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rejoin the Pokemon Tower across the LAVENDER_TOWN / ROUTE_10 seam
The tower's drawing straddles the map boundary -- roof band and top window courses in Route 10's last rows, the rest in Lavender -- so each map folded its half upright alone: two half-buildings, Lavender's under a fabricated yellow cap. Buildings templates gain `topRows`: drawing rows composited ABOVE the matched grid, for a drawing no single map holds. The model is built from the complete 16-row artwork (96px facade under the real 32px purple band) while placement still matches only the on-map rows; depth now derives from the matched footprint rather than sprite height, identical for every whole-drawing template. A `claimOnly` twin template claims Route 10's roof rows and stamps nothing, so the top half no longer also stands as its own building. Both templates verified to place exactly once, world-wide, at the intended coordinates.
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+54
-51
@@ -2731,59 +2731,45 @@ return {
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roofRows = 64, roofBack = 8, roofFront = 8, roofCycle = { 8, 31 },
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slab = 4, frontEave = 4, ledge = nil, seal = "s",
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},
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-- assets/docs/buildings/B30: the POKEMON TOWER, and the one drawing
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-- in the catalogue the map edge cuts off. It stands at
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-- LAVENDER_TOWN (12,0), tile row 0, so the four rows of roof band
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-- every other block of this family wears are simply not on the map:
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-- rows 0..55 are three window courses over brick, 56..62 the base
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-- course, and that is the whole drawing.
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-- assets/docs/buildings/B30: the POKEMON TOWER. The one drawing
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-- in the catalogue that STRADDLES A MAP BOUNDARY: its purple roof
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-- band and top two window courses stand in ROUTE_10's last eight
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-- tile rows, and only the lower eight rows -- six more courses and
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-- the base with the door -- are on LAVENDER_TOWN, where the
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-- building begins at tile row 0. Modelled per map it came out as
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-- two half-buildings: Lavender's half wearing a fabricated flat
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-- cap (art row 0 stretched into a yellow slab), Route 10's half a
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-- low volume of roof drawing folded at ground level behind it.
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--
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-- REMAINING.md files it unvoxelizable on two counts. The first is
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-- real and `seal` answers it; the second is a misreading of it.
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-- `topRows` is the fix, built for this template: the eight
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-- ROUTE_10 rows are composited ABOVE the matched grid, so the
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-- model is the COMPLETE 16-row drawing -- 96px of facade under a
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-- real 32px roof band -- while placement still matches only the
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-- Lavender rows. Its twin `pokemon_tower_top` below claims the
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-- Route 10 rows and stamps nothing, so the roof half no longer
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-- also stands as its own building behind the tower.
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--
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-- Unbounded silhouette. Every sibling is closed on the north by
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-- the black outline along the top of its roof band. Here the top
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-- row is the 1px light margin over the first window course, so the
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-- flood seeds the whole of y=0, drops down the 2px light channel
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-- between the side outline (x=5, x=90) and the window band (x=8),
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-- and from the first brick course eats the wall out: 37% fill in
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-- 126 pieces. North is the ONLY way in -- the base course seals
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-- the south, the side outlines seal east and west -- so `seal =
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-- "n"` alone restores it: 88% fill, ONE piece, largest 100%, in
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-- the shipped band. The 728px left outside are exactly the 5px
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-- grass margin down each flank plus the terrain row under the base
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-- course, the same margins every sibling keeps. (REMAINING.md
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-- tests "s" and "nswe" and concludes the box cannot be sealed
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-- because a quarter of it is ground -- but that quarter is the
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-- unsealed flood's own damage measured back: its 1552px is
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-- precisely what the flood ate. North alone is never tried.)
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--
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-- No roof drawn. True, and not fixable: `tiles` is the matcher as
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-- well as the art, so the roof band cannot be borrowed from B14
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-- without asking the map for tiles at ty=-4. One row of band is
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-- the least the pipeline can be given, and roofRows = 1 spends it
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-- on that light top margin alone -- no window course is eaten, the
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-- whole 63px of drawn facade stays standing, and the 4px slab caps
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-- it flat. 67 voxels: nearly twice the Center and the Mart beside
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-- it, and one voxel under its own twin B14 -- which is right,
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-- because B14's facade IS this drawing.
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--
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-- The last row carries a THIRTEENTH tile id. `matches` walks each
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-- row to its own length while `read` composites only the first
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-- #tiles[1] columns, so that id constrains where the template may
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-- land without entering the drawing -- and it must not enter it,
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-- because the only tile beside the tower is the $11 filler, whose
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-- hatch carries isolated dark pixels the flood cannot reach: drawn,
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-- each becomes a 64-deep rod of speckle hanging beside the tower.
