From 2af88d07cfa2bcba09ddf3dcc50304cf5ea3bf38 Mon Sep 17 00:00:00 2001 From: DramaticShape Date: Sun, 9 Aug 2026 00:01:47 -0400 Subject: [PATCH] fix victory road statues --- CHANGELOG.md | 49 ++++++++++ data/voxel_heights.lua | 76 ++++++++++++--- lib/ChunkMesher.lua | 21 +++-- lib/Structures.lua | 50 +++++++++- lib/TileShape.lua | 40 ++++++-- tests/dramatic_shape_test.lua | 172 ++++++++++++++++++++++++++++++++-- tests/voxel_fix_shots.lua | 137 +++++++++++++++++++++++++++ 7 files changed, 501 insertions(+), 44 deletions(-) create mode 100644 tests/voxel_fix_shots.lua diff --git a/CHANGELOG.md b/CHANGELOG.md index 4a0426d..c9a9a0b 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -167,6 +167,55 @@ measurement of the geometry can recover. Only the top face is redirected; the poster still faces the room. + Five rooms take it. `HOUSE`, `POKECENTER`, `REDS_HOUSE_1` and + `REDS_HOUSE_2` name one course for every wall in the atlas -- each of + those dresses one kind of room, and a list keyed by the decorated tiles + would need extending every time a map hung something new on the same + wall. `LOBBY` names the tiles instead (`{ [40] = 93, [56] = 93 }`): the + Rocket lift's car doors cap with the cabin frame, and the department + store, the Game Corner, Silph's floors and the roof -- all on that one + atlas -- keep exactly the tops they had. The doors are also the reason + the cap is applied in the mesher's DETECTED-run branch as well as its + pinned one; Structures finds them rather than a pin naming them. + +- **Lance's room is furnished with the badge gyms' bird statue.** It is + the gyms' statue tile for tile on the DOJO atlas -- one cell of figure + ($02/$38/$12/$13) over one cell of plinth ($22/$23/$32/$33) -- and left + derived the pair merged into one 32px volume wearing the statue folded + onto its face. The extruded picture, the same failure the gyms' statues + and the Plateau's avenue had, and it takes the same answer: the plinth a + solid 16px block, the bird a per-pixel cutout 5 voxels deep riding its + top face. Every placement of those eight tiles in the game is a statue + -- 18 in LANCES_ROOM and 2 in FIGHTING_DOJO -- and Oak's Lab, the third + map on the atlas, places none of them. + +- **A wall cut into a terrace inherits terrace, never the statue standing + on it.** `bookcase_backfill = "above"` hands a collapsed rank's vacated + rows the cell above the run, so the League's gate walls have more + hillside behind them rather than a trench. Indigo Plateau's avenue + statues stand directly on the pilasters that collapse that 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 each statue came out two + deep behind itself. Only bodies backfill now -- flat, top and upright. + A per-pixel standee above (a statue, a sign, a bush) is an object + standing ON the terrace rather than terrace, so the row has nothing to + inherit and takes the default synthesized ground. + +- **...and a statue on a collapsed pilaster stands ON it.** The duplicate + above was masking a second fault. A standee finds its support by reading + the cell below its own drawing, and the bookcase collapse MOVES the box + it finds: the whole four-row pilaster walks onto its southmost cell, + which on the Plateau is a full cell south of where the test looked. So + the bird was lifted to the right HEIGHT and left standing over open + ground with its pillar behind it -- invisible while the vacated rows + were being filled with copies of the bird itself, obvious the moment + they were not. Every row of a collapsed rank now records the row its box + actually stands on (`S.bookcaseBox`), and a standee supported by one is + placed there instead of at its drawn position. Supports that do not move + -- the gyms' plinths, furniture, `building` claims -- are unaffected. + The plinth keeps its elevation and the statue extends exactly one cell + above it. + ## 1.8.0 ### Added diff --git a/data/voxel_heights.lua b/data/voxel_heights.lua index 74b605a..12d9beb 100644 --- a/data/voxel_heights.lua +++ b/data/voxel_heights.lua @@ -132,15 +132,23 @@ -- measured rather than drawn, by flooding the panel tile's own stripe out -- from behind them; see CLUB below. -- --- And `wall_top` (not a class either): the tile every `wall` cell's TOP --- face wears, whatever the cell itself draws. An interior wall band is --- 16px of art folded upright, and a fully folded run has no drawn row left --- over to lay flat on top -- so the top repeated the FACE, and the town-map --- poster and the