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update CUT tree voxelization and mansion computer desks
This commit is contained in:
+139
-23
@@ -168,6 +168,10 @@ return {
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-- a round drawing stacked two cells high on one cell of plot (the
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-- Centers' potted plants): 32px of hull standing in its lower cell
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planter = 32,
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-- the little trees (Celadon Gym's garden, the overworld's cuttable
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-- tree): the round hull squashed front to back, 16px of drawn
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-- elevation like every other one-cell tree drawing
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sapling = 16,
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relief = 3,
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bookcase = 32,
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stair_e = 16,
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@@ -199,13 +203,14 @@ return {
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-- outline, round in depth, so tree rows become rows of real canopies
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--
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-- The cuttable tree ($2D/$2E/$3D/$3E, the four tiles Cut deletes)
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-- joins them: it is Celadon Gym's little tree redrawn pixel-for-
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-- pixel on this atlas (same 146/256 silhouette, only canopy
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-- highlight texels differ), and takes the identical hull -- the
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-- scraggly canopy revolves into a gapped ball, the 2-4px trunk
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-- into a thin round column, the root flare into a round mound.
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-- It used to sit in the `prop` pool as a 5-voxel standee; see
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-- GYM's cylinder entry for the reading. Scanned: the 2x2 grid
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-- takes the same hull SQUASHED: it is Celadon Gym's little tree
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-- redrawn pixel-for-pixel on this atlas (same 146/256 silhouette,
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-- only canopy highlight texels differ), so the two must stay one
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-- model -- the scraggly canopy revolves into a gapped ball, the
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-- 2-4px trunk into a thin round column, the root flare into a
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-- round mound. It used to sit in the `prop` pool as a 5-voxel
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-- standee; see GYM's sapling entry for the reading and for what
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-- sapling_squash does. Scanned: the 2x2 grid
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-- occurs 32 times on this atlas across the towns and routes, and
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-- per-tile counts equal the grid count (32 hits for $2D alone),
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-- so no stray occurrence renders as a lone hull. The same four
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@@ -214,8 +219,9 @@ return {
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-- collisions, none of this entry's business. Cut itself only
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-- swaps the map block to plain grass, so the pin never sees a
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-- cut stump.
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cylinder = { 42, 43, 58, 59, 64, 65, 80, 81,
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45, 46, 61, 62 },
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cylinder = { 42, 43, 58, 59, 64, 65, 80, 81 },
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sapling = { 45, 46, 61, 62 },
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sapling_squash = 50,
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-- the town sign (blockset 8's SE cell): a standing per-pixel slab
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-- 2 voxels thin, transparency respected -- never a solid box
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signpost = { 70, 71, 86, 87 },
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@@ -357,25 +363,40 @@ return {
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-- -- PEWTER_GYM's walls and rock maze, and BRUNOS_ROOM's
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-- clusters. DOJO shares gym.png but places none of them, so
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-- the pin is not copied there.
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cylinder = { 44, 45, 46, 47,
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7, 8, 23, 24 },
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-- Celadon's three little trees ($40/$41 canopy over $50/$51
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-- trunk) round out the same family: a scraggly canopy over a
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-- 2-4px trunk flaring into a round root mound. Every drawn row
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-- states its own width, which is exactly what the hull revolves
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-- -- the canopy turns into a ball with its drawn gaps kept, the
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-- trunk into a thin round column, the mound into a round foot --
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-- so the tree stands beside the hedge balls as a solid object
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-- of the same construction. It used to sit in the `prop` pool
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-- ("a trunk is not round"), but the standee rendered as the
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-- whole 16x16 cell extruded, background and all -- the extruded
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-- picture -- and the trunk IS round; the hull reads it right.
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-- trunk): a scraggly canopy over a 2-4px trunk flaring into a
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-- round root mound. Every drawn row states its own width, which
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-- is exactly what the hull revolves -- the canopy turns into a
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-- ball with its drawn gaps kept, the trunk into a thin round
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-- column, the mound into a round foot. They used to sit in the
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-- `prop` pool ("a trunk is not round"), but the standee rendered
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-- as the whole 16x16 cell extruded, background and all -- the
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-- extruded picture -- and the trunk IS round; the hull reads it
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-- right. The same drawing is the overworld's cuttable tree (see
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-- OVERWORLD's sapling entry); one drawing, one model.
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--
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-- sapling_squash 50 is the one AUTHORED number and the only knob
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-- taste moves: the percent of its revolved depth every chord
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-- keeps. A full revolve (100) assumes the drawing's width is
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-- also its depth, which is honest for the hedge balls and
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-- boulders in the `cylinder` pool above but not for a tree --
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-- the trunk is a stick, the crown is more air than wood, and at
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-- full width the tree filled a whole cell of depth and read as a
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-- boulder wearing bark. 50 halves it to an ellipse in plan;
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-- the model stays round in section and centred on the cell.
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-- The height is NOT authored: the class's 16 (see the `heights`
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-- table at the top of this file) is the drawn elevation, which
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-- is also the model's top plane, so anything riding a tree cell
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-- lands right.
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-- Scanned: the 2x2 grid occurs 3 times on this atlas and only
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-- in CELADON_GYM -- cells (2,4), (7,5), (5,7) -- and per-tile
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-- counts equal the grid count (3 hits for $40 alone), so no
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-- stray occurrence renders as a lone hull. DOJO shares gym.png
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-- and places none, so the pin is not copied there.
