mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 08:21:02 +02:00
713 lines
25 KiB
Lua
713 lines
25 KiB
Lua
-- Link play UI: one player hosts (the screen shows their LAN address),
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-- the other joins by typing that address in. Direct peer-to-peer over
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-- lua-enet (bundled with LÖVE), no relay server.
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local CodeEntry = require("src.link.CodeEntry")
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local DiscordPresence = require("src.core.DiscordPresence")
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local Font = require("src.render.Font")
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local Handshake = require("src.link.Handshake")
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local Net = require("src.link.Net")
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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 Screens = require("src.ui.Screens")
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local TextBox = require("src.render.TextBox")
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local LinkState = {}
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LinkState.__index = LinkState
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LinkState.isOpaque = true
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local CURSOR = 0xED
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local ANY = "ANY" -- sentinel: a leading nil array entry breaks ipairs under
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-- LuaJIT even though # still reports the full size, so
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-- the level picker cycles this string instead of nil,
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-- converted to nil only on the wire (see levelForWire)
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local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
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local function indexOf(list, value)
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for i, v in ipairs(list) do
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if v == value then return i end
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end
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return 1
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end
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local function levelForWire(v)
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-- ANY ("use each mon's real level") goes on the wire as nil (no forced
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-- level). An explicit guard, not `v == ANY and nil or v`: that idiom's
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-- true branch is nil, so it falls through to `or v` and returned the
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-- literal "ANY" string, which then crashed math.floor in unpackMon (#204).
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if v == ANY then return nil end
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return v
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end
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local function forceLevelLabel(v)
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return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v))
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end
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-- stages before any Net object is meaningfully "this session's link" --
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-- .net can still be a leftover failed attempt sitting on self, so error/
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-- closed checks below skip these rather than keying off self.net's
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-- presence alone
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local PRE_CONNECT_STAGES = { menu = true, lanMenu = true, onlineMenu = true }
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-- how long the host waits for a v2 hello before deciding the peer predates
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-- the handshake (a pre-mod guest sends nothing until it hears the mode)
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local HELLO_GRACE = 2
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-- the joiner edits an IPv4 address as 12 digits (three per octet),
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-- prefilled with our own LAN IP so usually only the tail needs changing
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local function ipDigits(ip)
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local digits = {}
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local a, b, c, d = (ip or ""):match("^(%d+)%.(%d+)%.(%d+)%.(%d+)$")
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local octets = { tonumber(a) or 192, tonumber(b) or 168,
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tonumber(c) or 0, tonumber(d) or 1 }
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for _, o in ipairs(octets) do
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o = math.min(255, o)
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table.insert(digits, math.floor(o / 100))
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table.insert(digits, math.floor(o / 10) % 10)
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table.insert(digits, o % 10)
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end
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return digits
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end
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function LinkState.new(game)
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local self = setmetatable({}, LinkState)
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self.game = game
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self.stage = "menu"
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self.index = 1
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self.addr = ipDigits(Net.lanIP())
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self.addrPos = 12 -- the last octet is what usually differs
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self.status = ""
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return self
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end
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-- entry point for a Discord "Ask to Join" click (see DiscordPresence.lua):
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-- skips the whole LAN/ONLINE/TOURNAMENT menu and jumps straight to
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-- "connecting with this code", same as if the player had typed it in
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function LinkState.newJoinOnline(game, code)
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local self = LinkState.new(game)
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self.net = Net.new()
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if self.net:joinOnline(nil, code) then
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self.stage = "onlineJoining"
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else
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self.stage = "menu" -- exitWith below needs a real stage to unwind from
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self:exitWith("Link error:\n" .. (self.net.error or "?"))
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end
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return self
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end
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function LinkState:exitWith(message, reason)
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DiscordPresence.setJoinCode(nil)
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Runtime.emit("link.ended", { reason = reason or (message and "error" or "bye") })
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if self.net then self.net:close() end
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self.game.stack:pop()
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if message then
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self.game.stack:push(TextBox.new(self.game, message))
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end
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end
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-- -------------------------------------------------------------------
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-- handshake v2 (D8): both peers announce engine version, api version and
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-- a fingerprint of their link surface, and the verdict comes from the two
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-- hellos rather than from whoever picked the mode. The guest announces
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-- itself the moment it pairs; the host's hello still carries the mode, so
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-- a pre-mod build reads it exactly as it always did.
