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fixed tops of walls in houses
This commit is contained in:
@@ -131,6 +131,42 @@
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strips the way a facade's does) and no voxels: the recess removes as
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many faces as it exposes.
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### Fixed
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- **The Pokemon Center's steps climb.** The Cable Club stairs, cut into
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the back wall of all eleven Centers, were built as a stairwell sunk
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into the floor -- they lead UP to the Center's second floor. The
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head-on stair reading was right and stays: a drawn ROW is a step and
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drawn row is depth row, 1:1 into the opening, the drawing's own band
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table landing exactly on four steps and its black edge columns walling
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the opening. Only the sign of the rise was wrong, and two things follow
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from it. The risers turn around -- a flight descending away from you
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closes its steps from below and shows you their backs, one climbing
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away shows you their fronts -- and the black edge columns become the
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walls of the opening the flight climbs into, running from each tread up
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to the top of the wall band rather than down from the floor to it. The
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top step lands level with that band, in the dark rows the artist drew
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there, so the flight fills the opening it leaves by. The descending
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class (`stair_down_n`) is unchanged and still available; the Centers
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now pin `stair_n`.
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- **Nothing is hung on the TOP of an interior wall.** A wall band is 16px
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of art folded upright over a run two drawn rows deep, so it folds
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entirely onto its south face and has no drawn row left to lay flat on
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top -- and the top then repeated the face. The town house's town-map
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poster (cell (3,0)) and its window ((5,0)), and the Pokemon Center's
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pokeball poster ((3,0) and (4,0)), each came out lying across the top
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of the wall as well as hanging on it: a picture you look DOWN on.
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What is really up there is the wall's own capping course, which is
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exactly the plain panel the decorated column's neighbours draw --
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`wall_top` in `data/voxel_heights.lua` names it per tileset (HOUSE caps
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with the blank course, POKECENTER with the striped panel cell (9,0)
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draws). Per tileset rather than per tile because one room caps with one
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course, and because "plain" is a fact about the drawing that no
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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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## 1.8.0
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### Added
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+39
-13
@@ -50,6 +50,9 @@
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-- stair_down_e / _down_w a sunken stairwell: the cell opens into a
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-- hole with steps descending toward the named
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-- side -- stairs that lead DOWN a floor
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-- stair_n / stair_down_n the same two flights running into the map
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-- rather than across it, for a staircase drawn
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-- HEAD-ON: a drawn row is a step, not a column
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-- relief a prop drawn from above (a console on the
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-- floor): the drawing stays flat and the
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-- pixels inside its black outline extrude a
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@@ -129,6 +132,16 @@
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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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-- 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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--
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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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-- and no single class covers that. They live in the `buildings` list at
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@@ -860,6 +873,12 @@ return {
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-- the wall band stays one 16px face: blank courses, the window,
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-- the framed picture, and the schoolhouse blackboard (72-75/88-91)
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wall = { 0, 36, 45, 46, 52, 61, 62, 72, 73, 75, 88, 89, 90, 91 },
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-- and it caps with the blank course. Cells (3,0) and (5,0) of the
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-- town house are the town-map poster (45/46 over 61/62) and the
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-- window (36 over 52); without this the top of the wall wore the
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-- poster and the glass, laid flat, instead of the plain panel their
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-- own left-hand neighbour draws
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wall_top = 0,
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-- stools: a seat-high box that also seats Daisy
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stool = { 2, 3, 18, 19 },
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-- the dining table (top edge 38/41 also caps the bookcases);
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@@ -905,21 +924,28 @@ return {
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-- two flanks -- see `prop` below.
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wall = { 2, 3, 4, 5, 6, 16, 18, 19, 20, 21, 22, 40, 41,
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76, 77 },
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-- and it caps with the striped panel, the tile cell (9,0) draws.