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cylinder = { 44, 45, 46, 47,
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7, 8, 23, 24,
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64, 65, 80, 81 },
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sapling = { 64, 65, 80, 81 },
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sapling_squash = 50,
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-- Vermilion Gym's trash cans ($0B/$0C over $1B/$1C), the switch
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-- puzzle's fifteen cans plus the sixteenth beside the leader's
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-- platform. An open galvanised bin in the 3/4 view, and its plan is
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@@ -437,7 +458,7 @@ return {
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can_taper = 4,
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heights = { can = 9 },
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-- The statues. (Celadon's trees $40/$41/$50/$51 lived here
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-- too until they moved to the cylinder hull above.)
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-- too until they moved to the sapling hull above.)
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prop = { 2, 56, 18, 19 },
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-- The Hall of Fame's recording machine, the one piece of real
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-- furniture in the tileset. It is drawn 32px wide and THREE tile
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@@ -1875,6 +1896,18 @@ return {
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-- 18/19) sitting in a WALKABLE cell, so flat floor until pinned.
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-- The 8px standee pool, seat height, as in Red's rooms.
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stool = { 2, 3, 18, 19 },
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-- ...and the height a figure riding that cell stands at, which is
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-- the SEAT and not the backrest: the chair's seat is drawn rows
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-- 26-31, six of them, so 6. All three Game Freak developers are
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-- placed ON their chair cell (CELADON_MANSION_3F objects at (0,4),
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-- (3,4) and (0,7)), and VoxelScene.groundAt reads this pin, not
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-- the `mansion_computer_desk` model that now draws the chair -- at
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-- the class default 8 they floated two voxels over the seat. The
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-- same reading INTERIOR's `stool = 5` carries for Bill's chair,
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-- which is this drawing with one white margin column instead of
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-- two; these four ids are the mansion desks' chairs and nothing
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-- else on this atlas, so the override reaches only them.
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heights = { stool = 6 },
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-- the potted palms: two cells of drawing (68/69 crown, 8/9 fronds,
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-- 70/71 stem, 24/25 pot), mostly silhouette, so the THIN standee
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-- pool -- the same numbers the generic HOUSE entry uses, and the
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@@ -4237,6 +4270,89 @@ return {
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roofRows = 28, roofBack = 24, roofFront = 0, roofCycle = { 2, 23 },
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slab = 3, frontEave = 0, ledge = nil,
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},
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-- F07c: the Game Freak office's COMPUTER DESK -- the writing desks
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-- of CELADON_MANSION_2F cell (0,5) and CELADON_MANSION_3F cells
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-- (0,3), (3,3) and (0,6). scan.lua on the 4x4 grid returns those
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-- four and nothing else, and each of the four ids that carry the
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-- apron and chair rows (2/3/85/86, 18/19) occurs on this atlas ONLY
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-- inside them -- so no stray cell can pick this model up. (The
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-- same ids are furniture on the HOUSE and FACILITY atlases; those
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-- are different images and none of this entry's business.)
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--
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-- Rows 0-15 are BILL'S DESK, byte for byte. A whole-crop diff of
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-- these tiles against the interior atlas's 11/12/13/14 over
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-- 27/28/29/30 comes back empty for all 512 pixels: the same
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-- tabletop seen from above -- black rim, white highlight course,
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-- grey field -- with the same terminal, cord and 2:1 isometric
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-- computer drawn into it. One drawing is one model, so the four
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-- parts below are `bills_desk`'s verbatim; that entry carries the
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-- readings (paper is flat, the keyboard's keys ride its top face,
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-- `plan` = rx makes the computer a cube turned 45 and not a slab).
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--
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-- Only the FRONT is redrawn, and it is 6 rows where Bill's is 7:
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-- 15 the top's own black front edge. This is the row the
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-- lid replaces, so it opens the fascia exactly the way
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-- Bill's row 16 does, and the desk stands 7 voxels to
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-- his 8 -- measured, not chosen.
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-- 16-17 the #555 edge lip and the black seam under it: the
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-- desktop's own rim, which is why they are `fascia` --
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-- that band wraps every side, and a desktop's edge is
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-- visible from all four.
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-- 18-21 the base: the left leg (the black/#555/black at
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-- x0-x2), the open apron between, and the DRAWER
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-- PEDESTAL at x20-x31 -- two #555 drawer fronts (rows
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-- 16-17 and 19-20) inside a black frame. Each is a
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-- non-black region sealed behind its own black outline
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-- and under 24px, so the measured recess pass sinks it
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-- one voxel and the frame stays proud: the drawer gaps
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-- come off the pixels, nothing is authored.
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-- Row 21 is the ground line and 22 is the measured one. Rows
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-- 22-23 are the desk's cast SHADOW, dithered into the checker
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-- floor of the walkable cell in front, so the model builds none of
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-- them -- they are floor, not furniture.
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--
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-- The chair is Bill's chair REDRAWN rather than the same pixels
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-- (two white margin columns round the backrest panel where his
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-- has one, and it sits at x4-x15 rather than x2-x13), but the same
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-- object band for band -- rows 20-21 the backrest top seen from
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-- above, 22-31 its elevation -- so it takes his part table with x
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-- and `rise` moved: `rise` is the whole plane back down, because
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-- the chair stands on the FLOOR and not on the desk.