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-- -------------------------------------------------------------------
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-- take the peer's hello out of the inbox without eating anything that
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-- shares the batch with it
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function LinkState:pollHello()
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local msgs = self.net:poll()
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local keep, got = {}, false
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for _, msg in ipairs(msgs) do
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if msg.type == "hello" and not self.peerHello then
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self.peerHello = msg
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self.peerName = msg.name
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got = true
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else
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keep[#keep + 1] = msg
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end
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end
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for i = #keep, 1, -1 do
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table.insert(self.net.inbox, 1, keep[i])
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end
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return got, #keep > 0
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end
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function LinkState:sendHello(mode)
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self.myHello = Handshake.hello(self.game, mode)
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self.net:send(self.myHello)
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end
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function LinkState:decideCompat(mode, isHost)
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self.isHost = isHost
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self.pendingMode = mode
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self.myHello = self.myHello or Handshake.hello(self.game, isHost and mode or nil)
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local peer = self.peerHello
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self.verdict = Handshake.checkCompat(self.myHello, peer)
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Runtime.emit("link.connected", {
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role = isHost and "host" or "guest",
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remote = { name = peer and peer.name or self.peerName, mode = mode,
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mods = peer and peer.mods, fingerprint = peer and peer.fingerprint },
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})
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if self.verdict == "full" or self.verdict == "vanilla_peer" then
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if isHost and mode == "battle" then
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-- host picks the level rule now, before the parties are exchanged
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self.stage = "battleOptions"
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else
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self:startMode(mode, isHost)
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end
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return
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end
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-- naming the difference up front is the whole point: the old behaviour
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-- was a silent draw three turns into a battle that could never work
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self.noticeLines = Handshake.describe(self.myHello, peer, self.verdict, mode)
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self.noticeExits = self.verdict == "refused" or mode ~= "trade"
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self.stage = "notice"
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end
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-- -------------------------------------------------------------------
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-- update
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-- -------------------------------------------------------------------
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function LinkState:update(dt)
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local input = self.game.input
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if self.net then
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self.net:update()
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if self.net.error and not PRE_CONNECT_STAGES[self.stage] then
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self:exitWith("Link error:\n" .. self.net.error:sub(1, 60))
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return
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end
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-- the peer vanished without a bye (only once the inbox is drained,
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-- so a final message travelling with the disconnect still counts)
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if self.net.closed and #self.net.inbox == 0
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and not PRE_CONNECT_STAGES[self.stage] and self.stage ~= "addrEntry"
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and self.stage ~= "codeEntry" and self.stage ~= "notice"
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and self.stage ~= "battleRunning" then
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self:exitWith("The link was\nbroken.")
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return
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end
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end
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if self.stage == "menu" then
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if input:wasPressed("down") then
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self.index = self.index % 3 + 1
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elseif input:wasPressed("up") then
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self.index = (self.index - 2) % 3 + 1
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elseif input:wasPressed("b") then
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self:exitWith(nil)
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elseif input:wasPressed("a") then
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if self.index == 1 then
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self.stage = "lanMenu"
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self.index = 1
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elseif self.index == 2 or self.index == 3 then
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if not Handshake.onlineAllowed(self.game) then
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self:exitWith("Online play needs\nno mods enabled.\fDisable them in\nSTART > MODS.")
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return
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end
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if self.index == 2 then
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self.stage = "onlineMenu"
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else
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local Tournament = require("src.link.Tournament")
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self.game.stack:pop()
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self.game.stack:push(Tournament.new(self.game))
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end
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self.index = 1
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end
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end
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elseif self.stage == "lanMenu" then
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if input:wasPressed("up") or input:wasPressed("down") then
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self.index = self.index == 1 and 2 or 1
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elseif input:wasPressed("b") then
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self.stage = "menu"
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self.index = 1
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elseif input:wasPressed("a") then
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self.net = Net.new()
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if self.index == 1 then
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if self.net:host() then
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self.stage = "hosting"
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else
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self:exitWith("Link error:\n" .. (self.net.error or "?"))
