
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"data.scripts.gyms" }) do
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for mapId, mod in pairs(require(file)) do
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MapScripts.attachBase(mapId, mod)
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end
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end
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local M = {}
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function M.get(mapId)
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return MapScripts.get(mapId)
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end
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-- script to run when the player talks to an object with this TEXT_ constant
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function M.talkScript(mapId, textConst)
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return MapScripts.talkScript(mapId, textConst)
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end
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-- attribution for that script's run: the owning mod's source, nil for base
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function M.talkSource(mapId, textConst)
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return MapScripts.talkSource(mapId, textConst)
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end
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return M
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