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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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seal transparent back sprites
This commit is contained in:
+106
-25
@@ -57,6 +57,26 @@
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-- and they come back untouched because that is what their own shape says, not
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-- because they were special-cased.
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--
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-- The drain/mouth cut is for a pic STANDING ON THE MAP, where a mouth is a
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-- real hole with real ground behind it. A pic PINNED TO THE MENU has no such
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-- hole to be: under BACK SPRITES the player's mon is drawn in the GB's own
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-- slot with its feet flush on the text box (BattleState.backPlacement pins
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-- row 96), so the only thing under its lowest row is white box. Nothing can
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-- reach it from below, whatever the opening's width, and the caller says so
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-- by asking for a SEALED BOTTOM -- for which the rule stops being a heuristic
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-- and becomes exact: paper is whatever the background cannot walk to from the
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-- left, the right or the top.
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--
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-- That is the difference between a Pikachu that reads as a mon and one that
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-- reads as wireframe. The pale-bodied back pics -- Pikachu, Seel, Dewgong,
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-- Chansey, Jigglypuff -- are drawn as OUTLINES: everything inside the ink is
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-- shade 0 and every one of them is keyed away, so the figure is a rim with the
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-- arena showing through it. Each one also has a wide opening along its bottom,
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-- which the drain cut correctly reads as a mouth and the sealed bottom
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-- correctly does not. Twelve of this game's 151 back pics turn on it; the
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-- other 139 come back byte-identical either way, because they had nothing
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-- under them the flood was getting in through.
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--
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-- The silhouette is untouched, so the mon still cuts cleanly against the
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-- world; only its insides stop being see-through.
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--
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@@ -71,14 +91,23 @@ local V = ...
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local BattlePics = {}
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-- Cached by the image the engine handed over. Weak keys, so a pic that goes
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-- out of scope takes its filled twin with it rather than pinning a texture
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-- for the session.
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local cache = setmetatable({}, { __mode = "k" })
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-- Cached by the image the engine handed over, one table per bottom rule --
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-- the same pic answers differently sealed and unsealed, and a single table
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-- would hand the wrong twin back to whichever caller asked second. Weak keys,
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-- so a pic that goes out of scope takes its filled twin with it rather than
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-- pinning a texture for the session.
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local function newCache()
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return {
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[false] = setmetatable({}, { __mode = "k" }),
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[true] = setmetatable({}, { __mode = "k" }),
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}
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end
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local cache = newCache()
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-- What an enclosed hole is filled with. White, because white is what the
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-- battle field was: this restores the pixel the artist drew and the engine
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-- then keyed away, it does not invent a new one.
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-- What an enclosed hole is filled with when the pic itself offers nothing
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-- better. White, because white is what the battle field was: this restores the
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-- pixel the artist drew and the engine then keyed away, it does not invent a
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-- new one.
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BattlePics.FILL = { 1, 1, 1, 1 }
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-- Anything at or under this alpha counts as keyed-out rather than drawn.
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@@ -154,6 +183,42 @@ local function inkBounds(data, w, h)
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return x0, y0, x1, y1
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end
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-- The colour the keyed-away shade would have had: the LIGHTEST colour still
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-- standing in the pic.
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--
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-- Pure white is only the right answer while the pic is still grays, and by the
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-- time it reaches here it usually is not. picImage hands a pic over AFTER the
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-- bake -- a species SGB colour, a BGP fade mid-animation, PAL_BLACK for the
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-- whole screen while the blackout text is up -- and shade 0 travels with the
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-- rest. A white belly inside a blacked-out mon would be the one lit thing on a
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-- dark screen; inside a warm-palette mon it would be a cold patch the artist
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-- never drew.
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--
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-- So the paper is read off the pic rather than assumed, which needs shade 0 to
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-- have survived somewhere in it. It always has: every one of this game's 151
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-- back pics keeps at least one opaque shade-0 pixel -- a highlight down a
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-- cheek, the white of an eye -- because only the shade-0 pixels the decoder
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-- could reach were keyed. So what comes back is the baked shade 0 itself, not
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-- an approximation of it, and it tracks every palette the engine picks without
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-- being told which one that was.
