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Merge pull request #3 from DramaticShape/20260726_various_fixes
20260726 various fixes
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@@ -212,7 +212,7 @@ return {
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-- $0D/$0E and $1D/$1E), which is drawn 32px tall and so reads as
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-- two stacked courses of the same band.
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wall = { 34, 35, 50, 51,
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5, 6, 16,
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5, 16,
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15, 36, 37, 38, 39, 53, 62, 66,
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68, 69, 70, 71, 84, 86, 87,
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32, 33, 48, 49,
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@@ -237,7 +237,12 @@ return {
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-- it is always the top half of a walkable FLOOR cell, so rule 3
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-- already lays it flat. Lorelei's room uses the same pair for
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-- the paved plaza that stands out of her water.
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ground = { 4 },
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-- the entrance mat every gym lays inside its door ($06 over $16,
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-- 28 placements and nowhere else): drawn from straight above, so
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-- it lies FLAT. $06 was in the wall band above, which stood the
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-- mat's top half up as a 16px box in the doorway -- the cell rule
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-- could not save it, because a pin outranks the cell.
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ground = { 4, 6, 22 },
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-- Celadon's hedge: a round shrub, one per cell ($2C/$2D over
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-- $2E/$2F), 35 of them planted wall to wall. Round drawings get
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-- the cylinder archetype -- one voxel ball per 16x16 cell carved
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+9
-1
@@ -1930,8 +1930,16 @@ function Structures.buildObject(S, map, region, cluster,
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-- knows which is which: a thing that sits ON furniture occupies a
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-- blocked cell (you cannot walk through the gym statue, Red's plant,
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-- the PC), while a seat you walk up to is in a walkable one.
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--
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-- FENCE POSTS (the `post` pool, force == "opaque") never take the lift
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-- at all. A post stands in the ground by definition -- it is not a
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-- thing set down on top of something -- and its cell is blocked like
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-- any other post, so the test above cannot tell it apart. Lavender
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-- Town is where it showed: pinning the cliff's slope chain gave the
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-- posts along the cliff edge an authored 16px box to their south, and
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-- they were hoisted to stand on the clifftop instead of the path.
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local baseY, support = 0, nil
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if force then
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if force and force ~= "opaque" then
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local bs = S.shapeAt[keyOf(cluster.minX, cluster.maxY + 1)]
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local blocked = not map:isWalkableCell(math.floor(cluster.minX / 2),
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math.floor(cluster.maxY / 2))
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@@ -14,8 +14,10 @@
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-- foreign building has stamped here when it has not.
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--
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-- To answer "does template X place on map Y", match its `tiles` grid
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-- against the map's tile grid OFFLINE (data/generated/maps.lua plus
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-- tilesets.lua) -- no engine needed, and it gives you the coordinates.
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-- against the map's tile grid OFFLINE (the map and tileset tables the
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-- ROM importer writes into the player's own cache -- see
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-- tools/voxel-survey.md for the paths) -- no engine needed, and it gives
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-- you the coordinates.
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-- And note a drawing can STRADDLE A MAP BOUNDARY (the Pokemon Tower's
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-- roof is on ROUTE_10, its facade on LAVENDER_TOWN), in which case no
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-- single map's grid holds the whole thing and each half meshes alone.
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