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--
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-- Why the grid runs two tile rows past the desk: the artist drew
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-- the apron into the WALKABLE cell in front (2/3 + 85/86), and
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-- 2/3 also carry the chair's back. A template claims whole TILES,
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-- so reading the apron takes the chair with it -- which is what
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-- makes the template owe it, exactly as at Bill's. `desk.depth`
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-- stops the desk box at its own two cells; the chair keeps the
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-- front one. The `table` pin on the top tiles and the `stool` pin
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-- on 2/3/18/19 both stay as the degradation path, neutralized
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-- wherever this stamps.
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{
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id = "mansion_computer_desk",
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tiles = {
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{ 36, 37, 52, 53 },
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{ 64, 65, 66, 67 },
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{ 2, 3, 85, 86 },
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{ 18, 19, 17, 17 },
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},
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roofRows = 0, roofBack = 0, roofFront = 0, roofCycle = { 0, 0 },
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slab = 0, frontEave = 0, ledge = nil, depth = 4,
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-- the desk's own plot is its two cells; the grid runs on because
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-- its apron and the CHAIR share tiles 2/3
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desk = { fascia = { 15, 17 }, base = { 18, 21 }, depth = 2 },
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parts = {
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{ kind = "flat", x = { 2, 15 }, rows = { 3, 7 } }, -- the notes
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{ kind = "upright", x = { 4, 15 }, top = { 8, 12 },
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facade = { 12, 13 }, z = 8, depth = 6 }, -- keyboard
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{ kind = "upright", x = { 16, 19 }, top = { 8, 8 },
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facade = { 8, 9 }, z = 8, depth = 2 }, -- the cord
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{ kind = "iso", x = { 19, 30 }, rows = { 1, 13 },
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plan = 6, z = 9 }, -- the computer
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{ kind = "upright", x = { 4, 15 }, top = { 20, 21 },
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facade = { 22, 31 }, rise = -7, z = 22, depth = 10 }, -- chair
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},
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},
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},
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HOUSE = {
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+31
-3
@@ -601,9 +601,22 @@ local PLANTER_SPRAY = { rows = 24, depth = 5 }
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-- states no profile, the honest reading is the one the thin standee pools
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-- exist for: the foliage stands as a per-pixel slab and keeps the airy
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-- silhouette that makes it read as leaves.
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-- `squash`, when given, is the PERCENT of its revolved depth every chord
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-- keeps -- 100 (or nil) is the identity, 50 halves the hull front to back.
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--
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-- A full revolve assumes the drawing's width is also its depth, which is
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-- true of a thing that really is round in plan (a hedge ball, a boulder,
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-- a trash can). A TREE is round in its canopy and thin at every other
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-- reading: the trunk is a stick, the crown is more air than wood, and the
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-- drawing is scenery seen from one side. Revolved at full width the little
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-- tree eats a whole cell of depth and reads as a boulder wearing bark, so
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-- the plan stays a circle and shrinks toward an ellipse: still round in
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-- section, still stepping pixel by pixel, just shallower. The chord is
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-- re-centred on the mid-plane, so the model neither slides nor detaches
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-- from the cells around it.
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local function roundTemplate(S, map, data, cx, cy, groundTiles, N, capRows,
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NYin, spray, baseRows, bodyRows, wellRows,
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taperVox)
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taperVox, squash)
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-- The canvas is NX wide and NX DEEP (a hull is round in plan, so its
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-- depth is its width) by NY tall. NX = 16 is one cell, 32 a 2x2-cell
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-- group; NY defaults to NX -- a ball -- and NY = 2 * NX is a drawing
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@@ -864,6 +877,7 @@ local function roundTemplate(S, map, data, cx, cy, groundTiles, N, capRows,
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+ 0.5))
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end
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if spray and iy < spray.rows then n = math.min(n, spray.depth) end
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if squash then n = math.max(1, math.floor(n * squash / 100 + 0.5)) end
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z0[i] = math.floor(N2 - n / 2 + 0.5)
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z1[i] = z0[i] + n
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-- a row the can's body band was repeated into wears the row it
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@@ -975,6 +989,9 @@ local function roundTemplate(S, map, data, cx, cy, groundTiles, N, capRows,
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n = math.max(1, math.floor(2 * math.sqrt(hw * hw - dx * dx)
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+ 0.5))
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end
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if squash then
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n = math.max(1, math.floor(n * squash / 100 + 0.5))
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end
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z0[i] = math.floor(N2 - n / 2 + 0.5)
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z1[i] = z0[i] + n
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end
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@@ -1298,6 +1315,8 @@ function Structures.buildCylinders(S, map, x0, x1, y0, y1, groundTiles)
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-- voxels the body band is repeated up to