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-- The pokeball poster spans cells (3,0) and (4,0) (2/3 over 18/19),
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-- and without this the top of the wall wore the poster lying flat as
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-- well as hanging it on the face
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wall_top = 40,
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-- THE CABLE CLUB STEPS, cut into the back wall at cells (10,0) and
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-- (12,0) of every Center -- a flight going DOWN, away from the room,
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-- and the reason `stair_down_n` exists at all: the profile's other
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-- stairs run east or west and are drawn from the SIDE, where a drawn
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-- column is a step; these are drawn HEAD-ON, where a drawn row is,
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-- and no rotation of the east/west reading produces that.
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-- (12,0) of every Center -- a flight going UP, away from the room, to
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-- the Center's second floor, and the reason the head-on stair classes
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-- exist at all: the profile's other stairs run east or west and are
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-- drawn from the SIDE, where a drawn column is a step; these are drawn
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-- HEAD-ON, where a drawn row is, and no rotation of the east/west
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-- reading produces that.
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--
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-- The drawing is its own band table, and it lands exactly on an even
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-- four-step division of the cell: 4 white rows (the near tread), a
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-- black nosing, 3 grey, a nosing, 3 checker, then 4 black rows -- the
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-- dark the flight leaves into, which is also what the far end wall
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-- wears. Its first and last COLUMNS are the well's black side walls.
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-- Drawn row = depth row throughout; the rise is the only number the
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-- head-on view cannot state, and it takes the class height over the
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-- four steps like every other flight here.
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-- four-step division of the cell: 4 white rows (the near tread, the
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-- one at floor level), a black nosing, 3 grey, a nosing, 3 checker,
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-- then 4 black rows -- the dark the flight climbs into, which is the
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-- top step, level with the wall band it is cut through. Its first and
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-- last COLUMNS are the opening's black side walls. Drawn row = depth
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-- row throughout; the rise is the only number the head-on view cannot
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-- state, and it takes the class height over the four steps like every
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-- other flight here.
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--
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-- Pinned as one cell (the class resolves off the top-left tile) but
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-- all four ids carry it, and the scan says they cannot reach anything
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@@ -927,7 +953,7 @@ return {
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-- Centers, and the Celadon Hotel on the same id places none of them.
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-- 94 is also the map's warp tile; pins are look-only, so the warp is
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-- untouched and the steps stay walk-through.
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stair_down_n = { 92, 93, 94, 95 },
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stair_n = { 92, 93, 94, 95 },
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-- the counters, half a cell high: top band (8) and the one cell of
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-- it that carries the push bell (10, lifted off as a figure below --
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-- the pin stays as the degradation path), front face (24/25, the
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@@ -301,6 +301,14 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
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return tile
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end
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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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local wallTop = TileShape.wallTop(tileset.id)
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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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local ax = (tile % perRow) * 8
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@@ -650,6 +658,9 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
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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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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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+50
-22
@@ -1992,6 +1992,10 @@ end
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-- walls) wear the matching slice of that drawing -- the railing's
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-- diagonal lands along the stepped silhouette -- while treads sample the
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-- art band drawn at their own height.
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--
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-- stair_n / stair_down_n are the same pair of flights running INTO the
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-- map rather than across it, for a staircase drawn head-on; that changes
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-- the art reading enough to need its own branch below.
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local STAIR_STEPS = 4
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local STAIR_SHADE = { south = 1.0, north = 0.68, tread = 1.0,
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@@ -2004,8 +2008,8 @@ local function stairCell(S, map, data, cx, cy, s)
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local atlasW = map.tileset.imageWidth or 128
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local atlasH = map.tileset.imageHeight or 48
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local quads = S.objectQuads
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local north = s.class == "stair_down_n"
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local down = north or s.class == "stair_down_e"
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local north = s.class == "stair_n" or s.class == "stair_down_n"
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local down = s.class == "stair_down_n" or s.class == "stair_down_e"
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or s.class == "stair_down_w"
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local east = s.class == "stair_e" or s.class == "stair_down_e"
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local mx, mz = cx * 16, cy * 16
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@@ -2077,6 +2081,17 @@ local function stairCell(S, map, data, cx, cy, s)
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-- COLUMNS are its black side walls, and its top band is the darkness the
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-- flight leaves by, which is what the far end wants to wear.
