mirror of
https://github.com/bryanthaboi/gen1recomp.git
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545 lines
19 KiB
Lua
545 lines
19 KiB
Lua
-- Link battles over the peer-to-peer link (src/link/Net.lua),
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-- lockstep-simulated like the real link cable: BOTH sides run the
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-- full battle engine (BattleState) locally
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-- from mirrored perspectives, on a shared RNG seed the host deals out.
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-- Each turn the two chosen actions are exchanged and both machines
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-- resolve the turn independently -- identical clamped party copies +
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-- identical RNG stream = identical outcomes. A per-turn state hash is
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-- exchanged; a mismatch (desync) ends the match as a draw, like a
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-- cable pull.
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--
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-- Cable rules: no experience, no money, no items; either side may RUN
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-- (a draw); a fainted mon is auto-replaced by the next healthy party
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-- member (the original prompts; documented divergence). Badge stat
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-- boosts don't apply on either side (divergence: Gen 1 famously kept
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-- them in link battles).
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local Fingerprint = require("src.link.Fingerprint")
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local Handshake = require("src.link.Handshake")
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local Logger = require("src.core.Logger")
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local Protocol = require("src.link.Protocol")
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local Runtime = require("src.mods.Runtime")
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local TurnOrder = require("src.battle.TurnOrder")
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local LinkBattle = {}
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-- Deterministic Park-Miller PRNG: both sides must roll identical
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-- streams, so love.math.random can't be used.
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local function makeRng(seed)
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local s = seed % 2147483647
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if s <= 0 then s = s + 2147483646 end
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return function(a, b)
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s = (s * 16807) % 2147483647
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if a == nil then return s / 2147483647 end
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if b == nil then a, b = 1, a end
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return a + (s % (b - a + 1))
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end
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end
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-- battler builder shared by both sides -- NO badge boosts, so both
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-- machines compute identical stats
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local function mkBattler(data, mon, isPlayer)
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local def = data.pokemon[mon.species]
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local ok, img = pcall(love.graphics.newImage,
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isPlayer and def.spriteBack or def.spriteFront)
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return {
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mon = mon, def = def, isPlayer = isPlayer, stages = {},
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name = mon.nickname or def.name,
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curStats = mon.stats, curTypes = def.types, curMoves = mon.moves,
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sprite = ok and img or nil,
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}
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end
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-- canonical (host-side-first) state hash, unchanged since v1: it stays on
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-- the wire as `value` so a pre-mod peer still compares something it agrees
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-- with, while the components below carry the real coverage
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local function stateHash(self, role)
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local function sig(b)
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return ("%s:%d:%s"):format(b.mon.species, b.mon.hp, tostring(b.mon.status))
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end
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local hostSide = role == "host" and self.player or self.enemy
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local guestSide = role == "host" and self.enemy or self.player
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return sig(hostSide) .. "|" .. sig(guestSide)
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end
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-- The signature is split into components so a mismatch can name what
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-- diverged: species:hp:status alone missed stat stages, PP, toxic counters
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-- and bench damage until they happened to move an active's HP, and the
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-- match then ended in a draw that explained nothing.
