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644aa83
Add version-aware capability queries to the mod API
Roxas2712 Oct 21, 2026
044ff92
Add opt-in unified mod content records across generations
Roxas2712 Oct 21, 2026
4822a59
Add opt-in unified hook and event record boundaries
Roxas2712 Oct 21, 2026
886fca5
Add detached read-only world and party queries
Roxas2712 Oct 21, 2026
9b7bc09
Add guarded public world actions and native flight
Roxas2712 Oct 21, 2026
5934814
Allow capability tests to follow additive native flight support
Roxas2712 Oct 21, 2026
52b0055
Add detached read-only battle snapshots for mods
Roxas2712 Oct 21, 2026
9044909
Add revision-bound public battle actions through native commands
Roxas2712 Oct 21, 2026
418b55f
Add revision-bound public party, bag and dialogue UI actions
Roxas2712 Oct 21, 2026
4bfa668
Add opt-in prevalidated portable world dialogue scripts
Roxas2712 Oct 22, 2026
b46e128
Add read-only map overview and encounter table queries
Roxas2712 Oct 22, 2026
40e8980
Integrate public API prerequisites (#90–#97)
Roxas2712 Oct 22, 2026
61edab0
Integrate portable script prerequisite (#98)
Roxas2712 Oct 22, 2026
4008ae2
Integrate world-overview prerequisite (#99)
Roxas2712 Oct 22, 2026
69c3474
Add shared API 3 entry and pinned cross-engine contracts
Roxas2712 Oct 22, 2026
ab7d941
Add validated API 3 world warps and cross-engine contracts
Roxas2712 Oct 22, 2026
2ea78e3
Add API 3 object visibility and block edits with shared contracts
Roxas2712 Oct 22, 2026
f184256
Add API 3 public NPC actions with cross-engine contracts
Roxas2712 Oct 22, 2026
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56 changes: 56 additions & 0 deletions .github/workflows/api3-contract.yml
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name: API 3 contracts
on:
pull_request:
paths:
- '.github/workflows/api3-contract.yml'
- 'src/**'
- 'tests/api3_contract/**'
- 'tests/engine/api3_*.lua'
- 'tools/api3-contract-check/**'
push:
branches: [main, dev]
paths:
- '.github/workflows/api3-contract.yml'
- 'src/**'
- 'tests/api3_contract/**'
- 'tests/engine/api3_*.lua'
- 'tools/api3-contract-check/**'
permissions:
contents: read
concurrency:
group: api3-contract-${{ github.ref }}
cancel-in-progress: true
jobs:
compare:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
with:
path: gen2
sparse-checkout: |
src
data
tests
tools/api3-contract-check
- uses: actions/checkout@v7
with:
repository: bryanthaboi/gen1recomp
ref: 79ea62f45fb2ea8f65d081a109431e4eb1bbdb36
path: gen1-reference
sparse-checkout: |
src
data
tests
assets/fonts
- name: install LuaJIT
run: sudo apt-get update && sudo apt-get install -y luajit
- name: identical mod contracts on both engines
run: >-
python3 gen2/tools/api3-contract-check/check.py
--gen1 gen1-reference --gen2 gen2
--report "${{ runner.temp }}/api3-report.json"
- uses: actions/upload-artifact@v7
with:
name: api3-contract-report
path: ${{ runner.temp }}/api3-report.json
if-no-files-found: error
142 changes: 142 additions & 0 deletions docs/api3-npc.md
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# API-3 public NPC actions

Generations 1–3 support the same public creation, lookup and removal calls as
Gen1Recomp. Check availability and retain the world facade at mod entry:

```lua
local mod = ...
local world = mod.world

local function greet(mapId, spriteId)
if not mod:supports("world", "spawnNpc") then return end
local id, why = world:spawnNpc(mapId, {
name = "GREETER", sprite = spriteId, x = 3, y = 4, facing = "down",
})
if not id then return nil, why end
local npc, reason = world:npc(mapId, id)
if not npc then return nil, reason end
return npc:scriptMove("down", 2, function()
npc:face("left")
end)
end
```

Invoke this later from an idle world. Reading the facade never bootstraps Game.
Gen4/5 report these three calls unavailable. API-1/2 retain their native behavior;
this does not add portable `queueScript` verbs.