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--
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-- A flight CLIMBING away (`stair_n`) is the same reading with the sign of
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-- the rise flipped -- bands still run south to north, drawn row is still
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-- depth row, the nosing still serves twice. Two things follow from the
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-- sign. The risers turn around: a flight descending away from you closes
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-- its steps from below and shows you their backs, one climbing away shows
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-- you their FRONTS, so they face south. And the drawing's black side
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-- columns stop being a well's walls and become the walls of the opening
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-- the flight climbs into: they run from each tread UP to the top of the
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-- wall band rather than down from the floor. At the last step the flight
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-- has reached that top and there is no opening left to wall.
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--
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-- Every quad here is split at the cell's own 8px seam, in x and in rows
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-- both: `uv` resolves ONE tile per corner, and these four tiles are not
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-- neighbours in the atlas, so a quad that spans a seam interpolates
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@@ -2087,7 +2102,8 @@ local function stairCell(S, map, data, cx, cy, s)
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for i = 0, STAIR_STEPS - 1 do
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local a0 = 16 - (i + 1) * runD -- band i, in art rows
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local a1 = a0 + runD
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local yTop = -(i + 1) * rise
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local yTop = (down and -1 or 1) * (i + 1) * rise
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local ry = (down and -1 or 1) * i * rise -- the step behind it
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local z0b, z1b = mz + a0, mz + a1
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for _, H in ipairs(HALVES) do
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@@ -2097,44 +2113,56 @@ local function stairCell(S, map, data, cx, cy, s)
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-- lies on its front lip exactly where the artist drew it
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face({ wx0, yTop, z0b }, { wx1, yTop, z0b },
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{ wx1, yTop, z1b }, { wx0, yTop, z1b },
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ax0, a1, ax1, a0, STAIR_SHADE.wellTread)
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ax0, a1, ax1, a0,
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down and STAIR_SHADE.wellTread or STAIR_SHADE.tread)
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-- the riser under that lip. It faces NORTH -- a flight descending
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-- away from you turns its risers away with it, and they close the
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-- steps from below rather than being looked at. One art row tall,
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-- so it needs none of `banded`'s row splitting; written straight
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-- keeps the geometry flush at the seam while the art stays inside
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-- its tile
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local ry = -i * rise
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face({ wx1, yTop, z1b }, { wx0, yTop, z1b },
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{ wx0, ry, z1b }, { wx1, ry, z1b },
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ax1, a1 - 1, ax0, a1, STAIR_SHADE.riser)
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-- the riser at that lip, one art row tall -- so it needs none of
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-- `banded`'s row splitting, and written straight keeps the geometry
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-- flush at the seam while the art stays inside its tile. Facing
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-- north when the flight descends (the steps are closed from below,
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-- not looked at) and south when it climbs
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if down then
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face({ wx1, yTop, z1b }, { wx0, yTop, z1b },
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{ wx0, ry, z1b }, { wx1, ry, z1b },
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ax1, a1 - 1, ax0, a1, STAIR_SHADE.riser)
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else
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face({ wx0, ry, z1b }, { wx1, ry, z1b },
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{ wx1, yTop, z1b }, { wx0, yTop, z1b },
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ax0, a1 - 1, ax1, a1, STAIR_SHADE.riser)
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end
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-- the deep end, closing the opening this flight is cut into: from
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-- the floor of the well up to the top of the wall band beside it,
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-- in the drawing's own black top rows
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if i == STAIR_STEPS - 1 then
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-- in the drawing's own black top rows. A climbing flight has no