window of a house came out lying across the top of the --- wall as well as hanging on it. What is really up there is the wall's own +-- And `wall_top` (not a class either): what a `wall` cell's TOP face +-- wears, whatever the cell itself draws. An interior wall band is 16px of +-- art folded upright, and a fully folded run has no drawn row left over to +-- lay flat on top -- so the top repeated the FACE, and the town-map poster +-- and the window of a house came out lying across the top of the wall as +-- well as hanging on it. What is really up there is the wall's own -- capping course, which is exactly the plain panel the decorated column's --- neighbours draw: name that tile and every wall in the tileset caps with --- it. The face is untouched -- the poster still faces the room. +-- neighbours draw. The face is untouched -- the poster still faces the +-- room. Two forms: +-- +-- wall_top = every wall in the tileset caps with this, +-- for an atlas that dresses one kind of room +-- (the houses, the Centers, Red's floors) +-- wall_top = { [tile] = id } only the named tiles are redirected, for +-- an atlas that dresses several (LOBBY is +-- the department store, the Game Corner, +-- Silph, the roof AND the Rocket lift) -- -- Whole BUILDINGS are not tile pins -- one drawing packs a roof seen from -- above, a facade seen face-on and sloped ends as diagonal silhouettes, @@ -771,12 +779,38 @@ return { signpost = { 33, 34, 49, 50 }, }, - -- Oak's Lab (the tileset also serves the Fighting Dojo and Lance's - -- room, which use none of these tiles). The free-standing shelf - -- ranks: book rows and base pinned; the shared trim tiles above - -- (41/42, also the lab tables' corners) are adopted as caps by the - -- bookcase builder rather than pinned. + -- Oak's Lab, the Fighting Dojo and Lance's room (one tileset). The + -- lab's free-standing shelf ranks: book rows and base pinned; the + -- shared trim tiles above (41/42, also the lab tables' corners) are + -- adopted as caps by the bookcase builder rather than pinned. The + -- other two rooms are furnished with one thing between them -- the + -- BIRD STATUE, and it is the badge gyms' statue exactly. DOJO = { + -- THE STATUES. The same drawing as GYM's, tile for tile on this + -- atlas: one cell of figure ($02/$38/$12/$13) over one cell of + -- plinth ($22/$23/$32/$33), so it takes the same treatment -- the + -- plinth a SOLID 16px block, the figure a per-pixel cutout 5 voxels + -- deep (the thin `prop` pool) riding the plinth's top face through + -- the authored-box support rule and collapsing to the plinth's + -- single cell of footprint. + -- + -- Left derived the pair merged into ONE 32px volume wearing the + -- statue art folded onto its face -- the extruded picture, the same + -- failure the gyms' statues and the Plateau's avenue had. + -- + -- Every placement of these eight tiles in the game is a statue: + -- blocks 49/50/114/115 pack figure over plinth in one 2x2-cell + -- block, and they are placed 18 times in LANCES_ROOM (the pairs + -- lining his aisle, and the two flanking his dais at cells (6,12) + -- and (7,12) over (6,13)/(7,13)) and twice in FIGHTING_DOJO. Oak's + -- Lab, the third map on this atlas, places none of them -- and the + -- four figure-only and plinth-only blocks are never placed at all. + wall = { 34, 35, 50, 51 }, + prop = { 2, 18, 19, 56 }, + -- and each stands on the room's main floor ($11) rather than on + -- whatever its neighbours vote -- the gyms' rule, for the gyms' + -- reason: a statue against a wall would otherwise take the wall. + prop_ground = { [2] = 17, [18] = 17, [19] = 17, [56] = 17 }, bookcase = { 13, 14, 29, 30 }, -- the lab tables (the starter-ball display and the north tables): -- 41/42 are also the shelf trim the bookcase builder adopts as @@ -800,6 +834,11 @@ return { REDS_HOUSE_2 = { -- the wall band with its windows stays one 16px face wall = { 0, 36, 37, 52, 53 }, + -- and caps with the blank course. The windows of Red's 2F sit at + -- cells (5,0) and (7,0); without this the panes came out lying + -- across the top of the wall as well as glazing its face, where + -- (6,0) between them draws the plain panel that belongs up there + wall_top = 0, -- the bed: a mattress drawn from above, half a block high bed = { 45, 46, 47, 61, 62, 63 }, -- stools: a seat-high box, seat art on top, legs on the front @@ -838,6 +877,9 @@ return { -- table rides these heights, not the 8/12px class defaults heights = { stool = 5, table = 6 }, wall = { 0, 36, 37, 