## Creation, lookup and ownership

- `spawnNpc(mapId, definition)` returns the native runtime ID or `nil, reason`.
It can add a runtime definition to a known inactive map; an actor appears when
the native map lifecycle instantiates it. The return value promises a recorded
definition, not immediate live lookup or a common lifecycle event order.
- `npc(mapId, reference)` returns an opaque handle or `nil, reason`. References
are the live actor's string ID, its definition's numeric index or its name.
Only the active map and currently live neighboring map actors can be queried.
- `removeNpc(id)` returns `true` or `nil, reason`. Only runtime objects owned by
the calling mod may be removed. Imported objects and other owners are refused.
A mod may still look up and control an imported live actor.

Map, sprite and object identifiers remain dataset-specific. Gen3 recognizes the
current version's `FR_`, `EM_`, `RU_` or `SA_` map prefix when an exact map ID is
absent. IDs/names are nonempty strings of at most 256 bytes without control
characters; numeric references are finite nonnegative integers. Use the ID
returned by `spawnNpc` for removal.

Definitions are copied before native construction. Required `x` and `y` are
whole nonnegative walk-cell coordinates, at most 1,000,000. Optional `facing` is
`up`, `down`, `left` or `right`; optional `name` and `sprite` are identifiers.
A supplied sprite must exist in the active sprite registry. Native generation
fields remain supported as data; this API does not invent a canonical sprite,
movement or NPC definition schema. The host assigns runtime ownership and
identity, ignoring caller-supplied ownership/index markers.

The copy accepts plain acyclic tables, strings, finite numbers and booleans.
Functions, userdata, metatables and cycles are refused before native writes.
Limits are depth 16, 4096 visited values/keys, 256 entries per table, 4096 bytes
per string and 64 KiB total string bytes. Refusal returns `nil, reason`.

## Handles

Handles expose `id` and these methods; they never expose the native actor:

| Method | Result and behavior |
| --- | --- |
| `position()` | `x, y` in zero-based 16-pixel walk cells, in the actor's own map frame. |
| `isMoving()` | Boolean native movement state. |
| `canStep(direction)` | Boolean native collision permission, including the host's current seam cast for connected maps. It is a query, not a reservation. |
| `face(direction)` | Set facing. |
| `stepNow(direction)` | Begin one authored step; refuse an already moving actor. |
| `placeAt(x, y, facing?)` | Place at whole nonnegative coordinates up to 1,000,000, clear in-flight movement and synchronize pixel position. |
| `setPassable(boolean)` | Set the live actor's passability. |
| `setAppearance(spriteId)` | Refresh a live actor using an existing sprite registry entry. |
| `scriptMove(direction, tiles?, onDone?)` | Queue native movement, default one cell; `tiles` must be an integer from 1 to 1024. |
| `marchInPlace(onDone?)` | Queue one native stationary march. |

Directions are the four lowercase names above. Mutations return `true` or
`nil, reason`; a stale handle returns `nil, "NPC handle is stale"`. Handles are
bound to the original actor, map instance, Game, save, data and version. Reused
native IDs or editing the public `id` field cannot redirect a retained handle.
The facade follows the current Game, while old actor handles do not.

Spawn, removal and handle mutations use the shared API-3 idle-world guard:
a save and topmost overworld are required; menus, native/portable/parallel
scripts, player movement, controller locks, transitions and link sessions refuse
admission. Reads remain usable during overlays. Synchronous reentry into NPC or
object/block mutations is refused. Movement tracks require the active map;
other handle calls also work for live neighboring actors.

`stepNow` and `placeAt` are authored operations, matching the native distinction
from `canStep`: they do not automatically perform collision validation or clamp
to map bounds. Choose coordinates and query collision as appropriate for the
scene. Appearance changes construct a renderer before committing the actor
change, retain its cell position and leave the native template sprite intact;
they are not persistent content edits.

## Movement and mod lifetime

Completion callbacks are optional, one-shot and attributed to the initiating
mod. Native synchronous completion is deferred until admission finishes and
the shared mutation guard is released. Native callback arguments, including
nil holes, are preserved. Callback errors are contained and reported once.

Pending completions are permanently retired on observed Game/save/data/world,
map, stack, version, actor or runtime-bus replacement, and on native map lifecycle
events. The input-step boundary observes replacements before and after native
updates. Retiring removes only the movement entries owned by that operation;
it does not pop screens or cancel another mod's tracks.

Rollback, reload and teardown retire the mod's facade and pending tracks and
remove its recorded runtime definitions/actors, including definitions spawned
on inactive maps and instantiated later as neighbors. Foreign runtime objects
and imported actors remain. Controls already applied to imported actors are
ordinary native scene changes, not a transactional patch with automatic undo.
Retained handles/facades return `nil, "world facade is retired"` after retirement.