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local stumpCap, canCap, canBase, canHeight, canWell, canTaper
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= 6, 9, 4, 9, 5, 4
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-- the sapling class's depth, as a PERCENT of the revolved chord
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local saplingSquash = 50
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do
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local okP, prof = pcall(V.data, "voxel_heights")
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local entry = okP and type(prof) == "table" and prof.tilesets
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@@ -1320,6 +1339,9 @@ function Structures.buildCylinders(S, map, x0, x1, y0, y1, groundTiles)
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if entry and type(entry.can_taper) == "number" then
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canTaper = entry.can_taper
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end
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if entry and type(entry.sapling_squash) == "number" then
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saplingSquash = entry.sapling_squash
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end
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end
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-- cells consumed by a 2x2 `canopy` group; the scan runs north to
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@@ -1439,13 +1461,19 @@ function Structures.buildCylinders(S, map, x0, x1, y0, y1, groundTiles)
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local tall = s.class == "can" and canHeight or nil
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local well = s.class == "can" and canWell or nil
|
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local taper = s.class == "can" and canTaper or nil
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-- 100% is the full revolve, so it is the identity: never signed
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-- into the cache key, and never passed, by a class that has no
|
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-- squash of its own
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local squash = (s.class == "sapling" and saplingSquash ~= 100)
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and saplingSquash or nil
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local ground = false
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if data then
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local sig = tsid .. (cap and ("|c" .. cap) or "")
|
||||
.. (base and ("|b" .. base) or "")
|
||||
.. (tall and ("|h" .. tall) or "")
|
||||
.. (well and ("|w" .. well) or "")
|
||||
.. (taper and ("|t" .. taper) or "") .. "|"
|
||||
.. (taper and ("|t" .. taper) or "")
|
||||
.. (squash and ("|q" .. squash) or "") .. "|"
|
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.. gsig .. "|" .. table.concat({
|
||||
S.tileAt[k], S.tileAt[keyOf(cx * 2 + 1, cy * 2)],
|
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S.tileAt[keyOf(cx * 2, cy * 2 + 1)],
|
||||
@@ -1454,7 +1482,7 @@ function Structures.buildCylinders(S, map, x0, x1, y0, y1, groundTiles)
|
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if not tpl then
|
||||
local tq, tbg = roundTemplate(S, map, data, cx, cy,
|
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groundTiles, 16, cap, nil, nil,
|
||||
base, tall, well, taper)
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base, tall, well, taper, squash)
|
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tpl = { quads = tq, bg = tbg }
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roundCache[sig] = tpl
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end
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||||
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@@ -80,6 +80,14 @@ local FALLBACK_HEIGHTS = {
|
||||
-- the drawing's own straight run is only a couple of rows, because a GB
|
||||
-- cell spends most of itself on the opening
|
||||
can = 9,
|
||||
-- the same hull SQUASHED front to back (the profile's sapling_squash,
|
||||
-- a percent of the revolved depth): the little trees drawn one cell
|
||||
-- wide -- Celadon Gym's garden trees and the overworld's cuttable
|
||||
-- tree, which are the same drawing on two atlases. A tree is round in
|
||||
-- its canopy but is not a boulder: revolved at full width it fills a
|
||||
-- whole cell of depth, so the plan keeps its circle and shrinks toward
|
||||
-- an ellipse
|
||||
sapling = 16,
|
||||
-- round scenery drawn ONE cell wide and TWO cells TALL, standing on one
|
||||
-- cell of plot: the Pokemon Centers' potted plants. Carved as one
|
||||
-- 16x32x16 hull in the SOUTH (pot) cell -- the drawing's upper cell is
|
||||
@@ -147,6 +155,7 @@ local ART = {
|
||||
canopy = "canopy",
|
||||
stump = "cylinder",
|
||||
can = "cylinder",
|
||||
sapling = "cylinder",
|
||||
planter = "planter",
|
||||
billboard = "billboard",
|
||||
-- signposts share the billboard treatment but as their own pool at a
|
||||
|
||||
@@ -0,0 +1,101 @@
|
||||
-- Scratch driver: the overworld cuttable tree ($2D/$2E/$3D/$3E, one
|
||||
-- cell) at PEWTER_CITY (26,4) -- it sits in a gap of the border tree
|
||||
-- wall, so shoot from the open grass east/west and the path south.
|
||||
-- Same spots BEFORE and AFTER the pin change.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/cuttree_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/cuttree AB_TAG=before "/c/Program Files/LOVE/lovec.exe" .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/cuttree")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[cuttree] DRAMATIC_SHAPE is not loaded")
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
do -- prove the RUNNING mod sees the pin we think it does
|
||||
local TS = V.require("TileShape")
|
||||
local shapes = TS.forMap({ tileset = { id = "OVERWORLD",
|
||||
imageWidth = 128,
|
||||
imageHeight = 48 } })
|
||||
for _, t in ipairs({ 45, 61 }) do
|
||||
local s = shapes[t]
|
||||
print("[cuttree] running-mod OVERWORLD tile " .. t .. ": "
|
||||
.. (s and (tostring(s.class) .. "/" .. tostring(s.art)
|
||||
.. " h=" .. tostring(s.h)) or "nil"))
|
||||
end
|
||||
end
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
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
|
||||
|
||||
local SCENES = {
|
||||
-- open grass west of the tree, edge-on
|
||||
{ map = "PEWTER_CITY", x = 25, y = 4, face = "right", label = "cut_west" },
|
||||
-- open grass east of it
|
||||
{ map = "PEWTER_CITY", x = 27, y = 4, face = "left", label = "cut_east" },
|
||||
-- the path south, seeing its front over the tree wall gap
|
||||
{ map = "PEWTER_CITY", x = 26, y = 6, face = "up", label = "cut_front" },
|
||||
-- one step closer on the gap's south side
|
||||
{ map = "PEWTER_CITY", x = 26, y = 5, face = "up", label = "cut_near" },
|
||||
-- Cerulean's lone cut tree at (19,28): open grass to its south
|
||||
{ map = "CERULEAN_CITY", x = 19, y = 30, face = "up", label = "cer_front" },
|
||||
{ map = "CERULEAN_CITY", x = 19, y = 29, face = "up", label = "cer_near" },
|
||||
{ map = "CERULEAN_CITY", x = 20, y = 29, face = "up", label = "cer_diag" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
for _, rung in ipairs({ 5, 3 }) do
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_r%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[cuttree] capture missed: " .. path) end
|
||||
end
|
||||
else
|
||||
print("[cuttree] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[cuttree] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,95 @@
|
||||
-- Scratch driver: the Celadon Diner's stools ($07/$08/$23/$24 on LOBBY,
|
||||
-- one cell each; the pinned `stool` standee pool). Shot at the voxel
|
||||
-- rung (5) and the flat rung (3) for orientation, front/back/side of
|
||||
-- the stool at cell (0,4).