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-- such end -- its top tread stands at the wall's own height and
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-- fills the opening
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if down and i == STAIR_STEPS - 1 then
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face({ wx1, -h, mz }, { wx0, -h, mz },
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{ wx0, h, mz }, { wx1, h, mz },
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ax1, 3.9, ax0, 0.1, STAIR_SHADE.wellEnd)
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end
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end
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-- the well's side walls above this tread, wearing the drawing's own
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-- black edge columns -- the excavation is walled in its own texels
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-- the opening's side walls beside this tread, wearing the drawing's
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-- own black edge columns -- excavation or recess, it is walled in its
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-- own texels. Descending they run from the tread up to the floor,
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-- climbing from the tread up to the top of the wall band
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local wallTop = down and 0 or h
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local function sideWall(px, sx0, sx1, inward)
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local c
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if inward then -- west wall, faces E
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c = { { px, yTop, z1b }, { px, yTop, z0b },
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{ px, 0, z0b }, { px, 0, z1b } }
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{ px, wallTop, z0b }, { px, wallTop, z1b } }
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else -- east wall, faces W
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c = { { px, yTop, z0b }, { px, yTop, z1b },
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{ px, 0, z1b }, { px, 0, z0b } }
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{ px, wallTop, z1b }, { px, wallTop, z0b } }
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end
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face(c[1], c[2], c[3], c[4], sx0, a1, sx1, a0, STAIR_SHADE.wellN)
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end
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sideWall(mx, 0.1, 1.3, true)
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sideWall(mx + 16, 14.7, 15.9, false)
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if wallTop > yTop then
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sideWall(mx, 0.1, 1.3, true)
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sideWall(mx + 16, 14.7, 15.9, false)
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end
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end
|
||||
return
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end
|
||||
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+30
-5
@@ -125,11 +125,13 @@ local FALLBACK_HEIGHTS = {
|
||||
stair_w = 16,
|
||||
stair_down_e = 16,
|
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stair_down_w = 16,
|
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-- a stairwell descending toward the BACK of the map, drawn head-on
|
||||
-- instead of from the side (the Centers' Cable Club steps). Its own
|
||||
-- class because the art reading is not the east/west one turned: there
|
||||
-- a drawn COLUMN is a step and a drawn row is height, here a drawn ROW
|
||||
-- is a step and drawn row = depth row, 1:1 down the well
|
||||
-- a flight running toward the BACK of the map, drawn head-on instead of
|
||||
-- from the side (the Centers' Cable Club steps). Its own class because
|
||||
-- the art reading is not the east/west one turned: there a drawn COLUMN
|
||||
-- is a step and a drawn row is height, here a drawn ROW is a step and
|
||||
-- drawn row = depth row, 1:1 into the opening. `stair_n` climbs away
|
||||
-- from the room, `stair_down_n` descends into a well
|
||||
stair_n = 16,
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||||
stair_down_n = 16,
|
||||
}
|
||||
|
||||
@@ -221,6 +223,7 @@ local ART = {
|
||||
stair_w = "stair",
|
||||
stair_down_e = "stair",
|
||||
stair_down_w = "stair",
|
||||
stair_n = "stair",
|
||||
stair_down_n = "stair",
|
||||
}
|
||||
|
||||
@@ -761,6 +764,28 @@ 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.
|
||||
---
|
||||
--- 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
|
||||
--- flat on top -- the top then repeats the face, and a house's town-map
|
||||
--- 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.
|
||||
---
|
||||
--- 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.
|
||||
function TileShape.wallTop(tilesetId)
|
||||
local s = load()
|
||||
local entry = s and s.tilesets and s.tilesets[tilesetId]
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||||
local tile = entry and entry.wall_top
|
||||
return type(tile) == "number" and tile or nil
|
||||
end
|
||||
|
||||
-- Drop the cache: a mod that shadows data/voxel_heights.lua or a tileset
|
||||
-- record needs the next lookup to re-resolve (hot reload, mod toggle).
|
||||
function TileShape.invalidate()
|
||||
|
||||
@@ -7002,6 +7002,106 @@ end)()
|
||||
T.check(ball.stars == nil, "and the stars burn out on their own")
|
||||
end)()
|
||||
|
||||
-- ------- an interior wall caps with its own plain course
|
||||
--
|
||||
-- A wall band is 16px of art over a run two drawn rows deep, so it folds
|
||||
-- ENTIRELY onto its south face and has no drawn row left to lay flat on
|
||||
-- top. The top therefore repeated the face: the town house's town-map
|
||||
-- poster and window, and the Pokemon Center's pokeball poster, came out
|
||||
-- lying across the top of the wall as well as hanging on it -- a picture
|
||||
-- you look DOWN on from the voxel camera.
