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.
This commit is contained in:
DramaticShape
2026-07-27 04:39:27 -04:00
parent cf25f54352
commit 0b8730fbf6
2 changed files with 89 additions and 56 deletions
+54 -51
View File
@@ -2731,59 +2731,45 @@ return {
roofRows = 64, roofBack = 8, roofFront = 8, roofCycle = { 8, 31 },
slab = 4, frontEave = 4, ledge = nil, seal = "s",
},
-- assets/docs/buildings/B30: the POKEMON TOWER, and the one drawing
-- in the catalogue the map edge cuts off. It stands at
-- LAVENDER_TOWN (12,0), tile row 0, so the four rows of roof band
-- every other block of this family wears are simply not on the map:
-- rows 0..55 are three window courses over brick, 56..62 the base
-- course, and that is the whole drawing.
-- assets/docs/buildings/B30: the POKEMON TOWER. The one drawing
-- in the catalogue that STRADDLES A MAP BOUNDARY: its purple roof
-- band and top two window courses stand in ROUTE_10's last eight
-- tile rows, and only the lower eight rows -- six more courses and
-- the base with the door -- are on LAVENDER_TOWN, where the
-- building begins at tile row 0. Modelled per map it came out as
-- two half-buildings: Lavender's half wearing a fabricated flat
-- cap (art row 0 stretched into a yellow slab), Route 10's half a
-- low volume of roof drawing folded at ground level behind it.
--
-- REMAINING.md files it unvoxelizable on two counts. The first is
-- real and `seal` answers it; the second is a misreading of it.
-- `topRows` is the fix, built for this template: the eight
-- ROUTE_10 rows are composited ABOVE the matched grid, so the
-- model is the COMPLETE 16-row drawing -- 96px of facade under a
-- real 32px roof band -- while placement still matches only the
-- Lavender rows. Its twin `pokemon_tower_top` below claims the
-- Route 10 rows and stamps nothing, so the roof half no longer
-- also stands as its own building behind the tower.
--
-- Unbounded silhouette. Every sibling is closed on the north by
-- the black outline along the top of its roof band. Here the top
-- row is the 1px light margin over the first window course, so the
-- flood seeds the whole of y=0, drops down the 2px light channel
-- between the side outline (x=5, x=90) and the window band (x=8),
-- and from the first brick course eats the wall out: 37% fill in
-- 126 pieces. North is the ONLY way in -- the base course seals
-- the south, the side outlines seal east and west -- so `seal =
-- "n"` alone restores it: 88% fill, ONE piece, largest 100%, in
-- the shipped band. The 728px left outside are exactly the 5px
-- grass margin down each flank plus the terrain row under the base
-- course, the same margins every sibling keeps. (REMAINING.md
-- tests "s" and "nswe" and concludes the box cannot be sealed
-- because a quarter of it is ground -- but that quarter is the
-- unsealed flood's own damage measured back: its 1552px is
-- precisely what the flood ate. North alone is never tried.)
--
-- No roof drawn. True, and not fixable: `tiles` is the matcher as
-- well as the art, so the roof band cannot be borrowed from B14
-- without asking the map for tiles at ty=-4. One row of band is
-- the least the pipeline can be given, and roofRows = 1 spends it
-- on that light top margin alone -- no window course is eaten, the
-- whole 63px of drawn facade stays standing, and the 4px slab caps
-- it flat. 67 voxels: nearly twice the Center and the Mart beside
-- it, and one voxel under its own twin B14 -- which is right,
-- because B14's facade IS this drawing.
--
-- The last row carries a THIRTEENTH tile id. `matches` walks each
-- row to its own length while `read` composites only the first
-- #tiles[1] columns, so that id constrains where the template may
-- land without entering the drawing -- and it must not enter it,
-- because the only tile beside the tower is the $11 filler, whose
-- hatch carries isolated dark pixels the flood cannot reach: drawn,
-- each becomes a 64-deep rod of speckle hanging beside the tower.
-- The constraint is needed because these 8 rows ARE rows 5..12 of
-- flat_block_6x6: the bare grid matches four times, the tower plus
-- the lower two thirds of B14 at CELADON_CITY (14,4), ROUTE_16
-- (18,6) and ROUTE_18 (34,4), and nothing stops a second model being
-- stamped inside the first. $11 sits east of the tower's south-east
-- corner; the three B14 plots carry grass, path and a plant there
-- ($23, $30, $55), so with the extra id the grid resolves once.
-- The old silhouette problem is gone with the roof back: the band
-- closes the drawing's north outline the way it does on every
-- sibling, so no `seal` is needed. The 13-id last row survives
-- from the first attempt: the bare 12-wide grid is B14's lower
-- two-thirds tile for tile, and the extra id keeps this template
-- from stamping inside flat_block_6x6's three placements
-- (`matches` walks a row to its own length; `read` composites
-- only #tiles[1] columns, so the 13th id constrains placement
-- without entering the drawing).
{
id = "pokemon_tower",
topRows = {
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 34, 34, 34, 34, 34, 34, 34, 34, 40, 41 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
},
tiles = {
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
@@ -2794,8 +2780,25 @@ return {
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79, 17 },
},
roofRows = 1, roofBack = 1, roofFront = 0, roofCycle = { 0, 0 },
slab = 4, frontEave = 4, ledge = nil, seal = "n",
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- the tower's roof half, where it actually stands on ROUTE_10:
-- claimed flat so the drawing does not ALSO fold up as a second
-- building behind the modelled tower (see topRows above)
{
id = "pokemon_tower_top",
claimOnly = true,
tiles = {
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 34, 34, 34, 34, 34, 34, 34, 34, 40, 41 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
},
},
},