52, 53 }, + -- the same blank course caps 1F, whose windows are cells (3,0), + -- (5,0) and (7,0) -- (6,0) between the last two is the panel + wall_top = 0, stool = { 2, 3, 18, 19 }, -- the dining table (38-44/58-60); its top row also caps the -- bookcases below @@ -1615,6 +1657,14 @@ return { wall = { 1, 2, 3, 6, 18, 19, 22, 33, 46, 47, 62, 63, 68, 70, 71, 72, 73, 75, 76, 77, 78, 79, 84, 88, 89, 91, 92, 93 }, + -- The Rocket lift's CAR DOORS (40 over 56, cells (2,1) and (3,1) of + -- ROCKET_HIDEOUT_ELEVATOR) cap with the cabin frame's lower course + -- -- the tile cell (2,0) draws beneath its own top band, and what + -- every other column of that wall already caps with. Keyed by tile + -- rather than blanket, unlike the houses: this one atlas dresses the + -- department store, the Game Corner, Silph's floors and the roof + -- too, and none of those wall tops is a lift frame. + wall_top = { [40] = 93, [56] = 93 }, -- 3F's television sets ($0E/$0F/$1E/$1F): the one drawing in this -- tileset that is a deliberate object with a body -- a black-framed -- cabinet, a bezel and a lit screen, drawn face-on -- and the same diff --git a/lib/ChunkMesher.lua b/lib/ChunkMesher.lua index d036467..f19a96d 100644 --- a/lib/ChunkMesher.lua +++ b/lib/ChunkMesher.lua @@ -304,10 +304,15 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink) -- The capping course an interior wall wears on its TOP face (see -- TileShape.wallTop). A wall band folds entirely onto its own face, so -- the top had nothing left to lay flat and repeated the face -- a house's - -- town-map poster and window, and a Center's pokeball poster, came out - -- lying across the top of the wall as well as hanging on it. Only the top - -- is redirected: the face still draws what the map draws. + -- town-map poster and window, a Center's pokeball poster and the Rocket + -- lift's doors came out lying across the top of the wall as well as + -- standing in it. Only the top is redirected: the face still draws what + -- the map draws. local wallTop = TileShape.wallTop(tileset.id) + local function capOf(s, tile) + if not (wallTop and s.class == "wall") then return nil end + return wallTop(tile) + end -- one atlas-rect UV, optionally cropped to art rows [vTop, vBot] of 8 local function uvRect(tile, vTop, vBot) @@ -594,6 +599,11 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink) { { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } }, 0.95) elseif run then local topTile = map:tileAt(tx, ChunkMesher.flatTopRow(run, ty)) + -- a DETECTED wall volume caps the same way a pinned one does: + -- the Rocket lift's cabin doors are found rather than pinned, + -- and their drawing lay across the top of the wall they are set + -- into (see wallTop) + topTile = capOf(s, tile) or topTile topQuad(x0, z0, h, topTile, VOLUME_TOP_SHADE) else local topTile = tile @@ -657,10 +667,7 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink) row = (above and above.authored and above.art == "upright") and (north - 1) or north end - topTile = S.tileAt[keyOf(tx, row)] - -- ...unless the tileset names the course its walls cap with, - -- which every wall cell wears whatever it draws on its face - if wallTop and s.class == "wall" then topTile = wallTop end + topTile = capOf(s, tile) or S.tileAt[keyOf(tx, row)] end -- water's surface, and only water's: the recessed sheet itself, -- never the ground's shoreline bands around it. A cell an object diff --git a/lib/Structures.lua b/lib/Structures.lua index 33e3fbd..ede84d3 100644 --- a/lib/Structures.lua +++ b/lib/Structures.lua @@ -227,7 +227,11 @@ function Structures.forMap(map) S = { shapeAt = shapeAt, tileAt = tileAt, outdoor = Map.isOutdoor(def), hideBareRing = hullRingOnly or nil, runs = {}, skip = {}, ground = {}, doorFold = {}, objectQuads = {}, - grassQuads = {}, flowerQuads = {}, roundStamps = {}, figures = {} } + grassQuads = {}, flowerQuads = {}, roundStamps = {}, figures = {}, + -- tile key -> the row a collapsed bookcase rank's box actually + -- stands on, so a standee supported by one lands on it rather than + -- where the drawing put it (see buildBookcases) + bookcaseBox = {} } Buildings.build(S, map, pixels(tileset), perRow) -- Fold doors into their buildings. A door cell is WALKABLE (the player @@ -1882,6 +1886,12 @@ local function bookcaseRank(S, map, perRow, run, i, j, k, pane, srcU, srcV, end end +-- The arts a `bookcase_backfill = "above"` row may inherit: terrain and +-- solid bodies only (see the note at the backfill itself). Everything +-- absent