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/diner_shots.lua \
|
||||
-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \
|
||||
-- "/c/Program Files/LOVE/lovec.exe" .
|
||||
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/voxelizations")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[diner] DRAMATIC_SHAPE is not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
do -- prove the RUNNING mod resolves the stool tiles as pinned
|
||||
local TS = V.require("TileShape")
|
||||
local shapes = TS.forMap({ tileset = { id = "LOBBY",
|
||||
imageWidth = 128,
|
||||
imageHeight = 48 } })
|
||||
for _, t in ipairs({ 7, 8, 23, 24 }) do
|
||||
local s = shapes[t]
|
||||
print(("[diner] running-mod tile %d: %s"):format(t,
|
||||
s and (tostring(s.class) .. "/" .. tostring(s.art)
|
||||
.. " h=" .. tostring(s.height)) or "nil"))
|
||||
end
|
||||
end
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
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
|
||||
|
||||
local SCENES = {
|
||||
-- the stool at (0,4), seen from the south = its front (legs row)
|
||||
{ map = "CELADON_DINER", x = 0, y = 6, face = "up", label = "stool_front" },
|
||||
-- the same stool from the north = its back
|
||||
{ map = "CELADON_DINER", x = 0, y = 2, face = "down", label = "stool_back" },
|
||||
-- edge-on from the east, with the table beside it in frame
|
||||
{ map = "CELADON_DINER", x = 2, y = 4, face = "left", label = "stool_side" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
for _, rung in ipairs({ 5, 3 }) do
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_r%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[diner] capture missed: " .. path) end
|
||||
end
|
||||
else
|
||||
print("[diner] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[diner] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,102 @@
|
||||
-- Scratch driver: the Game Freak office computer desks (buildings
|
||||
-- template mansion_computer_desk). CELADON_MANSION_2F cell (0,5) and
|
||||
-- CELADON_MANSION_3F cells (0,3)/(3,3)/(0,6). Shot at the voxel rung
|
||||
-- (5), the mid rung (4) and the flat rung (3) for orientation.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mansion_desk_shots.lua \
|
||||
-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \
|
||||
-- AB_TAG=before "/c/Program Files/LOVE/lovec.exe" .
|
||||
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/voxelizations")
|
||||
local TAG = os.getenv("AB_TAG") or "shot"
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[deskshot] DRAMATIC_SHAPE is not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
do -- prove the RUNNING mod's profile carries the new template
|
||||
local ok, s = pcall(V.data, "voxel_heights")
|
||||
local found = "NO"
|
||||
if ok and type(s) == "table" and s.buildings and s.buildings.MANSION then
|
||||
for _, t in ipairs(s.buildings.MANSION) do
|
||||
if t.id == "mansion_computer_desk" then
|
||||
found = ("YES fascia=%d-%d base=%d-%d parts=%d")
|
||||
:format(t.desk.fascia[1], t.desk.fascia[2],
|
||||
t.desk.base[1], t.desk.base[2], #t.parts)
|
||||
end
|
||||
end
|
||||
end
|
||||
print("[deskshot] running-mod mansion_computer_desk: " .. found)
|
||||
end
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
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
|
||||
|
||||
local SCENES = {
|
||||
-- 2F: the lone desk at (0,5):(1,6). Stand just south of it, facing
|
||||
-- north, so the camera looks along the desk's front face.
|
||||
{ map = "CELADON_MANSION_2F", x = 1, y = 7, face = "up", label = "desk2f" },
|
||||
-- and from the east, to see the drawer pedestal and the chair in
|
||||
-- profile against the checker floor
|
||||
{ map = "CELADON_MANSION_2F", x = 2, y = 6, face = "left", label = "desk2f_side" },
|
||||
-- 3F: the pair at (0,3) and (3,3), both in frame from between them
|
||||
{ map = "CELADON_MANSION_3F", x = 2, y = 5, face = "up", label = "desk3f_pair" },
|
||||
-- 3F: the south desk at (0,6), close in
|
||||
{ map = "CELADON_MANSION_3F", x = 1, y = 8, face = "up", label = "desk3f" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
for _, rung in ipairs({ 5, 4, 3 }) do
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_%s_r%d.png"):format(ROOT, TAG, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[deskshot] capture missed: " .. path) end
|
||||
end
|
||||
else
|
||||
print("[deskshot] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[deskshot] %d shots into %s (tag %s)"):format(shots, ROOT, TAG))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,91 @@
|
||||
-- Scratch driver: the CELADON_MANSION_1F square table (buildings
|
||||
-- template mansion_square_table, cells (0,6):(1,7)). Shot at the voxel
|
||||
-- rung (5) and the flat rung (3) for orientation, front/back/side.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mansion_shots.lua \
|
||||
-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \
|
||||
-- "/c/Program Files/LOVE/lovec.exe" .
