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fix victory road statues
This commit is contained in:
@@ -167,6 +167,55 @@
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measurement of the geometry can recover. Only the top face is
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redirected; the poster still faces the room.
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Five rooms take it. `HOUSE`, `POKECENTER`, `REDS_HOUSE_1` and
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`REDS_HOUSE_2` name one course for every wall in the atlas -- each of
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those dresses one kind of room, and a list keyed by the decorated tiles
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would need extending every time a map hung something new on the same
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wall. `LOBBY` names the tiles instead (`{ [40] = 93, [56] = 93 }`): the
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Rocket lift's car doors cap with the cabin frame, and the department
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store, the Game Corner, Silph's floors and the roof -- all on that one
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atlas -- keep exactly the tops they had. The doors are also the reason
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the cap is applied in the mesher's DETECTED-run branch as well as its
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pinned one; Structures finds them rather than a pin naming them.
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- **Lance's room is furnished with the badge gyms' bird statue.** It is
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the gyms' statue tile for tile on the DOJO atlas -- one cell of figure
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($02/$38/$12/$13) over one cell of plinth ($22/$23/$32/$33) -- and left
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derived the pair merged into one 32px volume wearing the statue folded
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onto its face. The extruded picture, the same failure the gyms' statues
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and the Plateau's avenue had, and it takes the same answer: the plinth a
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solid 16px block, the bird a per-pixel cutout 5 voxels deep riding its
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top face. Every placement of those eight tiles in the game is a statue
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-- 18 in LANCES_ROOM and 2 in FIGHTING_DOJO -- and Oak's Lab, the third
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map on the atlas, places none of them.
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- **A wall cut into a terrace inherits terrace, never the statue standing
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on it.** `bookcase_backfill = "above"` hands a collapsed rank's vacated
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rows the cell above the run, so the League's gate walls have more
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hillside behind them rather than a trench. Indigo Plateau's avenue
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statues stand directly on the pilasters that collapse that way, so what
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every one of them inherited was the BIRD: the figure's shape and art
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copied onto two more rows down the shaft, and each statue came out two
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deep behind itself. Only bodies backfill now -- flat, top and upright.
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A per-pixel standee above (a statue, a sign, a bush) is an object
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standing ON the terrace rather than terrace, so the row has nothing to
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inherit and takes the default synthesized ground.
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- **...and a statue on a collapsed pilaster stands ON it.** The duplicate
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above was masking a second fault. A standee finds its support by reading
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the cell below its own drawing, and the bookcase collapse MOVES the box
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it finds: the whole four-row pilaster walks onto its southmost cell,
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which on the Plateau is a full cell south of where the test looked. So
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the bird was lifted to the right HEIGHT and left standing over open
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ground with its pillar behind it -- invisible while the vacated rows
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were being filled with copies of the bird itself, obvious the moment
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they were not. Every row of a collapsed rank now records the row its box
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actually stands on (`S.bookcaseBox`), and a standee supported by one is
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placed there instead of at its drawn position. Supports that do not move
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-- the gyms' plinths, furniture, `building` claims -- are unaffected.
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The plinth keeps its elevation and the statue extends exactly one cell
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above it.
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## 1.8.0
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### Added
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+63
-13
@@ -132,15 +132,23 @@
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-- measured rather than drawn, by flooding the panel tile's own stripe out
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-- from behind them; see CLUB below.
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--
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-- And `wall_top` (not a class either): the tile every `wall` cell's TOP
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-- face wears, whatever the cell itself draws. An interior wall band is
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-- 16px of art folded upright, and a fully folded run has no drawn row left
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-- over to lay flat on top -- so the top repeated the FACE, and the town-map
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-- poster and the window of a house came out lying across the top of the
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-- wall as well as hanging on it. What is really up there is the wall's own
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-- And `wall_top` (not a class either): what a `wall` cell's TOP face
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-- wears, whatever the cell itself draws. An interior wall band is 16px of
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-- art folded upright, and a fully folded run has no drawn row left over to
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-- lay flat on top -- so the top repeated the FACE, and the town-map poster
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-- and the window of a house came out lying across the top of the wall as
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-- well as hanging on it. What is really up there is the wall's own
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-- capping course, which is exactly the plain panel the decorated column's
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-- neighbours draw: name that tile and every wall in the tileset caps with
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-- it. The face is untouched -- the poster still faces the room.