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local STAGES = { "attack", "defense", "special", "speed", "accuracy", "evasion" }
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local VOLATILE = {
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"bideDamage", "bideTurns", "boundTurns", "chargeReady", "charging",
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"confusedTurns", "disabledSlot", "disabledTurns", "flinched", "focusEnergy",
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"invulnerable", "leechSeeded", "lightScreen", "mist", "mustRecharge",
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"rageMove", "reflect", "skipMove", "sleepTurns", "substituteHP",
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"thrashMove", "thrashTurns", "toxicCounter", "trapDamage", "trapMove",
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"trappingTurns",
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}
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-- move instances ride some volatile slots; only their id is comparable
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local function scalar(v)
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if type(v) == "table" then return tostring(v.id or "?") end
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if type(v) == "boolean" then return v and "T" or "F" end
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return tostring(v)
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end
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local function stageStr(b)
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local out = {}
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for i, stat in ipairs(STAGES) do
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out[i] = tostring((b.stages or {})[stat] or 0)
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end
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return table.concat(out, ",")
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end
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local function ppStr(mon)
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local out = {}
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for i, mv in ipairs(mon.moves or {}) do
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out[i] = ("%s=%s"):format(tostring(mv.id), tostring(mv.pp or 0))
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end
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return table.concat(out, ",")
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end
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local function volStr(b)
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local out = {}
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for _, key in ipairs(VOLATILE) do
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if b[key] ~= nil then
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out[#out + 1] = key .. "=" .. scalar(b[key])
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end
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end
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return table.concat(out, ",")
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end
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local function activeStr(b)
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return ("%s:%d:%s:%s:%s"):format(b.mon.species, b.mon.hp,
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tostring(b.mon.status), stageStr(b),
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ppStr(b.mon))
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end
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local function benchStr(party)
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local out = {}
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for i, mon in ipairs(party or {}) do
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out[i] = ("%s:%d:%s"):format(tostring(mon.species), mon.hp or 0,
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tostring(mon.status))
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end
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return table.concat(out, "|")
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end
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-- canonical (host-side-first) per-component signature for desync detection
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local function stateSig(self, role, myParty, theirParty)
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local host = role == "host" and self.player or self.enemy
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local guest = role == "host" and self.enemy or self.player
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local hostParty = role == "host" and myParty or theirParty
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local guestParty = role == "host" and theirParty or myParty
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return {
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actives = Fingerprint.digest(activeStr(host) .. "|" .. activeStr(guest)),
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volatile = Fingerprint.digest(volStr(host) .. "|" .. volStr(guest)),
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bench = Fingerprint.digest(benchStr(hostParty) .. "|" .. benchStr(guestParty)),
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}
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end
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local PARTS = { "actives", "volatile", "bench" }
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-- opts: { myParty = packed, theirParty = packed, theirName, role =
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-- "host"/"guest", seed, verdict, strict }. Returns nil plus a reason when
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-- the handshake says the two link surfaces don't match: a lockstep
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-- simulation of two different rulebooks can only end in a bogus draw.
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function LinkBattle.new(game, net, opts)
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local BattleState = require("src.battle.BattleState")
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local role = opts.role
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local theirName = opts.theirName or "FOE"
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if not Handshake.battleAllowed(opts.verdict) then
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return nil, "Link battle needs\nthe same mods on\nboth games."
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end
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-- both parties pass through the same pack->unpack clamp on both
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-- machines, so the copies are identical everywhere
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local unpackOpts = { strict = opts.strict or false }
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local myParty, theirParty = {}, {}
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for _, p in ipairs(opts.myParty or {}) do
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local mon = Protocol.unpackMon(game.data, p, unpackOpts)
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if mon then
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table.insert(myParty, mon)
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elseif unpackOpts.strict then
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return nil, ("Your %s can't\nbattle on the\nother game."):format(
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tostring(p.species))
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end
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end
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for _, p in ipairs(opts.theirParty or {}) do
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local mon, why = Protocol.unpackMon(game.data, p, unpackOpts)
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if mon then
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table.insert(theirParty, mon)
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elseif unpackOpts.strict then
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return nil, ("Their %s isn't\nin this game.\n(%s)"):format(
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tostring(p.species), tostring(why))
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end
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end
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if #myParty == 0 or #theirParty == 0 then
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Logger.warn("link: empty party on one side")
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end
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-- a mod validates its own extra namespace here, the same site the trade
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-- path gets in TradeSession:apply, before anything simulates with it.
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-- Both parties go through it on both machines and in the canonical
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-- host-first order: a validator that strips a field from one side only,
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-- or in a different order, leaves the two simulations holding different
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-- mons and desyncs on the first turn the difference matters.
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local function announceReceived(party)
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for _, mon in ipairs(party) do
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Runtime.emit("pokemon.received",
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{ mon = mon, from = "link", peerName = theirName })
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end
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end
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announceReceived(role == "host" and myParty or theirParty)
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announceReceived(role == "host" and theirParty or myParty)
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-- build on a wild battle and reshape it into the lockstep link battle.
