mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-13 17:00:58 +02:00
372 lines
14 KiB
Lua
372 lines
14 KiB
Lua
-- mod.world: the supported way for mod code to act on the running
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-- overworld. Every method resolves the live OverworldState by scanning
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-- the state stack for the isOverworld marker and returns nil, "no
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-- overworld" when none is up -- called from the title screen this is a
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-- quiet no-op, never a crash. Reaching into OverworldState internals
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-- stays unsupported; anything a mod legitimately needs belongs here.
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local Logger = require("src.core.Logger")
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local Assets = require("src.render.Assets")
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local MapLoader = require("src.world.MapLoader")
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local Party = require("src.pokemon.Party")
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local Runtime = require("src.mods.Runtime")
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local WorldAPI = {}
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WorldAPI.__index = WorldAPI
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local NO_OVERWORLD = "no overworld"
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local overviewShades = {}
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Assets.register(function() overviewShades = {} end)
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local function shadeDigit(sum, pixelCount)
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return tostring(math.max(0, math.min(3,
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math.floor((1 - sum / pixelCount) * 3 + 0.5))))
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end
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local function mapTileRows(map)
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local tileset = map.tileset
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if not (tileset and tileset.image and tileset.tilesPerRow) then return nil end
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local cached = overviewShades[tileset.image]
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if not cached then
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local ok, pixels = pcall(Assets.imageData, tileset.image)
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if not ok then return nil end
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cached = { pixels = pixels, shades = {} }
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overviewShades[tileset.image] = cached
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end
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local rows, detailRows, perRow = {}, {}, tileset.tilesPerRow
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for ty = 0, map.heightCells * 2 - 1 do
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local row, detailTop, detailBottom = {}, {}, {}
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for tx = 0, map.widthCells * 2 - 1 do
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local tile = map:tileAt(tx, ty)
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local shades = cached.shades[tile]
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if shades == nil then
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local sums = { 0, 0, 0, 0 }
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local ox, oy = (tile % perRow) * 8, math.floor(tile / perRow) * 8
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for py = 0, 7 do
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for px = 0, 7 do
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local r, g, b = cached.pixels:getPixel(ox + px, oy + py)
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local quadrant = math.floor(py / 4) * 2 + math.floor(px / 4) + 1
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sums[quadrant] = sums[quadrant]
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+ r * 0.2126 + g * 0.7152 + b * 0.0722
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end
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end
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shades = {
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shadeDigit(sums[1] + sums[2] + sums[3] + sums[4], 64),
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shadeDigit(sums[1], 16), shadeDigit(sums[2], 16),
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shadeDigit(sums[3], 16), shadeDigit(sums[4], 16),
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}
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cached.shades[tile] = shades
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end
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row[#row + 1] = shades[1]
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detailTop[#detailTop + 1] = shades[2] .. shades[3]
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detailBottom[#detailBottom + 1] = shades[4] .. shades[5]
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end
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rows[#rows + 1] = table.concat(row)
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detailRows[#detailRows + 1] = table.concat(detailTop)
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detailRows[#detailRows + 1] = table.concat(detailBottom)
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end
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return rows, detailRows
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end
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local function acceptsMenuInput(game, ow)
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local stack = game and game.stack
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local runner = ow and ow.runner
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return ow and stack and stack.top and stack:top() == ow
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and not ow.transitioning and not ow.flyAnim and not ow.teleportOut
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and not ow.engaging and not ow.emote and not ow.pikaHop and not ow.healAnim
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and not (ow.player and (ow.player.moving or ow.player.inputLocked))
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and not (runner and runner.isRunning and runner:isRunning())
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and #(ow.scriptMoves or {}) == 0
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end
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local function validPartySlot(party, slot)
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return type(slot) == "number" and slot == math.floor(slot)
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and party[slot] ~= nil
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end
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function WorldAPI.new(game, modId)
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return setmetatable({ game = game, modId = modId }, WorldAPI)
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end
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-- the live overworld, or nil. Game.overworld is the fast path; the stack
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-- scan is the authority, so a state pushed over the world (a battle, a
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-- menu) still resolves to the world underneath it.