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-- neighbours draw. The face is untouched -- the poster still faces the
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-- room. Two forms:
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--
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-- wall_top = <id> every wall in the tileset caps with this,
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-- for an atlas that dresses one kind of room
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-- (the houses, the Centers, Red's floors)
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-- wall_top = { [tile] = id } only the named tiles are redirected, for
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-- an atlas that dresses several (LOBBY is
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-- the department store, the Game Corner,
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-- Silph, the roof AND the Rocket lift)
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--
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-- Whole BUILDINGS are not tile pins -- one drawing packs a roof seen from
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-- above, a facade seen face-on and sloped ends as diagonal silhouettes,
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@@ -771,12 +779,38 @@ return {
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signpost = { 33, 34, 49, 50 },
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},
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-- Oak's Lab (the tileset also serves the Fighting Dojo and Lance's
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-- room, which use none of these tiles). The free-standing shelf
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-- ranks: book rows and base pinned; the shared trim tiles above
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-- (41/42, also the lab tables' corners) are adopted as caps by the
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-- bookcase builder rather than pinned.
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-- Oak's Lab, the Fighting Dojo and Lance's room (one tileset). The
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-- lab's free-standing shelf ranks: book rows and base pinned; the
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-- shared trim tiles above (41/42, also the lab tables' corners) are
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-- adopted as caps by the bookcase builder rather than pinned. The
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-- other two rooms are furnished with one thing between them -- the
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-- BIRD STATUE, and it is the badge gyms' statue exactly.
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DOJO = {
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-- THE STATUES. The same drawing as GYM's, tile for tile on this
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-- atlas: one cell of figure ($02/$38/$12/$13) over one cell of
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-- plinth ($22/$23/$32/$33), so it takes the same treatment -- the
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-- plinth a SOLID 16px block, the figure a per-pixel cutout 5 voxels
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-- deep (the thin `prop` pool) riding the plinth's top face through
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-- the authored-box support rule and collapsing to the plinth's
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-- single cell of footprint.
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--
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-- Left derived the pair merged into ONE 32px volume wearing the
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-- statue art folded onto its face -- the extruded picture, the same
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-- failure the gyms' statues and the Plateau's avenue had.
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--
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-- Every placement of these eight tiles in the game is a statue:
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-- blocks 49/50/114/115 pack figure over plinth in one 2x2-cell
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-- block, and they are placed 18 times in LANCES_ROOM (the pairs
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-- lining his aisle, and the two flanking his dais at cells (6,12)
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-- and (7,12) over (6,13)/(7,13)) and twice in FIGHTING_DOJO. Oak's
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-- Lab, the third map on this atlas, places none of them -- and the
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-- four figure-only and plinth-only blocks are never placed at all.
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wall = { 34, 35, 50, 51 },
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prop = { 2, 18, 19, 56 },
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-- and each stands on the room's main floor ($11) rather than on
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-- whatever its neighbours vote -- the gyms' rule, for the gyms'
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-- reason: a statue against a wall would otherwise take the wall.
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prop_ground = { [2] = 17, [18] = 17, [19] = 17, [56] = 17 },
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bookcase = { 13, 14, 29, 30 },
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-- the lab tables (the starter-ball display and the north tables):
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-- 41/42 are also the shelf trim the bookcase builder adopts as
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@@ -800,6 +834,11 @@ return {
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REDS_HOUSE_2 = {
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-- the wall band with its windows stays one 16px face
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wall = { 0, 36, 37, 52, 53 },
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-- and caps with the blank course. The windows of Red's 2F sit at
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-- cells (5,0) and (7,0); without this the panes came out lying
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-- across the top of the wall as well as glazing its face, where
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-- (6,0) between them draws the plain panel that belongs up there
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wall_top = 0,
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-- the bed: a mattress drawn from above, half a block high
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bed = { 45, 46, 47, 61, 62, 63 },
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-- stools: a seat-high box, seat art on top, legs on the front
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@@ -838,6 +877,9 @@ return {
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-- table rides these heights, not the 8/12px class defaults
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heights = { stool = 5, table = 6 },
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wall = { 0, 36, 37, 52, 53 },
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-- the same blank course caps 1F, whose windows are cells (3,0),
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-- (5,0) and (7,0) -- (6,0) between the last two is the panel
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wall_top = 0,
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stool = { 2, 3, 18, 19 },
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-- the dining table (38-44/58-60); its top row also caps the
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-- bookcases below
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@@ -1615,6 +1657,14 @@ return {
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wall = { 1, 2, 3, 6, 18, 19, 22, 33, 46, 47,
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62, 63, 68, 70, 71, 72, 73, 75, 76, 77, 78, 79, 84,
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88, 89, 91, 92, 93 },
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-- The Rocket lift's CAR DOORS (40 over 56, cells (2,1) and (3,1) of
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-- ROCKET_HIDEOUT_ELEVATOR) cap with the cabin frame's lower course
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-- -- the tile cell (2,0) draws beneath its own top band, and what
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-- every other column of that wall already caps with. Keyed by tile
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-- rather than blanket, unlike the houses: this one atlas dresses the
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-- department store, the Game Corner, Silph's floors and the roof
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-- too, and none of those wall tops is a lift frame.