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-- The constraint is needed because these 8 rows ARE rows 5..12 of
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-- flat_block_6x6: the bare grid matches four times, the tower plus
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-- the lower two thirds of B14 at CELADON_CITY (14,4), ROUTE_16
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-- (18,6) and ROUTE_18 (34,4), and nothing stops a second model being
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-- stamped inside the first. $11 sits east of the tower's south-east
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-- corner; the three B14 plots carry grass, path and a plant there
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-- ($23, $30, $55), so with the extra id the grid resolves once.
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-- The old silhouette problem is gone with the roof back: the band
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-- closes the drawing's north outline the way it does on every
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-- sibling, so no `seal` is needed. The 13-id last row survives
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-- from the first attempt: the bare 12-wide grid is B14's lower
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-- two-thirds tile for tile, and the extra id keeps this template
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-- from stamping inside flat_block_6x6's three placements
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-- (`matches` walks a row to its own length; `read` composites
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-- only #tiles[1] columns, so the 13th id constrains placement
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-- without entering the drawing).
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{
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id = "pokemon_tower",
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topRows = {
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{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
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{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
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{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
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{ 37, 38, 34, 34, 34, 34, 34, 34, 34, 34, 40, 41 },
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{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
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{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
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},
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tiles = {
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{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
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@@ -2794,8 +2780,25 @@ return {
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
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{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79, 17 },
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},
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roofRows = 1, roofBack = 1, roofFront = 0, roofCycle = { 0, 0 },
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slab = 4, frontEave = 4, ledge = nil, seal = "n",
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roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
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slab = 4, frontEave = 4, ledge = nil,
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},
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-- the tower's roof half, where it actually stands on ROUTE_10:
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-- claimed flat so the drawing does not ALSO fold up as a second
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-- building behind the modelled tower (see topRows above)
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{
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id = "pokemon_tower_top",
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claimOnly = true,
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tiles = {
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{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
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{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
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{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
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{ 37, 38, 34, 34, 34, 34, 34, 34, 34, 34, 40, 41 },
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{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
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{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
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},
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},
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},
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+35
-5
@@ -98,9 +98,24 @@ local models = {} -- "<tileset>:<index>" -> prebuilt local quads
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-- Composite the template out of the atlas and flood the silhouette in from
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-- the border. Returns flat arrays indexed y * W + x.
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--
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-- `topRows`, when a template carries it, is extra drawing rows composited
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-- ABOVE the matched grid: rows of the same drawing that are not on the
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-- map this template places on. The Pokemon Tower is the case that needs
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-- it -- the drawing straddles the LAVENDER_TOWN / ROUTE_10 boundary, its
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-- roof band and top window courses standing in the route's last rows, so
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-- no single map's grid holds the whole building. The matcher never sees
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-- topRows (placement is still by `tiles` alone); they exist so the MODEL
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-- is built from the complete drawing and the tower rises to its real
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-- height instead of folding as two half-buildings.
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local function read(t, data, perRow)
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local tiles = t.tiles
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local bh, bw = #tiles, #tiles[1]
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if t.topRows then
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tiles = {}
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for _, row in ipairs(t.topRows) do tiles[#tiles + 1] = row end
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for _, row in ipairs(t.tiles) do tiles[#tiles + 1] = row end
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end
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local bh, bw = #tiles, #t.tiles[1]
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local W, H = bw * 8, bh * 8
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local col, ax, ay = {}, {}, {}
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for sy = 0, H - 1 do
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@@ -258,7 +273,13 @@ local function measure(sp, t)
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shadeTexel[s] = shadeTexel[s] or shadeTexel[BLACK] or 0
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end
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return { top = top, ytop = ytop, D = H,
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-- Depth is the MATCHED footprint, not the sprite height. The two are
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-- the same number for every whole-drawing template (the sprite is
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-- built from `tiles` alone), but a template with `topRows` has a
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-- sprite taller than its footprint -- the tower's 16-row drawing
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-- stands on the 8 rows of it that are actually on the map, and D = H
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-- would have pushed its body 64px south into the town plaza.
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return { top = top, ytop = ytop, D = #t.tiles * 8,
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recess = recess, interior = interior, shadeTexel = shadeTexel }
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end
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@@ -610,9 +631,18 @@ function Buildings.build(S, map, data, perRow)
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if not built then
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local key = tileset.id .. ":" .. index
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if not models[key] then
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local sp = read(t, data, perRow)
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local pr = measure(sp, t)
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models[key] = emit(model(sp, pr, t), sp, atlasW, atlasH)
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if t.claimOnly then
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-- claim the cells, stamp nothing: the drawing here is
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-- the off-map half of a building another map models in
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-- full (the tower's roof rows on ROUTE_10 -- Lavender's
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-- placement composites them via topRows). Left to the
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-- detector they stood as a second half-building.
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models[key] = {}
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else
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local sp = read(t, data, perRow)
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local pr = measure(sp, t)
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models[key] = emit(model(sp, pr, t), sp, atlasW, atlasH)
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end
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end
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built = models[key]
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end
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