|
||||
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/voxelizations")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[mansion] DRAMATIC_SHAPE is not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
do -- prove the RUNNING mod's profile carries the new template
|
||||
local ok, s = pcall(V.data, "voxel_heights")
|
||||
local found = false
|
||||
if ok and type(s) == "table" and s.buildings and s.buildings.MANSION then
|
||||
for _, t in ipairs(s.buildings.MANSION) do
|
||||
if t.id == "mansion_square_table" then found = true end
|
||||
end
|
||||
end
|
||||
print("[mansion] running-mod mansion_square_table: " .. tostring(found))
|
||||
end
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
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
|
||||
|
||||
local SCENES = {
|
||||
-- the rung-5 camera looks north from ~4 cells south of the player, so
|
||||
-- the room's 16-voxel south wall hides the 6-voxel table at the low
|
||||
-- rung; rungs 4 and 3 pitch over it. Stand just south of the table.
|
||||
{ map = "CELADON_MANSION_1F", x = 1, y = 8, face = "up", label = "sqtable" },
|
||||
{ map = "CELADON_MANSION_1F", x = 2, y = 6, face = "left", label = "sqtable_beside" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
for _, rung in ipairs({ 5, 4, 3 }) do
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_r%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[mansion] capture missed: " .. path) end
|
||||
end
|
||||
else
|
||||
print("[mansion] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[mansion] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,96 @@
|
||||
-- Scratch driver: the Safari Zone's decorations — the "cut"-style round
|
||||
-- trees ($54/$55/$56/$57, one cell) and the stump/bush rows ($02/$03/
|
||||
-- $12/$13) — front and back, at the voxel rung (5) and the flat rung (3)
|
||||
-- for orientation. Same spots BEFORE and AFTER the pin change.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/safari_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/safari AB_TAG=before "/c/Program Files/LOVE/lovec.exe" .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/safari")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[safari] DRAMATIC_SHAPE is not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
do -- what does the RUNNING mod think tile 84 on FOREST is?
|
||||
local TS = V.require("TileShape")
|
||||
local shapes = TS.forMap({ tileset = { id = "FOREST",
|
||||
imageWidth = 128,
|
||||
imageHeight = 48 } })
|
||||
local s = shapes[84]
|
||||
print("[safari] running-mod tile 84: "
|
||||
.. (s and (tostring(s.class) .. "/" .. tostring(s.art)
|
||||
.. " authored=" .. tostring(s.authored)) or "nil"))
|
||||
end
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
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
|
||||
|
||||
local SCENES = {
|
||||
-- tree row at (2..5, 3), seen from the south = its front
|
||||
{ map = "SAFARI_ZONE_EAST", x = 4, y = 5, face = "up", label = "trees_front" },
|
||||
-- the same row from the north = its back
|
||||
{ map = "SAFARI_ZONE_EAST", x = 4, y = 1, face = "down", label = "trees_back" },
|
||||
-- the long tree line at (2..9, 6)
|
||||
{ map = "SAFARI_ZONE_EAST", x = 6, y = 8, face = "up", label = "treeline" },
|
||||
-- the stump/bush row along the top edge (8..19, 0)
|
||||
{ map = "SAFARI_ZONE_EAST", x = 12, y = 2, face = "up", label = "stumps_front" },
|
||||
-- Safari Center's west tree column, edge-on
|
||||
{ map = "SAFARI_ZONE_CENTER", x = 2, y = 4, face = "left", label = "center_trees" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
for _, rung in ipairs({ 5, 3 }) do
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_r%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[safari] capture missed: " .. path) end
|
||||
end
|
||||
else
|
||||
print("[safari] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[safari] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,96 @@
|
||||
-- Scratch driver: the round tables of the Celadon diner and the Mart
|
||||
-- roof terrace (the diner_round_table template's four placements).
|
||||
-- Shot at the voxel rung (5) and the flat rung (3), front/back/side of
|
||||
-- the diner table at cells (0,5):(1,6) plus the terrace pair.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/table_shots.lua \
|
||||
-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \
|
||||
-- AB_TAG=before "/c/Program Files/LOVE/lovec.exe" .