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wall_top = { [40] = 93, [56] = 93 },
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-- 3F's television sets ($0E/$0F/$1E/$1F): the one drawing in this
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-- tileset that is a deliberate object with a body -- a black-framed
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-- cabinet, a bezel and a lit screen, drawn face-on -- and the same
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+14
-7
@@ -304,10 +304,15 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
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-- The capping course an interior wall wears on its TOP face (see
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-- TileShape.wallTop). A wall band folds entirely onto its own face, so
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-- the top had nothing left to lay flat and repeated the face -- a house's
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-- town-map poster and window, and a Center's pokeball poster, came out
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-- lying across the top of the wall as well as hanging on it. Only the top
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-- is redirected: the face still draws what the map draws.
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-- town-map poster and window, a Center's pokeball poster and the Rocket
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-- lift's doors came out lying across the top of the wall as well as
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-- standing in it. Only the top is redirected: the face still draws what
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-- the map draws.
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local wallTop = TileShape.wallTop(tileset.id)
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local function capOf(s, tile)
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if not (wallTop and s.class == "wall") then return nil end
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return wallTop(tile)
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end
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-- one atlas-rect UV, optionally cropped to art rows [vTop, vBot] of 8
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local function uvRect(tile, vTop, vBot)
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@@ -594,6 +599,11 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
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{ { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } }, 0.95)
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elseif run then
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local topTile = map:tileAt(tx, ChunkMesher.flatTopRow(run, ty))
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-- a DETECTED wall volume caps the same way a pinned one does:
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-- the Rocket lift's cabin doors are found rather than pinned,
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-- and their drawing lay across the top of the wall they are set
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-- into (see wallTop)
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topTile = capOf(s, tile) or topTile
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topQuad(x0, z0, h, topTile, VOLUME_TOP_SHADE)
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else
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local topTile = tile
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@@ -657,10 +667,7 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
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row = (above and above.authored and above.art == "upright")
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and (north - 1) or north
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end
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topTile = S.tileAt[keyOf(tx, row)]
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-- ...unless the tileset names the course its walls cap with,
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-- which every wall cell wears whatever it draws on its face
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if wallTop and s.class == "wall" then topTile = wallTop end
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topTile = capOf(s, tile) or S.tileAt[keyOf(tx, row)]
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end
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-- water's surface, and only water's: the recessed sheet itself,
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-- never the ground's shoreline bands around it. A cell an object
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+45
-5
@@ -227,7 +227,11 @@ function Structures.forMap(map)
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S = { shapeAt = shapeAt, tileAt = tileAt, outdoor = Map.isOutdoor(def),
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hideBareRing = hullRingOnly or nil,
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runs = {}, skip = {}, ground = {}, doorFold = {}, objectQuads = {},
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grassQuads = {}, flowerQuads = {}, roundStamps = {}, figures = {} }
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grassQuads = {}, flowerQuads = {}, roundStamps = {}, figures = {},
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-- tile key -> the row a collapsed bookcase rank's box actually
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-- stands on, so a standee supported by one lands on it rather than
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-- where the drawing put it (see buildBookcases)
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bookcaseBox = {} }
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Buildings.build(S, map, pixels(tileset), perRow)
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-- Fold doors into their buildings. A door cell is WALKABLE (the player
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@@ -1882,6 +1886,12 @@ local function bookcaseRank(S, map, perRow, run, i, j, k, pane, srcU, srcV,
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end
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end
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-- The arts a `bookcase_backfill = "above"` row may inherit: terrain and
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-- solid bodies only (see the note at the backfill itself). Everything
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-- absent here -- billboard, post, cylinder, grass, flower -- is a per-pixel
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-- object STANDING on terrain rather than terrain.
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local BACKFILL_ART = { flat = true, top = true, upright = true }
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function Structures.buildBookcases(S, map, x0, x1, y0, y1, data, perRow)
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perRow = perRow or map.tileset.tilesPerRow or 16
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-- What to do with the rows a rank VACATES (see TileShape.bookcaseBackfill).
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@@ -1928,11 +1938,32 @@ function Structures.buildBookcases(S, map, x0, x1, y0, y1, data, perRow)
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-- shelf standing in a room. `bookcase_backfill = "above"` hands it
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-- the cell above the run instead, shape and art, so a wall cut into
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-- a terrace has more terrace behind it rather than a trench.