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function WorldAPI:overworld()
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local game = self.game
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local stack = game and game.stack
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local states = stack and stack.states
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if states then
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for i = #states, 1, -1 do
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if states[i].isOverworld then return states[i] end
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end
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end
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local ow = game and game.overworld
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if ow and ow.isOverworld and ow.map then return ow end
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return nil
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end
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function WorldAPI:current()
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local ow = self:overworld()
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if not ow or not ow.map then return nil, NO_OVERWORLD end
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local p = ow.player
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return { mapId = ow.map.id, x = p and p.cellX, y = p and p.cellY,
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facing = p and p.facing }
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end
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-- Companion UIs may offer party ordering while the player is in free roam.
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-- The same guard that makes opening a menu safe keeps scripts, transitions,
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-- movement and screens above the overworld from observing a mid-action swap.
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function WorldAPI:canReorderParty()
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local game, ow = self.game, self:overworld()
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local party = game and game.save and game.save.party or {}
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return #party > 1 and not not acceptsMenuInput(game, ow)
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end
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function WorldAPI:reorderParty(fromSlot, toSlot)
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local game, ow = self.game, self:overworld()
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if not ow then return nil, NO_OVERWORLD end
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if not acceptsMenuInput(game, ow) then return nil, "world is busy" end
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local party = game.save and game.save.party or {}
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if not validPartySlot(party, fromSlot)
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or not validPartySlot(party, toSlot) then
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return nil, "invalid party slot"
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end
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if fromSlot ~= toSlot then
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party[fromSlot], party[toSlot] = party[toSlot], party[fromSlot]
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require("src.core.Sound").play(game.data, "Swap")
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end
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return true
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end
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-- A compact, read-only view of the active map for minimaps and companion UIs.
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-- `rows` describes collision terrain; optional `tileRows` reduces each real
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-- 8x8 map tile to its average Game Boy shade ("0" lightest, "3" darkest).
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-- `tileDetailRows` preserves one shade per 4x4 quadrant. Markers identify
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-- exits and item spots that are still active without exposing world internals.
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function WorldAPI:mapOverview()
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local ow = self:overworld()
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if not ow or not ow.map then return nil, NO_OVERWORLD end
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local map, rows, markers = ow.map, {}, {}
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for y = 0, map.heightCells - 1 do
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local row = {}
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for x = 0, map.widthCells - 1 do
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row[#row + 1] = map:isWarpTileCell(x, y) and "+"
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or map:isWaterCell(x, y) and "~"
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or map:isWalkableCell(x, y) and "." or " "
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end
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rows[#rows + 1] = table.concat(row)
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end
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local def = map.def or {}
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for _, warp in ipairs(def.warps or {}) do
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markers[#markers + 1] = { kind = "warp", x = warp.x, y = warp.y }
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end
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local game, save = self.game, self.game.save or {}
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for _, obj in ipairs(def.objects or {}) do
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if obj.item and obj.item ~= "0" and obj.item ~= 0
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and ow.objectVisible(save, map.id, obj) then
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markers[#markers + 1] = { kind = "item", x = obj.x, y = obj.y }
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end
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end
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local hidden = game.data and game.data.field and game.data.field.hiddenItems
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for _, item in ipairs(hidden and hidden[map.id] or {}) do
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local key = map.id .. "_" .. item.x .. "_" .. item.y
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if not (save.hiddenTaken and save.hiddenTaken[key]) then
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markers[#markers + 1] = { kind = "hidden", x = item.x, y = item.y }
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end
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end
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local tileRows, tileDetailRows = mapTileRows(map)
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return { mapId = map.id, width = map.widthCells,
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height = map.heightCells, rows = rows, markers = markers,
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tileRows = tileRows,
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tileWidth = tileRows and map.widthCells * 2,
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tileHeight = tileRows and map.heightCells * 2,
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tileDetailRows = tileDetailRows,
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tileDetailWidth = tileDetailRows and map.widthCells * 4,
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tileDetailHeight = tileDetailRows and map.heightCells * 4 }
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end
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-- opts.arrive = "fly" | "teleport" picks the arrival FX; anything else
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-- lands the player without one, like a scripted warp.