here -- billboard, post, cylinder, grass, flower -- is a per-pixel +-- object STANDING on terrain rather than terrain. +local BACKFILL_ART = { flat = true, top = true, upright = true } + function Structures.buildBookcases(S, map, x0, x1, y0, y1, data, perRow) perRow = perRow or map.tileset.tilesPerRow or 16 -- What to do with the rows a rank VACATES (see TileShape.bookcaseBackfill). @@ -1928,11 +1938,32 @@ function Structures.buildBookcases(S, map, x0, x1, y0, y1, data, perRow) -- shelf standing in a room. `bookcase_backfill = "above"` hands it -- the cell above the run instead, shape and art, so a wall cut into -- a terrace has more terrace behind it rather than a trench. + -- + -- Only BODY above backfills: a vacated row wants more of the + -- terrace the wall is cut into, and the terrace is whatever lies + -- flat, tops out or stands as a solid face. A per-pixel STANDEE + -- above -- a statue, a sign, a bush -- is an object standing ON + -- that terrace, and copying it northward builds a second and a + -- third of it: Indigo Plateau's avenue statues sit directly on + -- the pilasters that collapse here, so every bird came out + -- duplicated twice down the shaft behind itself. A standee + -- above means the row has no terrace to inherit, so it takes the + -- default and is painted with synthesized ground. local covered = math.min(2, front - top + 1) local srcK = keyOf(tx, top - 1) local src = backfill == "above" and S.shapeAt[srcK] or nil + if src and not BACKFILL_ART[src.art] then src = nil end + -- Where the box ACTUALLY ends up, remembered for every row of the + -- rank: the collapse walks the whole drawn run onto its southmost + -- cell, so anything that has to stand ON the box has to be told + -- where the box went. A statue keys off the cell below its own + -- drawing, which is the run's NORTH end -- two rows away from the + -- box on a two-cell pilaster, which is exactly the distance the + -- Plateau's birds floated by. + local boxTop = front - covered + 1 for cy = top, front do local tk = keyOf(tx, cy) + S.bookcaseBox[tk] = boxTop if src and cy <= front - covered then S.shapeAt[tk] = src S.tileAt[tk] = S.tileAt[srcK] @@ -2840,9 +2871,10 @@ function Structures.buildObject(S, map, region, cluster, -- Town is where it showed: pinning the cliff's slope chain gave the -- posts along the cliff edge an authored 16px box to their south, and -- they were hoisted to stand on the clifftop instead of the path. - local baseY, support = 0, nil + local baseY, support, supportRow = 0, nil, nil if force and force ~= "opaque" then - local bs = S.shapeAt[keyOf(cluster.minX, cluster.maxY + 1)] + local belowK = keyOf(cluster.minX, cluster.maxY + 1) + local bs = S.shapeAt[belowK] local blocked = not map:isWalkableCell(math.floor(cluster.minX / 2), math.floor(cluster.maxY / 2)) -- `bookcase` supports as well as `upright`. A prop drawn above an @@ -2859,6 +2891,13 @@ function Structures.buildObject(S, map, region, cluster, and (bs.art == "upright" or bs.art == "bookcase" or bs.class == "building") then baseY, support = bs.h, bs + -- 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 + -- 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] end end local atlasW = map.tileset.imageWidth or 128 @@ -2910,8 +2949,9 @@ function Structures.buildObject(S, map, region, cluster, end end for _, c in ipairs(comps) do - c.z0 = cluster.minY * 8 + math.floor(c.lowY / 8) * 8 - + (support and 8 or 0) + (8 - depth) / 2 + c.z0 = supportRow and (supportRow * 8 + (8 - depth) / 2) + or (cluster.minY * 8 + math.floor(c.lowY / 8) * 8 + + (support and 8 or 0) + (8 - depth) / 2) c.z1 = c.z0 + depth end diff --git a/lib/TileShape.lua b/lib/TileShape.lua index a4270ea..bbfffa3 100644 --- a/lib/TileShape.lua +++ b/lib/TileShape.lua @@ -764,8 +764,9 @@ function TileShape.bookcaseRelief(tilesetId) return not (entry and entry.bookcase_relief == false) end ---- 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. --- --- 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 = 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 diff --git a/tests/dramatic_shape_test.lua b/tests/dramatic_shape_test.lua index aa6cde0..3e0d84a 100644 --- a/tests/dramatic_shape_test.lua +++ b/tests/dramatic_shape_test.lua @@ -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() diff --git a/tests/voxel_fix_shots.lua b/tests/voxel_fix_shots.lua new file mode 100644 index 0000000..ab408cb --- /dev/null +++ b/tests/voxel_fix_shots.lua @@ -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