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--
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-- Only BODY above backfills: a vacated row wants more of the
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-- terrace the wall is cut into, and the terrace is whatever lies
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-- flat, tops out or stands as a solid face. A per-pixel STANDEE
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-- above -- a statue, a sign, a bush -- is an object standing ON
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-- that terrace, and copying it northward builds a second and a
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-- third of it: Indigo Plateau's avenue statues sit directly on
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-- the pilasters that collapse here, so every bird came out
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-- duplicated twice down the shaft behind itself. A standee
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-- above means the row has no terrace to inherit, so it takes the
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-- default and is painted with synthesized ground.
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local covered = math.min(2, front - top + 1)
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local srcK = keyOf(tx, top - 1)
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local src = backfill == "above" and S.shapeAt[srcK] or nil
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if src and not BACKFILL_ART[src.art] then src = nil end
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-- Where the box ACTUALLY ends up, remembered for every row of the
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-- rank: the collapse walks the whole drawn run onto its southmost
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-- cell, so anything that has to stand ON the box has to be told
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-- where the box went. A statue keys off the cell below its own
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-- drawing, which is the run's NORTH end -- two rows away from the
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-- box on a two-cell pilaster, which is exactly the distance the
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-- Plateau's birds floated by.
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local boxTop = front - covered + 1
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for cy = top, front do
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local tk = keyOf(tx, cy)
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S.bookcaseBox[tk] = boxTop
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if src and cy <= front - covered then
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S.shapeAt[tk] = src
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S.tileAt[tk] = S.tileAt[srcK]
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@@ -2840,9 +2871,10 @@ function Structures.buildObject(S, map, region, cluster,
|
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-- Town is where it showed: pinning the cliff's slope chain gave the
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-- posts along the cliff edge an authored 16px box to their south, and
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-- they were hoisted to stand on the clifftop instead of the path.
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local baseY, support = 0, nil
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local baseY, support, supportRow = 0, nil, nil
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if force and force ~= "opaque" then
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local bs = S.shapeAt[keyOf(cluster.minX, cluster.maxY + 1)]
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local belowK = keyOf(cluster.minX, cluster.maxY + 1)
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local bs = S.shapeAt[belowK]
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local blocked = not map:isWalkableCell(math.floor(cluster.minX / 2),
|
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math.floor(cluster.maxY / 2))
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-- `bookcase` supports as well as `upright`. A prop drawn above an
|
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@@ -2859,6 +2891,13 @@ function Structures.buildObject(S, map, region, cluster,
|
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and (bs.art == "upright" or bs.art == "bookcase"
|
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or bs.class == "building") then
|
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baseY, support = bs.h, bs
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-- A bookcase support has MOVED: the collapse walks the whole drawn
|
||||
-- run onto its southmost cell, and the cell tested above is the run's
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||||
-- north end. On the Plateau's two-cell pilasters that is a full cell
|
||||
-- away, and the bird stood at the right HEIGHT over open ground with
|
||||
-- its pillar behind it -- floating. Stand it on the box's own north
|
||||
-- row instead of one row south of its drawing.
|
||||
supportRow = S.bookcaseBox[belowK]
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||||
end
|
||||
end
|
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local atlasW = map.tileset.imageWidth or 128
|
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@@ -2910,8 +2949,9 @@ function Structures.buildObject(S, map, region, cluster,
|
||||
end
|
||||
end
|
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for _, c in ipairs(comps) do
|
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c.z0 = cluster.minY * 8 + math.floor(c.lowY / 8) * 8
|
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+ (support and 8 or 0) + (8 - depth) / 2
|
||||
c.z0 = supportRow and (supportRow * 8 + (8 - depth) / 2)
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or (cluster.minY * 8 + math.floor(c.lowY / 8) * 8
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+ (support and 8 or 0) + (8 - depth) / 2)
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c.z1 = c.z0 + depth
|
||||
end
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||||
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||||
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+31
-9
@@ -764,8 +764,9 @@ function TileShape.bookcaseRelief(tilesetId)
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return not (entry and entry.bookcase_relief == false)
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||||
end
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||||
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||||
--- What every `wall` cell's TOP face wears in this tileset (a tileset
|
||||
--- entry's wall_top). Returns a tile id, or nil to leave the top alone.
|
||||
--- What a `wall` cell's TOP face wears in this tileset (a tileset entry's
|
||||
--- wall_top). Returns a function tile -> cap tile id (nil for "leave it
|
||||
--- alone"), or nil when the tileset says nothing at all.