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end
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else
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self.stage = "addrEntry"
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end
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end
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elseif self.stage == "onlineMenu" then
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if input:wasPressed("up") or input:wasPressed("down") then
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self.index = self.index == 1 and 2 or 1
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elseif input:wasPressed("b") then
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self.stage = "menu"
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self.index = 2
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elseif input:wasPressed("a") then
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if self.index == 1 then
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self.net = Net.new()
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if self.net:hostOnline() then
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self.stage = "onlineHosting"
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else
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self:exitWith("Link error:\n" .. (self.net.error or "?"))
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end
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else
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self.stage = "codeEntry"
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self.codeEntry = CodeEntry.new()
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end
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end
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elseif self.stage == "onlineHosting" then
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if not self.discordCodeSet and self.net.code then
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DiscordPresence.setJoinCode(self.net.code)
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self.discordCodeSet = true
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end
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if input:wasPressed("b") then self:exitWith(nil) return end
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if self.net.paired then
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DiscordPresence.setJoinCode(nil) -- someone's here now; stop advertising
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self.stage = "modeSelect"
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self.index = 1
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end
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elseif self.stage == "codeEntry" then
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if input:wasPressed("b") then
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self.stage = "onlineMenu"
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self.index = 2
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elseif input:wasPressed("up") then
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CodeEntry.up(self.codeEntry)
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elseif input:wasPressed("down") then
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CodeEntry.down(self.codeEntry)
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elseif input:wasPressed("left") then
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CodeEntry.left(self.codeEntry)
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elseif input:wasPressed("right") then
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CodeEntry.right(self.codeEntry)
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elseif input:wasPressed("a") then
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local code = CodeEntry.text(self.codeEntry)
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self.net = Net.new()
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if self.net:joinOnline(nil, code) then
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self.stage = "onlineJoining"
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else
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self:exitWith("Link error:\n" .. (self.net.error or "?"))
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end
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end
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elseif self.stage == "onlineJoining" then
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if input:wasPressed("b") then self:exitWith(nil) return end
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if self.net.paired then
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self.stage = "waitMode"
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self:sendHello(nil) -- the host owns the mode; this is just who we are
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end
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elseif self.stage == "hosting" then
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if input:wasPressed("b") then self:exitWith(nil) return end
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if self.net.paired then
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self.stage = "modeSelect"
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self.index = 1
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end
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elseif self.stage == "addrEntry" then
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if input:wasPressed("b") then self:exitWith(nil) return end
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if input:wasPressed("up") then
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self.addr[self.addrPos] = (self.addr[self.addrPos] + 1) % 10
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elseif input:wasPressed("down") then
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self.addr[self.addrPos] = (self.addr[self.addrPos] - 1) % 10
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elseif input:wasPressed("left") then
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self.addrPos = math.max(1, self.addrPos - 1)
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elseif input:wasPressed("right") then
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self.addrPos = math.min(12, self.addrPos + 1)
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elseif input:wasPressed("a") then
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local octets = {}
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for i = 1, 4 do
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local base = (i - 1) * 3
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octets[i] = math.min(255, self.addr[base + 1] * 100
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+ self.addr[base + 2] * 10
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+ self.addr[base + 3])
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end
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if self.net:join(table.concat(octets, ".")) then
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self.stage = "joining"
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else
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self:exitWith("Link error:\n" .. (self.net.error or "?"))