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function WorldAPI:warpTo(mapId, x, y, facing, opts)
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local ow = self:overworld()
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if not ow then return nil, NO_OVERWORLD end
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if not self.game.data.maps[mapId] then
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return nil, "unknown map: " .. tostring(mapId)
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end
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if opts and (opts.arrive == "fly" or opts.arrive == "teleport") then
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ow.arriveWarp = opts.arrive
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end
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ow:startWarpTo(mapId, x, y, facing or "down", opts and opts.onDone,
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{ via = "warp", keepMusic = opts and opts.keepMusic })
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return true
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end
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-- save.objectToggles is the same store the spawn filter reads, so a toggle
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-- on an inactive map takes effect the next time it is entered.
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function WorldAPI:toggleObject(mapId, objName, visible)
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local save = self.game and self.game.save
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if not save then return nil, "no save" end
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save.objectToggles = save.objectToggles or {}
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save.objectToggles[mapId] = save.objectToggles[mapId] or {}
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save.objectToggles[mapId][objName] = visible and true or false
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Runtime.emit("world.object_toggled",
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{ mapId = mapId, objName = objName, visible = visible and true or false })
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local ow = self:overworld()
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if ow and ow.map and ow.map.id == mapId then
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ow:setMap(mapId, ow.player.cellX, ow.player.cellY, ow.player.facing,
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{ seamless = true, via = "reload", keepMusic = true })
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end
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return true
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end
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function WorldAPI:setFlag(name, value)
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local save = self.game and self.game.save
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if not save or not save.flags then return nil, "no save" end
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save.flags[name] = value
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return true
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end
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function WorldAPI:getFlag(name)
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local save = self.game and self.game.save
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return save and save.flags and save.flags[name]
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end
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-- active map only: this mutates the runtime Map and rebuilds the renderer.
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-- A layout change that must survive a reload belongs in a maps patch.
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function WorldAPI:replaceBlock(bx, by, block)
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local ow = self:overworld()
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if not ow or not ow.map then return nil, NO_OVERWORLD end
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ow:replaceBlock(bx, by, block)
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return true
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end
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-- objDef uses the same shape as maps[].objects. Runtime objects are not
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-- serialized: a permanent NPC belongs in a maps patch, this is for
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-- scripted and dynamic actors the mod re-spawns on map.entered.
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function WorldAPI:spawnNpc(mapId, objDef)
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local ow = self:overworld()
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if not ow then return nil, NO_OVERWORLD end
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if type(objDef) ~= "table" then return nil, "objDef must be a table" end
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local copy = {}
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for k, v in pairs(objDef) do copy[k] = v end
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return ow:addRuntimeObject(mapId, copy, self.modId)
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end
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function WorldAPI:removeNpc(npcId)
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local ow = self:overworld()
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if not ow then return nil, NO_OVERWORLD end
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return ow:removeRuntimeObject(npcId, self.modId)
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end
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-- a handle onto a live NPC: scriptMove / marchInPlace / face, which is
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-- everything the scripted-movement queue exposes
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local Handle = {}
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Handle.__index = Handle
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function Handle:scriptMove(dir, tiles, onDone)
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self.ow:scriptMove(self.npc, dir, tiles or 1, onDone)
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return true
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end
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function Handle:marchInPlace(onDone)
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self.ow:marchInPlace(self.npc, onDone)
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return true
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end
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function Handle:face(dir)
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self.npc.facing = dir
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return true
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end
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function Handle:position()
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return self.npc.cellX, self.npc.cellY
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end
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function WorldAPI:npc(mapId, indexOrName)
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local ow = self:overworld()
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if not ow then return nil, NO_OVERWORLD end
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if ow.map and ow.map.id ~= mapId then return nil, "map is not active" end
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for _, npc in ipairs(ow.npcs or {}) do
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if npc.def.index == indexOrName or npc.def.name == indexOrName
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or npc.id == indexOrName then
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return setmetatable({ ow = ow, npc = npc, id = npc.id }, Handle)
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end
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end
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return nil, "no such object: " .. tostring(indexOrName)
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end
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-- FIFO queueing is owned by the script runner; until it lands this runs
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-- the rows when nothing else is running and refuses otherwise, so a mod
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-- never silently loses a script.