|
||||
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/voxelizations")
|
||||
local TAG = os.getenv("AB_TAG") or "shot"
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[table] DRAMATIC_SHAPE is not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local Buildings = V.require("Buildings")
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
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
|
||||
|
||||
local SCENES = {
|
||||
-- the diner table at (0,5):(1,6), seen from the south = its front
|
||||
{ map = "CELADON_DINER", x = 1, y = 7, face = "up", label = "diner_front" },
|
||||
-- the same table from the north = its back (standing between the two)
|
||||
{ map = "CELADON_DINER", x = 0, y = 4, face = "down", label = "diner_back" },
|
||||
-- edge-on from the east
|
||||
{ map = "CELADON_DINER", x = 3, y = 5, face = "left", label = "diner_side" },
|
||||
-- the roof terrace's table at (4,2):(5,3), from the south
|
||||
{ map = "CELADON_MART_ROOF", x = 4, y = 4, face = "up", label = "roof_front" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
for _, rung in ipairs({ 5, 3 }) do
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
-- prove which models the RUNNING mod built for this map
|
||||
local st = Buildings.stats()
|
||||
local keys = {}
|
||||
for k, v in pairs(st) do
|
||||
keys[#keys + 1] = ("%s(v=%d)"):format(k, v.voxels)
|
||||
end
|
||||
table.sort(keys)
|
||||
print(("[table] %s r%d models: %s"):format(s.label, rung,
|
||||
#keys > 0 and table.concat(keys, " ") or "none"))
|
||||
local path = ("%s/%s_%s_r%d.png"):format(ROOT, TAG, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[table] capture missed: " .. path) end
|
||||
end
|
||||
else
|
||||
print("[table] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[table] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,816 @@
|
||||
-- Driver: the tile picker -- point at a tile, get the voxelize prompt.
|
||||
--
|
||||
-- The voxelize-tiles skill is driven per TILE, and its first argument is
|
||||
-- always the same thing: which map, and which cell on it. Finding that pair
|
||||
-- by hand means walking the game to the object, counting cells off a corner
|
||||
-- and hoping the count is right. This is the same window the arena editor is
|
||||
-- -- the map drawn from its OWN art, the tiles the cartridge holds, through
|
||||
-- the game's own palette -- with a cursor on it instead of an arena, and one
|
||||
-- button: COPY PROMPT.
|
||||
--
|
||||
-- What lands on the clipboard is exactly:
|
||||
--
|
||||
-- run voxelize-tile on the tile found in PALLET_TOWN- (5,4). Return
|
||||
-- screenshots of the voxelization in .claude/voxelizations/
|
||||
--
|
||||
-- on one line, ready to paste into Claude. Every copy is also appended to
|
||||
-- SHOT_DIR/prompts.txt and printed to the console, because a session of this
|
||||
-- is a LIST of jobs -- you walk a map picking out every object worth shape
|
||||
-- and hand the list over at the end, rather than pasting one and waiting.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/tile_pick.lua \
|
||||
-- "/c/Program Files/LOVE/lovec.exe" .
|
||||
--
|
||||
-- from the PROJECT ROOT, with this mod enabled. lovec rather than love, so
|
||||
-- the console is attached and the transcript alone is the list.
|
||||
--
|
||||
-- ------- the keys
|
||||
--
|
||||
-- arrows move the cursor (hold shift for 5 cells)
|
||||
-- click put the cursor on that tile
|
||||
-- [ ] previous / next map (shift: 10 at a time)
|
||||
-- c / enter COPY PROMPT for the tile under the cursor
|
||||
-- z zoom the inset in / out (shift: out)
|
||||
-- g what the plan shows: the map's own tiles, the walk grid over
|
||||
-- them, or the walk grid alone
|
||||
-- m HIDE the plan, so the window is the game -- the panel keeps
|
||||
-- the coordinates, the inset and the button, so a tile is
|
||||
-- still copied from here while looking at it standing up in 3D
|
||||
-- t stand the player on this tile, so the 3D view behind the
|
||||
-- panel is looking at the thing you are about to voxelize
|
||||
-- y screenshot (shift: with this panel in it)
|
||||
-- l re-print every prompt copied so far
|
||||
-- F1 the key legend on screen
|
||||
-- escape quit
|
||||
--
|
||||
-- ------- environment
|
||||
--
|
||||
-- TILE_MAPS=ID,ID work this list instead of every map in the game
|
||||
-- TILE_START=ID open on this map
|
||||
-- TILE_OUT=path where prompts.txt is written
|
||||
-- TILE_RUNG=N the voxel angle rung to sit on (default 3)
|
||||
-- SHOT_DIR=path screenshots, and the default prompt-list directory
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
|
||||
local function truthy(v) return v ~= nil and v ~= "" and v ~= "0" end
|
||||
|
||||
local DIR = os.getenv("SHOT_DIR")
|
||||
if not DIR or DIR == "" then DIR = ".scratchpad/tile_pick" end
|
||||
local OUT = os.getenv("TILE_OUT")
|
||||
if not OUT or OUT == "" then OUT = DIR .. "/prompts.txt" end
|
||||
local RUNG = tonumber(os.getenv("TILE_RUNG") or "") or 3
|
||||
|
||||
-- U.shot's own mkdir is Unix-flavoured and does nothing on Windows, which
|
||||
-- is where this tool is driven from -- so the shell is asked in its own
|
||||
-- language, or the screenshots and the prompt list never reach disk.
|
||||
local WINDOWS = love.system and love.system.getOS() == "Windows"
|
||||
local function mkdirp(dir)
|
||||
if not dir or dir == "" then return end
|
||||
if WINDOWS then
|
||||
local d = dir:gsub("/", "\\")
|
||||
os.execute('if not exist "' .. d .. '" mkdir "' .. d .. '"')
|
||||
else
|
||||
os.execute('mkdir -p "' .. dir .. '" 2>/dev/null')
|
||||
end
|
||||
end
|
||||
mkdirp(DIR)
|
||||
mkdirp(OUT:match("^(.*)[/\\][^/\\]+$"))
|
||||
|
||||
-- ------- the mod
|
||||
--
|
||||
-- Only for the camera rung: the picking itself is engine-only, but the
|
||||
-- view behind the panel is what `t` is for, and a flat 2D world behind a
|
||||
-- 3D-tile picker would be looking at the wrong thing.