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-- The RATTATA scaffold is unreachable on the negotiated path: an empty or
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-- unrebuildable party is refused above, so it only ever covers a caller
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-- that skipped the handshake.
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local self = BattleState.newWild(game, theirParty[1] and theirParty[1].species
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or "RATTATA", 5)
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self.kind = "link"
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self.linkRole = role
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self.net = net
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-- BattleState:update only runs while it's the top of the state
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-- stack, but the player can push PartyMenu/ChoiceBox/NamingScreen on
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-- top of it (forced switch on faint, evolution naming...); the ENet
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-- transport must stay serviced regardless, or the peer's actions
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-- back up and the link can stall or time out. Game:step services
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-- game.linkNet unconditionally every frame.
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game.linkNet = net
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self.rng = makeRng(opts.seed or 1)
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self.player = mkBattler(game.data, myParty[1], true)
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self.enemy = mkBattler(game.data, theirParty[1], false)
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self.enemyParty = theirParty
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self.introText = ("%s wants\nto battle!"):format(theirName)
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self.remoteHashes = {}
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self.localHashes = {}
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self.remoteParts = {}
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self.localParts = {}
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self.checkedTurns = {}
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local send = function(msg) net:send(msg) end
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local function endAsDraw(s, text)
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if s.linkEnded then return end
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s.result = "draw"
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s.afterQueue = "finish"
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s.phase = "messages"
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if text then s:say(text) end
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end
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local function orderMove(action)
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if action and action.id then return game.data.moves[action.id] end
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return nil
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end
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-- decode a remote action message against the enemy battler
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local function decodeTheirAction(s, msg)
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if msg.kind == "move" then
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local slot = math.max(1, math.min(#s.enemy.curMoves, math.floor(msg.slot or 1)))
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return s.enemy.curMoves[slot]
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elseif msg.kind == "struggle" then
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return { id = "STRUGGLE", pp = 1, struggle = true }
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elseif msg.kind == "locked" then
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return s:lockedAction(s.enemy)
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end
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return nil
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end
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-- with the handshake guaranteeing both games share a link surface, a
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-- mismatch here is RNG non-determinism -- almost always a mod rolling
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-- love.math.random inside battle logic instead of the injected s.rng
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local function reportDesync(s, turn, component, localH, remoteH)
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Logger.warn("link: desync turn %s component=%s (%s vs %s)",
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tostring(turn), component, tostring(localH), tostring(remoteH))
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Runtime.emit("link.desync", { turn = turn, component = component,
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localHash = localH, remoteHash = remoteH })
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endAsDraw(s, ("Link desync!\n%s differs.\fAre both games\nrunning the same\nmods?")
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:format(component))
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end
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-- a verified turn stays recorded: consuming it here left a finished
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-- battle holding 0-1 entries, so the whole-battle sweep the link suite
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-- runs over localHashes had nothing left to compare
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local function checkHashes(s)
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for turn, localH in pairs(s.localHashes) do
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local remoteH = s.remoteHashes[turn]
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if remoteH and not s.checkedTurns[turn] then
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s.checkedTurns[turn] = true
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local mine, theirs = s.localParts[turn], s.remoteParts[turn]
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if mine and theirs then
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for _, component in ipairs(PARTS) do
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if mine[component] ~= theirs[component] then
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reportDesync(s, turn, component, mine[component], theirs[component])
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return
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end
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end
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end
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-- a v1 peer sends the combined value only
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if remoteH ~= localH then
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reportDesync(s, turn, "state", localH, remoteH)
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return
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end
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end
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end
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end
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-- both actions in hand: resolve the turn identically on both machines
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local function resolveLockstep(s, myMsg, theirMsg)
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if myMsg.kind == "run" or theirMsg.kind == "run" then
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local who = myMsg.kind == "run" and game.save.player.name or theirName
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endAsDraw(s, ("%s ran from\nthe battle!"):format(who))
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return
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end
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s.phase = "messages"
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s.afterQueue = "linkNext"
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s.turnCount = (s.turnCount or 0) + 1
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local myAction = myMsg.action
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local theirSwitch = theirMsg.kind == "switch"
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and math.max(1, math.min(#theirParty,
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math.floor(theirMsg.index or 1)))
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or nil
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-- switches happen before attacks (both may switch)
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if myMsg.kind == "switch" then
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local idx = myMsg.index
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s:act(function()
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s.player = mkBattler(game.data, myParty[idx], true)
