Files
gen1recomp/tools/save-editor/Gen.lua
T

369 lines
10 KiB
Lua

-- Generation adapter for the save editor. Panels stay generation-blind;
-- Ops and App read Gold vs RBY through this module so a Gold write never
-- lands in Gen 1 fields (save.money, pokedex.owned, 12 boxes, ...).
local GameVersion = require("src.core.GameVersion")
local Gen = {}
local function versionGeneration(version)
if type(version) ~= "string" then return nil end
local info = GameVersion.info(version)
if info then return info.generation or 1 end
return nil
end
function Gen.of(save, version)
if type(save) == "table" then
if save.generation == 2 then return 2 end
local fromVersion = versionGeneration(save.version)
if fromVersion then return fromVersion end
end
local fromArg = versionGeneration(version)
if fromArg then return fromArg end
return GameVersion.generation()
end
function Gen.ofState(S)
if not S then return GameVersion.generation() end
return Gen.of(S.save, S.version)
end
function Gen.is2(save, version)
return Gen.of(save, version) == 2
end
-- Data:load writes Gold maps/tilesets to the Gen 1 keys; Game2 and the mod
-- merge write gen2Maps / gen2Tilesets. Overlay the gen2 table on the loaded
-- cache so a mod patch that landed on an empty gen2Maps (objects only, no
-- width) does not hide the extractor's record, and a new map like BERRY_FARM
-- still appears.
local function overlayRecords(base, overlay)
if not overlay then return base or {} end
if not base or base == overlay then return overlay end
local out = {}
for id, def in pairs(base) do out[id] = def end
for id, def in pairs(overlay) do
local prior = out[id]
if type(def) == "table" and type(prior) == "table" then
local merged = {}
for k, v in pairs(prior) do merged[k] = v end
for k, v in pairs(def) do merged[k] = v end
out[id] = merged
else
out[id] = def
end
end
return out
end
function Gen.maps(data)
if type(data) ~= "table" then return {} end
return overlayRecords(data.maps, data.gen2Maps)
end
function Gen.tilesets(data)
if type(data) ~= "table" then return {} end
return overlayRecords(data.tilesets, data.gen2Tilesets)
end
-- Point the Gen 2 Data keys at the tables Data:load already filled, before
-- mods:load folds into gen2Maps. Same wiring Game2 does when it boots Gold.
function Gen.bindGoldData(data)
if type(data) ~= "table" then return data end
if data.maps and data.gen2Maps == nil then data.gen2Maps = data.maps end
if data.tilesets and data.gen2Tilesets == nil then
data.gen2Tilesets = data.tilesets
end
if data.palettes and data.gen2Palettes == nil then
data.gen2Palettes = data.palettes
end
local loadGen = function(rel)
local CacheFs = require("src.import.CacheFs")
local bytes = CacheFs.readActive("data/generated/" .. rel .. ".lua")
if type(bytes) == "string" then
local chunk = loadstring(bytes, "@gold/data/generated/" .. rel .. ".lua")
if chunk then
local ok, res = pcall(chunk)
if ok and type(res) == "table" then return res end
end
end
local ok, res = pcall(require, "data.generated." .. rel)
if ok and type(res) == "table" then return res end
return nil
end
data.gen2Palettes = data.gen2Palettes or loadGen("palettes")
data.gen2Icons = data.gen2Icons or loadGen("icons")
data.gen2Pokedex = data.gen2Pokedex or loadGen("pokedex")
data.gen2Landmarks = data.gen2Landmarks or loadGen("landmarks")
data.gen2Roofs = data.gen2Roofs or loadGen("roofs") or data.roofs
data.gen2Sprites = data.gen2Sprites or loadGen("sprites")
return data
end
function Gen.newGame(version)
if (versionGeneration(version) or GameVersion.generation(version)) == 2 then
return require("src.core.gen2.Save").newGame()
end
return require("src.core.SaveData").newGame()
end
function Gen.validate(save, data)
if Gen.of(save) == 2 then
return require("src.core.gen2.Save").validate(save)
end
return require("src.core.SaveData").validate(save, data)
end
function Gen.emptyReport(save, report)
if Gen.of(save) == 2 then
return require("src.core.gen2.Save").emptyReport(report)
end
return require("src.core.SaveData").emptyReport(report)
end
function Gen.hydrateMon(data, mon)
if type(mon) ~= "table" then return mon end
local def = data and data.pokemon and data.pokemon[mon.species]
local gen2 = (mon.stats and mon.stats.specialAttack)
or (def and def.baseStats and def.baseStats.specialAttack)
or mon.experience ~= nil
if gen2 then
require("src.battle.gen2.Mon").refreshStats(mon, data)
else
require("src.pokemon.Stats").ensure(def, mon)
end
return mon
end
-- Party, boxes, Day-Care. Gold's dayCare.man/lady/egg are not save.daycare.