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||||
---
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||||
--- A wall band is 16px of art folded upright over a run two drawn rows
|
||||
--- deep, so it folds ENTIRELY onto its face and has no row left to lay
|
||||
@@ -773,17 +774,38 @@ end
|
||||
--- poster and window came out lying across the top of the wall as well as
|
||||
--- hanging on it. What is up there is the wall's capping course, which is
|
||||
--- the plain panel the decorated column's own neighbours draw; naming it
|
||||
--- per tileset is the whole fix, because "plain" is a fact about the
|
||||
--- drawing that nothing in the geometry can measure.
|
||||
--- is the whole fix, because "plain" is a fact about the drawing that
|
||||
--- nothing in the geometry can measure.
|
||||
---
|
||||
--- Per tileset rather than per tile: one room caps with one course, and a
|
||||
--- list keyed by the decorated tiles would have to be extended every time
|
||||
--- a map hung something new on a wall already covered.
|
||||
--- Two forms, because tilesets differ in how far one answer reaches:
|
||||
---
|
||||
--- wall_top = <id> EVERY wall cell caps with this course.
|
||||
--- Right where one atlas dresses one kind of
|
||||
--- room -- the town house, the Centers, Red's
|
||||
--- two floors all cap with their own blank
|
||||
--- panel, and a list keyed by the decorated
|
||||
--- tiles would need extending every time a
|
||||
--- map hung something new on the same wall.
|
||||
--- wall_top = { [tile] = id } only these tiles are redirected. Right
|
||||
--- where one atlas dresses several rooms:
|
||||
--- LOBBY is the department store, the Game
|
||||
--- Corner, Silph's floors, the roof AND the
|
||||
--- Rocket lift, and the lift's cabin frame is
|
||||
--- not what a shop wall caps with.
|
||||
function TileShape.wallTop(tilesetId)
|
||||
local s = load()
|
||||
local entry = s and s.tilesets and s.tilesets[tilesetId]
|
||||
local tile = entry and entry.wall_top
|
||||
return type(tile) == "number" and tile or nil
|
||||
local spec = entry and entry.wall_top
|
||||
if type(spec) == "number" then
|
||||
return function() return spec end
|
||||
end
|
||||
if type(spec) == "table" then
|
||||
return function(tile)
|
||||
local cap = spec[tile]
|
||||
return type(cap) == "number" and cap or nil
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Drop the cache: a mod that shadows data/voxel_heights.lua or a tileset
|
||||
|
||||
+162
-10
@@ -7020,10 +7020,21 @@ end)()
|
||||
local Struct = run.loader.exports.DRAMATIC_SHAPE.lib.require("Structures")
|
||||
local Shape = run.loader.exports.DRAMATIC_SHAPE.lib.require("TileShape")
|
||||
|
||||
T.eq(Shape.wallTop("HOUSE"), 0,
|
||||
-- the blanket form: whatever a wall cell draws, it caps with the one
|
||||
-- course the atlas's rooms are panelled in
|
||||
T.eq(Shape.wallTop("HOUSE")(45), 0,
|
||||
"the town house caps its walls with the blank course")
|
||||
T.eq(Shape.wallTop("POKECENTER"), 40,
|
||||
T.eq(Shape.wallTop("POKECENTER")(2), 40,
|
||||
"and a Center with its striped panel -- the tile cell (9,0) draws")
|
||||
T.eq(Shape.wallTop("REDS_HOUSE_2")(36), 0,
|
||||
"Red's bedroom with its own blank panel, over the window")
|
||||
T.eq(Shape.wallTop("REDS_HOUSE_1")(36), 0, "and so does the floor below")
|
||||
-- the keyed form, for an atlas that dresses more than one kind of room
|
||||
T.eq(Shape.wallTop("LOBBY")(40), 93,
|
||||
"the Rocket lift's car door caps with the cabin frame")
|
||||
T.eq(Shape.wallTop("LOBBY")(1), nil,
|
||||
"but the department store's own panel is left exactly as it was -- "
|
||||
.. "one atlas, several rooms, and only the lift is a lift")
|
||||
T.eq(Shape.wallTop("DS_NO_SUCH_TILESET"), nil,
|
||||
"a tileset that says nothing keeps the top it always had")
|
||||
|
||||
@@ -7061,7 +7072,11 @@ end)()
|
||||
local ax = math.floor(math.min(a[4], b[4], c[4], d[4]) * 128 + 0.5)
|
||||
local ay = math.floor(math.min(a[5], b[5], c[5], d[5]) * 48 + 0.5)
|
||||
local tx = math.floor(math.min(a[1], b[1], c[1], d[1]) / 8)
|
||||
out[tx] = out[tx] or (math.floor(ay / 8) * 16 + math.floor(ax / 8))
|
||||
local ty = math.floor(math.min(a[3], b[3], c[3], d[3]) / 8)
|
||||
-- keyed by the TILE ROW too: a wall band is two drawn rows deep
|
||||
-- and they can wear different art
|
||||