|
||||
--
|
||||
-- `wall_top` names the capping course per tileset (the plain panel the
|
||||
-- decorated column's own neighbours draw), and it is a fact about the
|
||||
-- drawing that no measurement of the geometry can recover -- nothing
|
||||
-- distinguishes "poster" from "panel" but knowing which is which.
|
||||
;(function()
|
||||
local Mesher = run.loader.exports.DRAMATIC_SHAPE.lib.require("ChunkMesher")
|
||||
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 town house caps its walls with the blank course")
|
||||
T.eq(Shape.wallTop("POKECENTER"), 40,
|
||||
"and a Center with its striped panel -- the tile cell (9,0) draws")
|
||||
T.eq(Shape.wallTop("DS_NO_SUCH_TILESET"), nil,
|
||||
"a tileset that says nothing keeps the top it always had")
|
||||
|
||||
local FLOOR = 1
|
||||
local function topTiles(tilesetId, rows)
|
||||
local map = {
|
||||
id = "DS_TEST_WALLTOP_" .. tilesetId,
|
||||
tileset = { id = tilesetId, image = "gfx/tilesets/ds_test.png",
|
||||
tilesPerRow = 16, imageWidth = 128, imageHeight = 48,
|
||||
blocks = {}, grassTile = -1 },
|
||||
def = { width = 4, height = 2, tileset = tilesetId },
|
||||
walkable = { [FLOOR] = true },
|
||||
waterTiles = {},
|
||||
doorTiles = {},
|
||||
tileAt = function(_, tx, ty)
|
||||
local r = rows[ty + 1]
|
||||
return (r and r[tx + 1]) or FLOOR
|
||||
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) == FLOOR
|
||||
end,
|
||||
inBounds = function(_, cx, cy)
|
||||
return cx >= 0 and cy >= 0 and cx < 4 and cy < 2
|
||||
end,
|
||||
}
|
||||
Struct.invalidate(map.id)
|
||||
local verts = Mesher.geometry(map, true, nil)
|
||||
-- the flat quads standing at wall height, keyed by the column they cap
|
||||
local out = {}
|
||||
for i = 1, #verts, 4 do
|
||||
local a, b, c, d = verts[i], verts[i + 1], verts[i + 2], verts[i + 3]
|
||||
if a[2] == b[2] and b[2] == c[2] and c[2] == d[2] and a[2] == 16 then
|
||||
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))
|
||||
end
|
||||
end
|
||||
return out, verts
|
||||
end
|
||||
|
||||
-- BLUES_HOUSE's back wall: blank panel, the town-map poster (45/46 over
|
||||
-- 61/62) at cell (3,0)'s block, the window (36 over 52) at (5,0)'s
|
||||
local houseTops, houseVerts = topTiles("HOUSE", {
|
||||
{ 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))
|
||||
end
|
||||
|
||||
-- and the FACE is untouched: the poster still hangs in the room, which is
|
||||
-- the half of this the fix must not take with it
|
||||
local hung = {}
|
||||
for _, v in ipairs(houseVerts) do
|
||||
hung[math.floor(math.floor(v[5] * 48 + 0.5) / 8) * 16
|
||||
+ math.floor(math.floor(v[4] * 128 + 0.5) / 8)] = true
|
||||
end
|
||||
T.check(hung[45] and hung[46] and hung[61] and hung[62],
|
||||
"the town-map poster is still drawn on the wall it hangs on")
|
||||
T.check(hung[36] and hung[52], "and so is the window")
|
||||
|
||||
-- VIRIDIAN_POKECENTER's back wall: the striped panel with the pokeball
|
||||
-- poster (2/3 over 18/19) spanning cells (3,0) and (4,0)
|
||||
local pcTops = topTiles("POKECENTER", {
|
||||
{ 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))
|
||||
end
|
||||
end)()
|
||||
|
||||
Pipelines.reset()
|
||||
run.release()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user