## Verification

```sh
luajit tests/engine/api3_npc.lua
python3 tools/api3-contract-check/check.py \
--gen1 /path/to/clean/pinned/gen1recomp --lua luajit \
--report /tmp/api3-contract-report.json
```

The clean Gen1 reference stays pinned to
`79ea62f45fb2ea8f65d081a109431e4eb1bbdb36`. The same public-only NPC mod runs
through both production loaders for Red, Blue, Yellow, Gold, Silver, Crystal,
FireRed and Emerald. Its eight cases extend the full checker to 48 comparisons
and 96 isolated runs. The shared fixture compares creation/lookup, detached
definitions, collision/passability, appearance, authored/queued movement,
callback replay/arguments, optional callbacks and ownership-aware removal.

Local tests additionally cover bounded validation, busy worlds, reentry, stale
sessions/handles, callback errors, lifecycle cancellation and scoped cleanup.
They exercise the host's actual NPC constructor, native runtime add/remove,
scriptMove/marchInPlace/updateScriptMoves, NPC updates and seam collision casts.
Synthetic datasets and a deterministic SpriteRenderer construction seam keep
these ROM-free. The tests verify the documented shared subset, not retail-ROM
playthroughs, GPU artwork or identical native internals/event timing. Host
validation and lifecycle guards are intentionally stricter than some reference
native paths.
158 changes: 158 additions & 0 deletions docs/api3-portability.md
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# Shared API 3 entry

Use the same manifest and entry file on Gen1Recomp and Gen2Recomped:

```json
{
"id": "portable_example",
"name": "Portable Example",
"version": "1.0.0",
"api": 3,
"games": ["gen1", "gen2", "gen3"],
"entry": "main.lua"
}
```

```lua
local mod = ...
if mod.content.moves:has("TACKLE") then
local ok, reason = mod.content.moves:patch("TACKLE", {power = 45})
if not ok then mod.log:warn("%s", reason) end
end
```

Create a portable starter with:

```sh
python3 tools/modkit.py scaffold portable_example --api 3
```

It generates the shared games list and a guarded canonical move patch. It
omits an engine-release range because Gen1 and Gen2 have independent engine
version numbers. The default scaffold remains API 2 with its existing range
and profile templates. The `--api` value is now honored instead of silently
emitting API 2 for every value.

API 3 automatically selects unified content, callbacks and portable scripts.
No `content_format`, `callback_format` or `script_format` fields are needed.
An explicit `"native"` for one of those fields is an error under API 3;
`"unified"` is accepted. API 1/2 retain native defaults, and API 2 retains
its existing individual opt-ins. The engine advertises `Version.modApi = 3`.
A higher unknown API remains a load error.

This is a common entry and a tested compatibility subset, not a claim that
all of Gen1Recomp's services have been ported. It builds on PRs #90–#99.
The existing unified-content limitations still apply: unsupported writes
return `nil, reason` before recording an operation, native diagnostics are
read-only, and ordinary schema errors raise an attributed load error.
Entry failure rolls back the mod's content and subscriptions. Content is
frozen after loading.

## Public contracts

Core `pokemon`, `moves`, `items`, `trainers` and `encounters` handles use the
existing unified adapters. Other registries retain their native record
shapes, rather than inventing canonical fields. Every content handle exposes
`has(id)`, `supports()` and `available`. API-3 passthrough reads and iteration
return detached values too; change data through the write methods.

The API-3 Pokemon boundary uses short statuses (`SLP`, `PSN`, `BRN`, `FRZ`,
`PAR`, `TOX`), nickname-first display names and a common Special alias.
Writing `stats.special` in a writable callback sets both later Special stats;
contradictory split values are rejected before commit. API-2 unified status
names and callback behavior are unchanged. DVs/shiny presentation is read-only
in the callback boundary. Party and battle reads remain detached snapshots.

Capture `mod.world` and `mod.battle` at entry time. World methods can be called
before Game exists and return `nil, reason`; reading the facade never boots
Game. The same world handle follows the loader's current Game/save instead of
retaining an earlier one. Battle snapshots and intents retain their existing
revision/replay validation.