out[ty * 100 + tx] = out[ty * 100 + tx]
|
||||
or (math.floor(ay / 8) * 16 + math.floor(ax / 8))
|
||||
end
|
||||
end
|
||||
return out, verts
|
||||
@@ -7073,9 +7088,12 @@ end)()
|
||||
{ 0, 0, 45, 46, 36, 36, 0, 0 },
|
||||
{ 0, 0, 61, 62, 52, 52, 0, 0 },
|
||||
})
|
||||
for tx = 0, 7 do
|
||||
T.eq(houseTops[tx], 0,
|
||||
("column %d of the house's back wall caps with the blank course"):format(tx))
|
||||
for ty = 0, 1 do
|
||||
for tx = 0, 7 do
|
||||
T.eq(houseTops[ty * 100 + tx], 0,
|
||||
("(%d,%d) of the house's back wall caps with the blank course")
|
||||
:format(tx, ty))
|
||||
end
|
||||
end
|
||||
|
||||
-- and the FACE is untouched: the poster still hangs in the room, which is
|
||||
@@ -7095,11 +7113,145 @@ end)()
|
||||
{ 40, 40, 40, 2, 3, 40, 40, 40 },
|
||||
{ 40, 40, 40, 18, 19, 40, 40, 40 },
|
||||
})
|
||||
for tx = 0, 7 do
|
||||
T.eq(pcTops[tx], 40,
|
||||
("column %d of the Center's back wall caps with the striped panel")
|
||||
:format(tx))
|
||||
for ty = 0, 1 do
|
||||
for tx = 0, 7 do
|
||||
T.eq(pcTops[ty * 100 + tx], 40,
|
||||
("(%d,%d) of the Center's back wall caps with the striped panel")
|
||||
:format(tx, ty))
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the Rocket lift's car doors
|
||||
--
|
||||
-- Detected rather than pinned -- the doors are a volume Structures finds
|
||||
-- -- so the cap has to reach the RUN branch too, not only the pinned one.
|
||||
local liftTops = topTiles("LOBBY", {
|
||||
{ 92, 92, 92, 92, 92, 92, 92, 92 },
|
||||
{ 93, 93, 93, 93, 93, 93, 93, 93 },
|
||||
{ 1, 1, 40, 40, 40, 40, 1, 1 },
|
||||
{ 33, 33, 56, 56, 56, 56, 33, 33 },
|
||||
})
|
||||
-- rows 2 and 3 are the doors' own band; the doors span columns 2-5
|
||||
for ty = 2, 3 do
|
||||
for tx = 2, 5 do
|
||||
T.eq(liftTops[ty * 100 + tx], 93,
|
||||
("(%d,%d) of the lift's door caps with the cabin frame"):format(tx, ty))
|
||||
end
|
||||
end
|
||||
-- and the panelling either side of them is left alone, which is what the
|
||||
-- keyed form buys: the same atlas panels the department store
|
||||
T.eq(liftTops[2 * 100], 1, "the blank course beside the door is untouched")
|
||||
T.eq(liftTops[3 * 100], 33, "and so is its skirting")
|
||||
end)()
|
||||
|
||||
-- ------- Lance's room is furnished with the badge gyms' statue
|
||||
--
|
||||
-- The same drawing on a different atlas: one cell of bird over one cell of
|
||||
-- plinth. Left derived the pair merged into one 32px volume wearing the
|
||||
-- statue folded onto its face -- the extruded picture. The gyms' reading
|
||||
-- (solid plinth, per-pixel standee on top) is the right one here too, and
|
||||
-- these eight tiles draw nothing else anywhere in the game.
|
||||
;(function()
|
||||
local Shape = run.loader.exports.DRAMATIC_SHAPE.lib.require("TileShape")
|
||||
local shapes = Shape.forMap({
|
||||
tileset = { id = "DOJO", tilesPerRow = 16,
|
||||
imageWidth = 128, imageHeight = 48, grassTile = -1 },
|
||||
walkable = { [17] = true },
|
||||
})
|
||||
for _, t in ipairs({ 2, 18, 19, 56 }) do
|
||||
T.eq(shapes[t].class, "prop",
|
||||
("the statue's figure tile %d stands as a per-pixel cutout"):format(t))
|
||||
T.eq(shapes[t].authored, true, "and it is an authored answer, not derived")
|
||||
end
|
||||
for _, t in ipairs({ 34, 35, 50, 51 }) do
|
||||
T.eq(shapes[t].class, "wall",
|
||||
("the plinth tile %d stays a solid 16px block"):format(t))
|
||||
T.eq(shapes[t].authored, true,
|
||||
"authored, which is what the standee's support rule tests -- and "
|
||||
.. "what keeps tile 50 ($32) out of the water-fallback trap")
|
||||
end
|
||||
T.eq(shapes[13].class, "bookcase",
|
||||
"and Oak's shelf ranks on the same atlas are untouched")
|
||||
end)()
|
||||
|
||||
-- ------- a wall cut into a terrace inherits TERRACE, never a statue
|
||||
--
|
||||
-- `bookcase_backfill = "above"` hands a vacated row the cell above the run,
|
||||
-- so masonry set into a hillside has more hillside behind it rather than a
|
||||
-- trench. Indigo Plateau's avenue statues stand directly on the pilasters
|
||||
-- that collapse this way, so what every one of them inherited was the BIRD:
|
||||
-- the figure's shape and art copied onto two more rows down the shaft, and
|
||||
-- the statue came out two deep behind itself. A standee above is an object
|
||||
-- standing ON the terrace, not terrace -- so there is nothing to inherit.