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end
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end
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elseif self.stage == "joining" then
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if input:wasPressed("b") then self:exitWith(nil) return end
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if self.net.paired then
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self.stage = "waitMode"
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self:sendHello(nil) -- the host owns the mode; this is just who we are
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end
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elseif self.stage == "modeSelect" then -- host picks
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self:pollHello()
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if input:wasPressed("up") or input:wasPressed("down") then
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self.index = self.index == 1 and 2 or 1
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elseif input:wasPressed("a") then
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local mode = self.index == 1 and "trade" or "battle"
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self:sendHello(mode)
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if self.peerHello then
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self:decideCompat(mode, true)
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else
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self.pendingMode = mode
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self.helloWait = 0
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self.stage = "waitHello"
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end
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elseif input:wasPressed("b") then
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self:exitWith(nil)
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end
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elseif self.stage == "battleOptions" then -- host picks the level rule,
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-- once compat is confirmed and
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-- before parties are exchanged
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self.levelChoice = self.levelChoice or ANY
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if input:wasPressed("b") then
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self:exitWith(nil)
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elseif input:wasPressed("up") or input:wasPressed("down")
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or input:wasPressed("left") or input:wasPressed("right") then
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local delta = (input:wasPressed("down") or input:wasPressed("left")) and -1 or 1
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local i = indexOf(FORCE_LEVEL_STEPS, self.levelChoice)
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i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
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self.levelChoice = FORCE_LEVEL_STEPS[i]
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elseif input:wasPressed("a") then
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self.forceLevel = levelForWire(self.levelChoice)
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self:startMode(self.pendingMode, true)
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end
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elseif self.stage == "waitHello" then -- host waits for the peer's hello
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if input:wasPressed("b") then self:exitWith(nil) return end
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local got, other = self:pollHello()
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self.helloWait = self.helloWait + (dt or 0)
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-- a pre-mod peer never sends one: it just gets on with the mode, so
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-- its first message -- or the grace period -- is the answer
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if got or other or self.helloWait > HELLO_GRACE then
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self:decideCompat(self.pendingMode, true)
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end
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elseif self.stage == "waitMode" then -- guest waits for host's pick
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if input:wasPressed("b") then self:exitWith(nil) return end
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local msgs = self.net:poll()
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for i, msg in ipairs(msgs) do
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if msg.type == "hello" then
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self.peerHello = msg
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self.peerName = msg.name
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-- the host's next messages (party, ...) can share this batch;
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-- put them back so the new stage's poll sees them
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for j = #msgs, i + 1, -1 do
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table.insert(self.net.inbox, 1, msgs[j])
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end
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self:decideCompat(msg.mode, false)
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break
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end
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end
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elseif self.stage == "notice" then
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if input:wasPressed("b") or (self.noticeExits and input:wasPressed("a")) then
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self.net:send({ type = "bye" })
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self:exitWith(nil, "error")
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elseif input:wasPressed("a") then
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self:startMode(self.pendingMode, self.isHost)
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end
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elseif self.stage == "trade" then
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self:updateTrade(input)
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elseif self.stage == "battleWait" then
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if input:wasPressed("b") then self:exitWith(nil) return end
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local msgs = self.net:poll()
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for i, msg in ipairs(msgs) do
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if msg.type == "party" then
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-- the host owns this rule (same as mode); the guest only learns
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-- it here, off the host's own party message
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if not self.isHost then self.forceLevel = msg.forceLevel end
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local LinkBattle = require("src.link.LinkBattle")