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function WorldAPI:queueScript(rows, extra)
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local ow = self:overworld()
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if not ow or not ow.runner then return nil, NO_OVERWORLD end
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if ow.runner:isRunning() then return nil, "a script is already running" end
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ow.runner:run(rows, extra)
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return true
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end
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-- The supported way to start a wild encounter. Hand-rolling this -- build a
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-- BattleState, push it -- silently costs evolutions and blackout-on-loss
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-- (both hang off onFinish -> afterBattle) plus the entry wipe and battle
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-- theme (both owned by pushBattle). Nothing raises when they are missing.
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function WorldAPI:startWildBattle(species, level)
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local ow = self:overworld()
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if not ow then return nil, NO_OVERWORLD end
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if not self.game.data.pokemon[species] then
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return nil, "unknown species: " .. tostring(species)
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end
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-- Pokemon.new writes the level through verbatim -- into level, the stat
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-- calc and the exp curve -- so a fraction has to be refused here rather
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-- than round somewhere downstream. The % test also catches NaN, which
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-- passes both range comparisons.
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level = tonumber(level)
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if not level or level % 1 ~= 0 or level < 1 or level > 100 then
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return nil, "level must be a whole number 1..100"
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end
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-- overworld() resolves the world from UNDER whatever sits on top of it,
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-- so from a battle hook this would otherwise stack a second battle over
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-- the live one -- and on a loss its afterBattle blacks out and warps
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-- with the outer battle still on the stack.
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local BattleTransition = require("src.render.BattleTransition")
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for _, state in ipairs(self.game.stack and self.game.stack.states or {}) do
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if state.awardExp or getmetatable(state) == BattleTransition then
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return nil, "a battle is already running"
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end
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end
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if ow.transitioning then return nil, "the world is mid-warp" end
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-- BattleState.newWild marks the species SEEN before it reports an empty
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-- party, so the party check comes first: a refused call must not leave a
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-- Pokedex entry behind.
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local save = self.game.save
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if not (save and Party.firstHealthy(save.party or {})) then
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return nil, "no healthy party"
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end
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local battle = require("src.battle.BattleState")
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.newWild(self.game, species, level)
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battle.onFinish = function(result) ow:afterBattle(result, battle) end
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ow:pushBattle(battle)
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return true
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end
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-- drop a map's cached instance so the next load re-reads its record; when
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-- it is the active map the world reloads around the player in place
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function WorldAPI:invalidateMap(mapId)
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local ow = self:overworld()
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if not ow then
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local had = MapLoader.invalidate(mapId)
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Runtime.emit("map.reloaded", { mapId = mapId, reason = "invalidate" })
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return had
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end
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local ok, err = pcall(ow.reloadMap, ow, mapId, "invalidate")
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if not ok then
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Logger.warn("[%s] invalidateMap %s failed: %s", tostring(self.modId),
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tostring(mapId), tostring(err))
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return nil, tostring(err)
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end
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return true
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end
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return WorldAPI
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