function Gen.hydrateSave(data, save)
if type(save) ~= "table" then return save end
if Gen.of(save) == 2 then
local Mon = require("src.battle.gen2.Mon")
Mon.eachSaveMon(save, function(mon) Mon.refreshStats(mon, data) end)
return save
end
for _, mon in ipairs(save.party or {}) do Gen.hydrateMon(data, mon) end
for _, box in ipairs(save.boxes or {}) do
if type(box) == "table" then
for _, mon in ipairs(box) do Gen.hydrateMon(data, mon) end
end
end
if save.daycare and save.daycare.mon then
Gen.hydrateMon(data, save.daycare.mon)
end
return save
end
function Gen.ensureBoxes(save)
if Gen.of(save) == 2 then
local Boxes2 = require("src.core.gen2.Boxes")
save.boxes = save.boxes or {}
for i = 1, Boxes2.NUM_BOXES do
save.boxes[i] = save.boxes[i] or {}
end
save.currentBox = math.max(1, math.min(Boxes2.NUM_BOXES, save.currentBox or 1))
return save.boxes
end
return require("src.pokemon.Boxes").ensure(save)
end
function Gen.boxCount(save)
if Gen.of(save) == 2 then
return require("src.core.gen2.Boxes").NUM_BOXES
end
return require("src.pokemon.Boxes").COUNT
end
function Gen.boxCapacity(save)
if Gen.of(save) == 2 then
return require("src.core.gen2.Boxes").MONS_PER_BOX
end
return require("src.pokemon.Boxes").CAPACITY
end
function Gen.money(save)
if Gen.of(save) == 2 then
return (save.player and save.player.money) or 0
end
return save.money or 0
end
function Gen.setMoney(save, amount)
if Gen.of(save) == 2 then
save.player = save.player or {}
save.player.money = amount
else
save.money = amount
end
end
function Gen.coins(save)
if Gen.of(save) == 2 then
return (save.player and save.player.coins) or 0
end
return save.coins or 0
end
function Gen.setCoins(save, amount)
if Gen.of(save) == 2 then
save.player = save.player or {}
save.player.coins = amount
else
save.coins = amount
end
end
function Gen.dexOwnedKey(save)
if Gen.of(save) == 2 then return "caught" end
return "owned"
end
function Gen.playerMap(save)
if Gen.of(save) == 2 then
local p = save.position
if p and p.map then return p.map, p.x or 0, p.y or 0, p.facing end
if type(save.spawn) == "table" then
return save.spawn.map or "PLAYERS_HOUSE_2F", save.spawn.x or 0, save.spawn.y or 0, save.spawn.facing
elseif type(save.spawn) == "string" then
return save.spawn, 0, 0
end
return "PLAYERS_HOUSE_2F", 3, 3
end
local p = save.player or {}
return p.map or "REDS_HOUSE_2F", p.x or 0, p.y or 0
end
function Gen.setPlayerHere(save, mapId, x, y, facing)
if Gen.of(save) == 2 then
local prev = save.position or {}
save.position = {
map = mapId,
x = x,
y = y,
facing = facing or prev.facing or "down",
}
return
end
save.player = save.player or {}
save.player.map = mapId
save.player.x = x
save.player.y = y
end
local JOHTO = {
"ZEPHYR", "HIVE", "PLAIN", "FOG", "MINERAL", "STORM", "GLACIER", "RISING",
}
local KANTO = {
"BOULDER", "CASCADE", "THUNDER", "RAINBOW",
"SOUL", "MARSH", "VOLCANO", "EARTH",
}
function Gen.badgeIds(save, cat)
if Gen.of(save) == 2 then
local ids = {}
for _, name in ipairs(JOHTO) do ids[#ids + 1] = name end
for _, name in ipairs(KANTO) do ids[#ids + 1] = name end
return ids
end
local ids = {}
for _, id in ipairs((cat and cat.items) or {}) do
if tostring(id):find("BADGE", 1, true) then ids[#ids + 1] = id end
end
return ids
end
local KANTO_SET = {}
for _, name in ipairs(KANTO) do KANTO_SET[name] = true end
function Gen.hasBadge(save, id)
if Gen.of(save) == 2 then
local p = save.player or {}
local store = KANTO_SET[id] and (p.kantoBadges or {}) or (p.badges or {})
if store[id] then return true end
local list = KANTO_SET[id] and KANTO or JOHTO
for index, name in ipairs(list) do
if name == id then return store[index] == true end
end
return false
end
return save.inventory and save.inventory[id] and true or false
end
function Gen.toggleBadge(save, id)
if Gen.of(save) == 2 then
save.player = save.player or {}
local storeName = KANTO_SET[id] and "kantoBadges" or "badges"
save.player[storeName] = save.player[storeName] or {}
local store = save.player[storeName]
local on = Gen.hasBadge(save, id)
store[id] = (not on) and true or nil
for index, name in ipairs(KANTO_SET[id] and KANTO or JOHTO) do
if name == id then store[index] = nil end
end
return not on
end
local on = save.inventory[id] and true or false
save.inventory[id] = (not on) and 1 or nil
return not on
end
local function goldFlagId(name)
local flags = require("src.core.gen2.FlagNames")
return flags.events and flags.events[name]
end
function Gen.getFlag(save, name)
if Gen.of(save) == 2 then
local id = goldFlagId(name)
if id then
local Events2 = require("src.world.gen2.Events")
local ev = Events2.new()
ev:restore(save.events)
return ev:get(id)
end
return save.flags and save.flags[name] == true
end
return save.flags and save.flags[name] == true
end
function Gen.setFlag(save, name, on)
if Gen.of(save) == 2 then
local id = goldFlagId(name)
if id then
local Events2 = require("src.world.gen2.Events")
local ev = Events2.new()
ev:restore(save.events)
ev:set(id, on and true or false)
save.events = ev:serialize()
return
end
save.flags = save.flags or {}
save.flags[name] = on and true or nil
return
end
save.flags = save.flags or {}
save.flags[name] = on and true or nil
end
function Gen.flagCount(save)
if Gen.of(save) == 2 then
local n = 0
for _ in pairs(save.events or {}) do n = n + 1 end
for _ in pairs(save.flags or {}) do n = n + 1 end
return n
end
local n = 0
for _ in pairs(save.flags or {}) do n = n + 1 end
return n
end
function Gen.exp(mon)
return mon.experience or mon.exp or 0
end
return Gen