|
||||
;(function()
|
||||
local Struct = run.loader.exports.DRAMATIC_SHAPE.lib.require("Structures")
|
||||
-- the real west-edge statue of INDIGO_PLATEAU, tile for tile: the bird
|
||||
-- (37/38 over 40/41) on the pilaster (cap 21/22, shaft 5/6 twice, foot
|
||||
-- 21/22), standing on the plateau's paving (35)
|
||||
local rows = {
|
||||
{ 46, 47 }, { 46, 47 },
|
||||
{ 37, 38 }, { 40, 41 },
|
||||
{ 21, 22 }, { 5, 6 },
|
||||
{ 5, 6 }, { 21, 22 },
|
||||
{ 35, 35 }, { 35, 35 },
|
||||
{ 35, 35 }, { 35, 35 },
|
||||
}
|
||||
local map = {
|
||||
id = "DS_TEST_PLATEAU_STATUE",
|
||||
tileset = { id = "PLATEAU", image = "gfx/tilesets/ds_test.png",
|
||||
tilesPerRow = 16, imageWidth = 128, imageHeight = 40,
|
||||
blocks = {}, grassTile = -1 },
|
||||
def = { width = 1, height = 3, tileset = "PLATEAU" },
|
||||
walkable = { [35] = true },
|
||||
waterTiles = {},
|
||||
doorTiles = {},
|
||||
tileAt = function(_, tx, ty)
|
||||
local r = rows[math.max(1, math.min(#rows, ty + 1))]
|
||||
return r[(tx % 2) + 1]
|
||||
end,
|
||||
cellTile = function(self, cx, cy) return self:tileAt(cx * 2, cy * 2 + 1) end,
|
||||
isWaterCell = function() return false end,
|
||||
isWalkableCell = function(self, cx, cy)
|
||||
return self:cellTile(cx, cy) == 35
|
||||
end,
|
||||
isDoorTileCell = function() return false end,
|
||||
isGrassCell = function() return false end,
|
||||
inBounds = function(_, cx, cy)
|
||||
return cx >= 0 and cy >= 0 and cx < 2 and cy < 6
|
||||
end,
|
||||
}
|
||||
Struct.invalidate(map.id)
|
||||
local S = Struct.forMap(map)
|
||||
local function keyOf(tx, ty) return (ty + 64) * 4096 + (tx + 64) end
|
||||
|
||||
-- the bird stands, once, where it is drawn
|
||||
for _, ty in ipairs({ 2, 3 }) do
|
||||
T.eq(S.shapeAt[keyOf(0, ty)].art, "billboard",
|
||||
"the statue's own rows carry the standee")
|
||||
end
|
||||
-- and the pilaster rows it vacates carry NOTHING -- not a second bird
|
||||
for _, ty in ipairs({ 4, 5, 6, 7 }) do
|
||||
local s = S.shapeAt[keyOf(0, ty)]
|
||||
T.check(s == nil or s.art ~= "billboard",
|
||||
("pilaster row %d did not inherit the statue standing on it"):format(ty))
|
||||
end
|
||||
|
||||
-- ...and the bird stands on the box rather than where it is DRAWN. The
|
||||
-- collapse walks the whole four-row pilaster onto its southmost cell, so
|
||||
-- a standee that trusted its own drawn position ended up a full cell
|
||||
-- north of the pillar holding it up -- at the right height, over open
|
||||
-- ground. Every row of the rank records where the box actually went.
|
||||
for _, ty in ipairs({ 4, 5, 6, 7 }) do
|
||||
T.eq(S.bookcaseBox[keyOf(0, ty)], 6,
|
||||
("rank row %d knows the box stands on row 6"):format(ty))
|
||||
end
|
||||
local zlo = math.huge
|
||||
for _, q in ipairs(S.objectQuads) do
|
||||
for i = 1, 4 do zlo = math.min(zlo, q[i][3]) end
|
||||
end
|
||||
T.eq(math.floor(zlo / 8), 6,
|
||||
"and the statue's own geometry starts on that row -- standing on the "
|
||||
.. "pillar, not hanging in the air two cells in front of it")
|
||||
end)()
|
||||
|
||||
Pipelines.reset()
|
||||
|
||||
@@ -0,0 +1,137 @@
|
||||
-- Scratch driver: one shot of each fixture the wall-top / statue pass
|
||||
-- touched, so the change can be looked at rather than reasoned about.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/voxel_fix_shots.lua \
|
||||
-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxel_fix AB_TAG=. lovec.exe .