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--
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-- Ranked by channel sum, which orders four DMG shades exactly: a palette maps
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-- all three channels monotonically, so lightest by sum is lightest full stop.
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local function paperColor(data, x0, y0, x1, y1)
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local best, pr, pg, pb = -1, nil, nil, nil
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for y = y0, y1 do
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for x = x0, x1 do
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local r, g, b, a = data:getPixel(x, y)
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if a > CUT then
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local lum = r + g + b
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if lum > best then best, pr, pg, pb = lum, r, g, b end
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end
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end
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end
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if best < 0 then return nil end
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return pr, pg, pb
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end
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-- The widest opening along the bottom of a figure that still counts as a drain
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-- rather than a mouth. See the header for the measurements either side of it.
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BattlePics.DRAIN = 6
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@@ -161,7 +226,9 @@ BattlePics.DRAIN = 6
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-- Mark every transparent pixel the BACKGROUND can reach, flooding inward from
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-- the edges of the artwork's box: the left, the right and the top whole, and
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-- along the bottom only those openings wide enough to be background rather
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-- than the underside of a figure the drawing ran out of.
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-- than the underside of a figure the drawing ran out of -- or none of them at
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-- all, for a pic whose feet are on the text box and which therefore has
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-- nothing behind its lowest row to let in.
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--
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-- Confined to the box as well as seeded from it, so the empty frame under a
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-- short pic cannot walk around a sealed drain and come back up through it.
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@@ -169,7 +236,7 @@ BattlePics.DRAIN = 6
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-- An explicit stack rather than recursion: a 56x56 pic is three thousand
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-- pixels and a keyed-out background is most of them, which is a deeper call
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-- chain than is worth risking for no gain.
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local function markOutside(data, w, h, x0, y0, x1, y1)
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local function markOutside(data, w, h, x0, y0, x1, y1, sealBottom)
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local outside = {}
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local stack, top = {}, 0
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local function clear(x, y)
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@@ -191,17 +258,21 @@ local function markOutside(data, w, h, x0, y0, x1, y1)
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push(x1, y)
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end
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-- the bottom, run by run: a wide one is the gap between two legs and lets
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-- the world through, a narrow one is where a belly ran out and is sealed
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local x = x0
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while x <= x1 do
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if clear(x, y1) then
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local from = x
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while x <= x1 and clear(x, y1) do x = x + 1 end
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if (x - from) > BattlePics.DRAIN then
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for k = from, x - 1 do push(k, y1) end
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-- the world through, a narrow one is where a belly ran out and is sealed.
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-- Skipped whole for a pic on the box, where even the widest of them has
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-- white paper behind it rather than arena.
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if not sealBottom then
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local x = x0
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while x <= x1 do
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if clear(x, y1) then
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local from = x
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while x <= x1 and clear(x, y1) do x = x + 1 end
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if (x - from) > BattlePics.DRAIN then
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for k = from, x - 1 do push(k, y1) end
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end
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else
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x = x + 1
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end
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else
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x = x + 1
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end
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end
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while top > 0 do
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@@ -219,9 +290,15 @@ end
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-- The pic with its enclosed holes filled, or the pic itself when that could
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-- not be done (no pixel access, a driver that refused the readback). Never
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-- nil for a non-nil argument: a caller must always have something to draw.
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function BattlePics.filled(img)
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--
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-- sealBottom for a pic pinned to the text box rather than standing on the map:
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-- see the header. A caller that does not say defaults to the map, which is
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-- where all but one of this mod's pics are.