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local opts = {
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myParty = Protocol.packParty(self.game.save.party),
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theirParty = msg.mons,
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theirName = self.peerName or "FOE",
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seed = self.isHost and self.linkSeed or msg.seed,
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verdict = self.verdict,
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strict = Handshake.strict(self.verdict),
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forceLevel = self.forceLevel,
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}
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local battle, why
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if self.isHost then
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battle, why = LinkBattle.newHost(self.game, self.net, opts)
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else
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battle, why = LinkBattle.newGuest(self.game, self.net, opts)
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end
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if not battle then
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self.net:send({ type = "bye" })
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self:exitWith(why or "Link battle\ncan't start.", "error")
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return
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end
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self.game.stack:push(battle)
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self.stage = "battleRunning"
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for j = #msgs, i + 1, -1 do
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table.insert(self.net.inbox, 1, msgs[j])
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end
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break
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end
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end
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elseif self.stage == "battleRunning" then
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if self.game.stack:top() == self then
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self:exitWith(nil) -- battle finished
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end
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end
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end
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function LinkState:startMode(mode, isHost)
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self.isHost = isHost
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if mode == "trade" then
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self.stage = "trade"
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-- a subset session settles which mons both games rebuild identically
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-- before either party goes out, so a pick can't land on a mon the
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-- other side would reconstruct differently
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self.trade = Protocol.TradeSession.new(self.game.data, self.game.save.party, {
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subset = self.verdict == "subset",
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strict = Handshake.strict(self.verdict),
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peerName = self.peerName,
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})
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self.net:send(self.trade:opening())
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self.index = 1
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else
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self.stage = "battleWait"
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-- the host deals the shared RNG seed for the lockstep simulation
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if isHost then
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self.linkSeed = love.math.random(1, 2 ^ 30)
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|
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 ("The trade stopped:\n%s."):format(t.error)
|
|
or "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.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,
|
|
("Trade completed!\f%s received\n%s!"):format(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("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("LINK CABLE (LAN)", 32, 44)
|
|
Font.draw("ONLINE MATCH", 32, 60)
|
|
Font.draw("TOURNAMENT", 32, 76)
|
|
Font.drawCode(CURSOR, 24, 44 + (self.index - 1) * 16)
|
|
|
|
elseif self.stage == "lanMenu" then
|
|
drawTitle("LINK CABLE (LAN)")
|
|
Font.draw("HOST A GAME", 32, 48)
|
|
Font.draw("JOIN A GAME", 32, 68)
|
|
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
|
|
Font.draw("UDP port " .. Net.defaultPort(), 8, 128)
|
|
|
|
elseif self.stage == "onlineMenu" then
|
|
drawTitle("ONLINE MATCH")
|
|
Font.draw("HOST ONLINE", 32, 48)
|
|
Font.draw("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("Tell your friend", 16, 40)
|
|
Font.draw("the code:", 16, 52)
|
|
Font.draw(self.net.code or "??????", 32, 68)
|
|
Font.draw("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("A: connect B: back", 8, 128)
|
|
|
|
elseif self.stage == "onlineJoining" then
|
|
drawTitle("CONNECTING...")
|
|
Font.draw("Calling...", 8, 56)
|
|
Font.draw(self.net.target or "", 8, 72)
|
|
|
|
elseif self.stage == "hosting" then
|
|
drawTitle("HOSTING")
|
|
Font.draw("Friend joins at:", 16, 48)
|
|
Font.draw(self.net.address or "?", 16, 64)
|
|
Font.draw("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("Port: " .. Net.defaultPort(), 16, 96)
|
|
Font.draw("A: connect B: back", 8, 128)
|
|
|
|
elseif self.stage == "joining" then
|
|
drawTitle("JOINING...")
|
|
Font.draw("Calling...", 8, 56)
|
|
Font.draw(self.net.target or "", 8, 72)
|
|
|
|
elseif self.stage == "modeSelect" then
|
|
drawTitle("CONNECTED!")
|
|
Font.draw("TRADE", 32, 48)
|
|
Font.draw("BATTLE", 32, 68)
|
|
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
|
|
|
|
elseif self.stage == "battleOptions" then
|
|
drawTitle("BATTLE OPTIONS")
|
|
Font.draw("LEVELS:", 16, 56)
|
|
Font.draw(forceLevelLabel(self.levelChoice or ANY), 88, 56)
|
|
Font.draw("A: continue B: back", 8, 128)
|
|
|
|
elseif self.stage == "waitMode" or self.stage == "waitHello" then
|
|
drawTitle("CONNECTED!")
|
|
if self.stage == "waitHello" then
|
|
Font.draw("Checking the", 16, 56)
|
|
Font.draw("other game...", 16, 72)
|
|
else
|
|
Font.draw("Waiting for the", 16, 56)
|
|
Font.draw("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 "A: trade anyway", 8, 128)
|
|
|
|
elseif self.stage == "trade" then
|
|
drawTitle("TRADE")
|
|
local t = self.trade
|
|
Font.draw("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("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 "X: not on theirs"
|
|
elseif t.stage == "waitPick" then hint = "Waiting for them..."
|
|
elseif t.stage == "confirming" then
|
|
hint = self.confirmed and "Waiting..." or "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("Exchanging data...", 16, 64)
|
|
end
|
|
love.graphics.setColor(1, 1, 1, 1)
|
|
end
|
|
|
|
return LinkState
|