The common world calls currently enabled for generations 1–3 are:

- `overworld`, `current`, `party`, `activeBlockAt`, `liveMaps`, `mapOverview`,
`effectiveEncounters`;
- `canReorderParty`, `reorderParty`, `availableFieldActions`, `useFieldAction`,
`canFly`, `flyTo`;
- `getFlag`/`setFlag` for private `mod:<key>` boolean flags;
- `queueScript` for the existing bounded portable script language;
- [`warpTo`](api3-warp.md) for validated native map transitions;
- [`toggleObject` and `replaceBlock`](api3-world-edits.md) for validated native
visibility and active block/metatile edits;
- [`spawnNpc`, `removeNpc` and `npc`](api3-npc.md) for runtime NPC creation,
ownership-aware removal and opaque live actor controls.

Check `mod:supports("world", name)` before relying on a call. The other
Gen1 world method names remain callable but explicitly return
`nil, "unsupported: ..."`: `startWildBattle` and `invalidateMap` have not yet been verified against the
Gen1 API-3 contract. Their native/API-2 counterparts are unaffected. Native
symbolic flag mappings and `mod.datasets:open` are also explicitly unavailable.
Gen4/5 do not claim the shared world surface in this first entry PR.

Private flags use `save.modData[modId].worldFlags`, independently of native
flags and other mods. A read does not create a bucket. Clearing removes the
stored key. A change emits `flag.changed` with
`name = "mod.<modId>.<key>"` and the boolean value; setting the same value
emits nothing. Invalid save stores are refused without overwriting them.

Gen1 API-3 callback names from the pinned reference are recognized even when
this engine has no call site for them. Registration is allowed; availability
still requires a native call site in the selected version. For example,
`render.output` can be subscribed to but reports unavailable here. Unknown
names remain errors. An accepted subscription is not proof that a feature
runs. Source-specific engine handles in lifecycle/UI payloads remain native.

For scripts, use `mod:supports("scripts", verb)` to test Gen2Recomped's current
bounded vocabulary. A `queueScript` method does not imply support for every
Gen1 script verb. See [portable world scripts](portable-world-scripts.md).

## Reproducible contract checks

```sh
luajit tests/engine/api3_entry.lua
luajit tests/engine/api3_compat.lua
python3 tools/api3-contract-check/check.py \
--gen1 /path/to/clean/pinned/gen1recomp --lua luajit \
--report /tmp/api3-contract-report.json
```

The external reference must be a clean checkout at
`bryanthaboi/gen1recomp@79ea62f45fb2ea8f65d081a109431e4eb1bbdb36`.
Use a separate checkout; do not reset a working installation. No Gen1 engine
implementation is vendored into this repository. Only public callback names
are recorded as a compatibility catalog.

The exact same manifest and mod entry run on both engines for Red, Blue,
Yellow, Gold, Silver, Crystal, FireRed and Emerald, in both success and
intentional-rollback cases. Each engine/version/case has its own LuaJIT
process. The shared harness constructs native-shaped synthetic datasets;
the mod fixtures contain no engine imports or engine-specific branches.
The runner also generates an API-3 mod through the real scaffold CLI and
loads those same generated files on both engines for each version. This adds
eight comparisons to the sixteen normal/rollback cases. Eight additional warp
cases use the same public mod on both engines and native-shaped timing seams.
Eight object/block cases and eight NPC cases extend this to 48 comparisons
and 96 isolated loader runs. It compares JSON projections of public results and
records hashes of both shared and generated fixture files. It refuses a different or modified reference.

Coverage includes canonical content reads/writes/iteration and native merge
results, detached core and passthrough reads, callable early handles, later
Game replacement, party fields, private flags, Gen1 battle snapshot/invalid-intent boundaries, callback payloads and native
writeback, custom events, unsupported-name handling, frozen content and failed
owner cleanup. Warp cases also compare validation errors, native dispatch
arguments, destination events, boundary coordinates, arrival options, callback
argument holes/replay, stale sessions/owners, synchronous completion and error
attribution. Object/block cases compare native reference routing, visibility/flag
changes, block geometry/bounds, native reads and one event per successful edit.
NPC cases compare runtime creation/lookup, movement/appearance, optional
completion callbacks and ownership-aware removal using the same public handles.
Separate Gen2 tests check API-1/2 behavior, contradictory
manifest fields, honest availability and malformed flag stores. CI pins the
same external commit and uploads the report.

These are ROM-free loader/runtime-boundary tests, not retail-ROM gameplay
or a proof of every exposed native callback's payload. Native action details
remain covered by the prerequisite PR suites. Extend these shared fixtures
whenever another API-3 service becomes portable; do not make a failing
comparison pass by changing only one engine's mod fixture.
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