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function BattlePics.filled(img, sealBottom)
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if not img then return img end
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local hit = cache[img]
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sealBottom = sealBottom and true or false
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local slot = cache[sealBottom]
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local hit = slot[img]
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if hit ~= nil then return hit or img end
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local made = nil
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@@ -231,8 +308,12 @@ function BattlePics.filled(img)
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local w, h = data:getDimensions()
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local x0, y0, x1, y1 = inkBounds(data, w, h)
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if not x0 then return end -- a pic with nothing drawn in it
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local outside = markOutside(data, w, h, x0, y0, x1, y1)
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local outside = markOutside(data, w, h, x0, y0, x1, y1, sealBottom)
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local fill = BattlePics.FILL
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local pr, pg, pb = paperColor(data, x0, y0, x1, y1)
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local fr = pr or fill[1]
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local fg = pg or fill[2]
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local fb = pb or fill[3]
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local changed = false
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-- only inside the box: everything beyond it is frame the artist never
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-- reached, and filling that would put the mon in a white rectangle
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@@ -242,7 +323,7 @@ function BattlePics.filled(img)
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if not outside[row + x] then
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local _, _, _, a = data:getPixel(x, y)
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if a <= CUT then
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data:setPixel(x, y, fill[1], fill[2], fill[3], fill[4])
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data:setPixel(x, y, fr, fg, fb, fill[4])
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changed = true
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end
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end
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@@ -255,12 +336,12 @@ function BattlePics.filled(img)
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made = out
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end)
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cache[img] = (ok and made) or false
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slot[img] = (ok and made) or false
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return made or img
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end
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function BattlePics.invalidate()
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cache = setmetatable({}, { __mode = "k" })
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cache = newCache()
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end
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return BattlePics
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+32
-1
@@ -104,6 +104,31 @@ function OverworldBattle.backPinned()
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return OverworldBattle.backSetting:get() and true or false
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end
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-- Whether a pic is the one drawn in the GB's own slot with its feet on the
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-- text box, rather than geometry standing out on the map.
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--
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-- Exactly the player's side under BACK SPRITES -- its mon, or the trainer back
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-- that holds the slot until "Go!" -- because that is the only pic this mod
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-- ever leaves flat (see drawPicsLayer below). The foe is a billboard on its
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-- tile whichever mode is on, and with the mode off the player's side is one
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-- too, so both of those keep the open bottom that lets the arena through a
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-- stride. What the answer buys is in BattlePics: a pic on the box has nothing
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-- behind its lowest row, so its bottom edge seals.
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-- Read by TRUTHINESS rather than against nil, because sideTexture blanks the
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-- side it is not rendering by setting the field to FALSE (see OFF) and holds
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-- it that way for the whole render -- during which the pic layer runs, and
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-- picImage asks this. A nil test passes a `false` straight through to the
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-- index below, and the error comes out of sideTexture into the pcall that
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-- calls it: the foe's billboard is dropped for the frame and the Pokemon
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-- simply is not there.
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function OverworldBattle.pinnedPic(battle, img)
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if not (battle and img) then return false end
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if not OverworldBattle.backPinned() then return false end
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if img == battle.playerBackPic then return true end
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local player = battle.player
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return (player and img == player.sprite) and true or false
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end
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-- ------- both mons face you
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--
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-- Standing on a map, seen from in front, a Pokemon showing you its BACK is
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@@ -831,11 +856,17 @@ function OverworldBattle.install()
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-- behind it. There is a world back there now, so they are filled here
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-- instead -- see BattlePics, which puts the paper back without touching
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-- the silhouette.
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--
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-- The pinned pic is told that its feet are on the box, which is what lets
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-- the pale-bodied back sprites be filled at all: their bellies leak out
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-- through an opening too wide to read as a drain, and only the box under
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-- them settles that it is not a hole. Passed the pre-bake image, because
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-- that is the one the battle holds a reference to.
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local innerPic = BattleState.picImage
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function BattleState:picImage(img)
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local out = innerPic(self, img)
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if not OverworldBattle.shot() then return out end
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return BattlePics.filled(out)
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return BattlePics.filled(out, OverworldBattle.pinnedPic(self, img))
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end
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-- While a billboard texture is being rendered both pics are put in the same
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