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s:sayNext(("Go! %s!"):format(s.player.name))
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end)
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myAction = nil
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end
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if theirSwitch then
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s:act(function()
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s.enemy = mkBattler(game.data, theirParty[theirSwitch], false)
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s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
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end)
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end
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s:act(function()
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local theirAction = decodeTheirAction(s, theirMsg)
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Runtime.emit("battle.turn_started", {
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battle = s, turn = s.turnCount,
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playerAction = myAction, enemyAction = theirAction,
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})
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if myAction and theirAction then
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-- the tie-break roll is shared: the guest inverts it so both
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-- machines agree on who goes first. A modded ordering rule has
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-- to run here too, or the two peers order the turn differently.
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local first
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local myMove, theirMove = orderMove(myAction), orderMove(theirAction)
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if Runtime.wantsHook("battle.turn_order") then
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first = Runtime.call("battle.turn_order", function(a, aMove, b, bMove, c)
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return TurnOrder.firstMover(a, aMove, b, bMove, c.rng, c.invertTie)
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end, s.player, myMove, s.enemy, theirMove,
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{ rng = s.rng, invertTie = role == "guest" })
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else
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first = TurnOrder.firstMover(s.player, myMove, s.enemy, theirMove,
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s.rng, role == "guest")
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end
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local order
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if first then
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order = { { s.player, s.enemy, myAction },
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{ s.enemy, s.player, theirAction } }
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else
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order = { { s.enemy, s.player, theirAction },
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{ s.player, s.enemy, myAction } }
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end
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for _, entry in ipairs(order) do
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s:act(function() s:executeAction(entry[1], entry[2], entry[3]) end)
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end
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elseif myAction then
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s:act(function() s:executeAction(s.player, s.enemy, myAction) end)
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elseif theirAction then
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s:act(function() s:executeAction(s.enemy, s.player, theirAction) end)
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end
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s:act(function() s:endOfTurn() end)
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s:act(function()
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if s.linkEnded then return end
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local parts = stateSig(s, role, myParty, theirParty)
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local h = stateHash(s, role)
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s.localHashes[s.turnCount] = h
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s.localParts[s.turnCount] = parts
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send({ type = "hash", turn = s.turnCount, value = h, parts = parts })
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checkHashes(s)
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end)
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end)
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end
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self.pendingMyAction = nil
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self.remoteAction = nil
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local function tryResolve(s)
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if not s.pendingMyAction or not s.remoteAction then return end
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local mine, theirs = s.pendingMyAction, s.remoteAction
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s.pendingMyAction, s.remoteAction = nil, nil
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resolveLockstep(s, mine, theirs)
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end
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-- my chosen action: send it and wait for theirs
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local function submit(s, msg, localAction)
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msg.action = nil
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send(msg)
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msg.action = localAction
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s.pendingMyAction = msg
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s.phase = "waitRemote"
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tryResolve(s)
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end
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self.resolveTurn = function(s, action)
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local kind
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if action.struggle then
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kind = "struggle"
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elseif action.special then
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kind = "locked"
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else
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kind = "move"
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end
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local slot
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if kind == "move" then
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for i, mv in ipairs(s.player.curMoves) do
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if mv == action then slot = i end
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end
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if not slot then kind = "locked" end -- thrash/rage move instances
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end
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submit(s, { type = "action", kind = kind, slot = slot }, action)
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end
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self.resolveSwitch = function(s, newMon)
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for i, mon in ipairs(myParty) do
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if mon == newMon then
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submit(s, { type = "action", kind = "switch", index = i }, nil)
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return
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end
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end
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end
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-- the party menu must offer the clamped link copies
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self.openParty = function(s)
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s.phase = "messages"
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s.afterQueue = "menu"
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s:ui(function()
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return s:buildScreen("PartyMenu", {
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battle = s,
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party = myParty,
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onSwitch = function(mon)
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if mon == s.player.mon then
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s:say(("%s is\nalready out!"):format(s.player.name))
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elseif mon.hp <= 0 then
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s:say("There's no will\nto fight!")