|
||||
--
|
||||
-- SHOT_DIR is relative to the PROJECT ROOT, which is where lovec runs from --
|
||||
-- the mod's own .claude/ is where these belong, so it has to be spelt out.
|
||||
--
|
||||
-- Every scene stands the player on the nearest WALKABLE cell to the vantage
|
||||
-- named below (teleporting into a wall puts the close cameras inside the
|
||||
-- geometry), faces the fixture, and shoots at voxel rung 3 -- the higher
|
||||
-- top-down camera, which is the one that shows what a wall wears on TOP.
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR")
|
||||
or "mods/DramaticShapeVoxelMod/.claude/voxel_fix")
|
||||
.. "/" .. (os.getenv("AB_TAG") or ".")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[voxfix] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local TileShape = V.require("TileShape")
|
||||
|
||||
-- prove the game is reading THIS tree, not a stale installed copy
|
||||
local ht = TileShape.wallTop and TileShape.wallTop("HOUSE")
|
||||
print(("[voxfix] wallTop present=%s HOUSE(45)=%s")
|
||||
:format(tostring(TileShape.wallTop ~= nil),
|
||||
tostring(ht and ht(45))))
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
-- the nearest walkable cell to the vantage, searched in rings -- a
|
||||
-- vantage picked off a map dump is often the fixture itself
|
||||
local function place(x, y, face)
|
||||
local m = game.overworld.map
|
||||
for r = 0, 8 do
|
||||
for dy = -r, r do
|
||||
for dx = -r, r do
|
||||
if math.max(math.abs(dx), math.abs(dy)) == r then
|
||||
local px, py = x + dx, y + dy
|
||||
if m:inBounds(px, py) and m:isWalkableCell(px, py) then
|
||||
game.overworld.player.cellX = px
|
||||
game.overworld.player.cellY = py
|
||||
game.overworld.player.facing = face
|
||||
return px, py
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return x, y
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
{ map = "BLUES_HOUSE", x = 4, y = 3, face = "up",
|
||||
label = "house_wall_top" },
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 4, y = 3, face = "up",
|
||||
label = "pokecenter_wall_top" },
|
||||
{ map = "ROCKET_HIDEOUT_ELEVATOR", x = 2, y = 3, face = "up",
|
||||
label = "rocket_lift_wall_top" },
|
||||
{ map = "REDS_HOUSE_2F", x = 6, y = 3, face = "up",
|
||||
label = "reds_2f_wall_top" },
|
||||
{ map = "REDS_HOUSE_1F", x = 5, y = 3, face = "up",
|
||||
label = "reds_1f_wall_top" },
|
||||
{ map = "LANCES_ROOM", x = 6, y = 15, face = "up",
|
||||
label = "lances_room_statues" },
|
||||
{ map = "INDIGO_PLATEAU", x = 2, y = 5, face = "up",
|
||||
label = "indigo_plateau_statue" },
|
||||
-- the west-edge statue itself, close enough to count the birds on it
|
||||
{ map = "INDIGO_PLATEAU", x = 1, y = 4, face = "up",
|
||||
label = "indigo_plateau_statue_close", rung = 5 },
|
||||
{ map = "INDIGO_PLATEAU", x = 2, y = 4, face = "up",
|
||||
label = "indigo_plateau_statue_near" },
|
||||
}
|
||||
|
||||
local only = os.getenv("VF_ONLY")
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
if not (only and only ~= "" and not only:find(s.label, 1, true)) then
|
||||
local ok, err = pcall(function()
|
||||
U.teleport(game, s.map, s.x, s.y, s.face)
|
||||
local px, py = place(s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", s.rung or 3)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s.png"):format(ROOT, s.label)
|
||||
game.capturePath = path
|
||||
U.wait(8)
|
||||
local f = io.open(path, "rb")
|
||||
if f then
|
||||
f:close()
|
||||
shots = shots + 1
|
||||
print(("[voxfix] %s -> %s (stood %d,%d)"):format(s.map, path, px, py))
|
||||
else
|
||||
print("[voxfix] capture missed: " .. path)
|
||||
end
|
||||
end)
|
||||
if not ok then print("[voxfix] " .. s.map .. " failed: " .. tostring(err)) end
|
||||
end
|
||||
end
|
||||
print(("[voxfix] %d/%d shots into %s"):format(shots, #SCENES, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
Reference in New Issue
Block a user