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else
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s:resolveSwitch(mon)
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end
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end,
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})
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end)
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end
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self.openItems = function(s)
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s:say("Items can't be\nused in a link\nbattle!")
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s.phase = "messages"
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s.afterQueue = "menu"
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end
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self.tryRun = function(s)
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submit(s, { type = "action", kind = "run" }, nil)
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end
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-- fainted mons auto-replace with the next healthy teammate, in party
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-- order, identically on both machines
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self.playerMonFainted = function(s)
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for _, mon in ipairs(myParty) do
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if mon.hp > 0 then
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s:act(function()
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s.player = mkBattler(game.data, mon, true)
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s:sayNext(("Go! %s!"):format(s.player.name))
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end)
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return
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end
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end
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s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(game.save.player.name,
|
|
theirName))
|
|
s.result = "lose"
|
|
s.afterQueue = "finish"
|
|
end
|
|
|
|
self.enemyMonFainted = function(s)
|
|
for _, mon in ipairs(theirParty) do
|
|
if mon.hp > 0 then
|
|
s:act(function()
|
|
s.enemy = mkBattler(game.data, mon, false)
|
|
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
|
|
end)
|
|
return
|
|
end
|
|
end
|
|
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(theirName,
|
|
game.save.player.name))
|
|
s.result = "win"
|
|
s.afterQueue = "finish"
|
|
end
|
|
|
|
local baseUpdate = self.update
|
|
self.update = function(s, dt)
|
|
net:update()
|
|
for _, msg in ipairs(net:poll()) do
|
|
if msg.type == "action" then
|
|
s.remoteAction = msg
|
|
tryResolve(s)
|
|
elseif msg.type == "hash" then
|
|
s.remoteHashes[msg.turn or 0] = msg.value
|
|
s.remoteParts[msg.turn or 0] = msg.parts
|
|
checkHashes(s)
|
|
elseif msg.type == "bye" then
|
|
-- only a draw if our own simulation hasn't already decided
|
|
-- (the winner's bye can arrive while we're still animating)
|
|
if not s.result then
|
|
endAsDraw(s, ("%s left the\nbattle."):format(theirName))
|
|
end
|
|
end
|
|
end
|
|
if net.closed and not s.linkEnded and not s.result then
|
|
endAsDraw(s)
|
|
end
|
|
if s.phase == "waitRemote" then
|
|
return -- the other side is still choosing
|
|
end
|
|
if s.phase == "messages" and s.afterQueue == "linkNext" then
|
|
if not s:updateQueue() then
|
|
s.afterQueue = "menu"
|
|
s.phase = "menu"
|
|
end
|
|
return
|
|
end
|
|
baseUpdate(s, dt)
|
|
end
|
|
|
|
local baseFinish = self.finish
|
|
self.finish = function(s)
|
|
if not s.linkEnded then
|
|
s.linkEnded = true
|
|
send({ type = "bye" })
|
|
end
|
|
net:close()
|
|
if game.linkNet == net then game.linkNet = nil end
|
|
baseFinish(s)
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
-- backwards-compatible entry points (LinkState passes role explicitly)
|
|
function LinkBattle.newHost(game, net, opts)
|
|
opts.role = "host"
|
|
return LinkBattle.new(game, net, opts)
|
|
end
|
|
|
|
function LinkBattle.newGuest(game, net, opts)
|
|
opts.role = "guest"
|
|
return LinkBattle.new(game, net, opts)
|
|
end
|
|
|
|
return LinkBattle
|