|
||||
local exports = game.mods and game.mods.exports
|
||||
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
|
||||
local wasRung
|
||||
if lib then
|
||||
local DayNight = lib.require("DayNight")
|
||||
DayNight.setting:setValue("day") -- one light to look at them all in
|
||||
wasRung = Pipelines.level("voxel")
|
||||
Pipelines.setLevel("voxel", RUNG)
|
||||
else
|
||||
U.log("DRAMATIC_SHAPE is not loaded -- the picker still works, but the "
|
||||
.. "view behind it will be the flat 2D map")
|
||||
end
|
||||
|
||||
game.save.party = { Pokemon.new(game.data, "CHARIZARD", 45) }
|
||||
game.save.player.name = "RED"
|
||||
|
||||
-- ------- which maps
|
||||
--
|
||||
-- EVERY map, unlike the arena tools: a tile worth voxelizing is as likely
|
||||
-- to be a shop counter or a bedroom desk as anything on a route, and those
|
||||
-- are exactly the maps a "where can a fight happen" filter throws away.
|
||||
local ids = {}
|
||||
local explicit = os.getenv("TILE_MAPS")
|
||||
if explicit and explicit ~= "" then
|
||||
for id in explicit:gmatch("[^,%s]+") do ids[#ids + 1] = id end
|
||||
else
|
||||
for id, def in pairs(game.data.maps) do
|
||||
if type(id) == "string" and type(def) == "table" and def.width then
|
||||
ids[#ids + 1] = id
|
||||
end
|
||||
end
|
||||
table.sort(ids)
|
||||
end
|
||||
if #ids == 0 then
|
||||
U.log("no maps to work on")
|
||||
return
|
||||
end
|
||||
|
||||
local S = {
|
||||
i = 1,
|
||||
map = nil,
|
||||
cx = 0, cy = 0, -- the cursor, in cells
|
||||
plan = nil,
|
||||
tiles = nil, -- the map baked from its own tileset
|
||||
planMode = 1,
|
||||
showPlan = true, -- is the plan drawn at all
|
||||
zoom = 5, -- how many cells across the inset shows
|
||||
msg = "",
|
||||
legend = true,
|
||||
copied = {}, -- every prompt this session, in order
|
||||
shooting = false,
|
||||
quit = false,
|
||||
planRect = nil, -- where the plan landed, for the mouse
|
||||
buttonRect = nil, -- and the button
|
||||
}
|
||||
|
||||
local queue = {}
|
||||
local function post(cmd, arg) queue[#queue + 1] = { cmd = cmd, arg = arg } end
|
||||
local function say(fmt, ...)
|
||||
S.msg = select("#", ...) > 0 and fmt:format(...) or fmt
|
||||
end
|
||||
local function mapId() return ids[S.i] end
|
||||
|
||||
-- ------- the prompt
|
||||
--
|
||||
-- One line, and the ONLY thing this tool exists to produce. Kept in one
|
||||
-- function so the text that reaches the clipboard, the console and the
|
||||
-- file is provably the same text.
|
||||
local function promptFor(id, cx, cy)
|
||||
return ("run voxelize-tile on the tile found in %s- (%d,%d). "
|
||||
.. "Return screenshots of the voxelization in "
|
||||
.. ".claude/voxelizations/"):format(id, cx, cy)
|
||||
end
|
||||
|
||||
local function copyPrompt()
|
||||
local text = promptFor(mapId(), S.cx, S.cy)
|
||||
local ok = false
|
||||
if love.system and love.system.setClipboardText then
|
||||
ok = pcall(love.system.setClipboardText, text)
|
||||
end
|
||||
S.copied[#S.copied + 1] = text
|
||||
-- The clipboard holds ONE of these and the session produces many, so the
|
||||
-- file is not a convenience -- it is where the list actually lives. Open
|
||||
-- per copy and closed again: a tool driving a game can be killed at any
|
||||
-- moment, and a buffered list is a lost afternoon.
|
||||
local f = io.open(OUT, "a")
|
||||
if f then
|
||||
f:write(text, "\n")
|
||||
f:close()
|
||||
end
|
||||
U.log("PROMPT " .. text)
|
||||
say("%s (%d,%d) copied%s -- %d so far", mapId(), S.cx, S.cy,
|
||||
ok and "" or " to the list only (no clipboard here)", #S.copied)
|
||||
end
|
||||
|
||||
-- ------- what the map looks like from above
|
||||
--
|
||||
-- Lifted from the arena editor, and for its reason: the plan is the
|
||||
-- surface a tile is chosen on, and a grid of coloured squares is a map of
|
||||
-- the walk grid rather than of the place. You are picking out a bookshelf.
|
||||
-- Baked once per map into a canvas, during UPDATE rather than inside a
|
||||
-- draw, because it binds a canvas of its own.
|
||||
local PLAN_MAX = 2048
|
||||
|
||||
local function paletteFor(m)
|
||||
local ow = game.overworld
|
||||
if ow and ow.paletteNameFor then
|
||||
local okName, name = pcall(ow.paletteNameFor, ow, m)
|
||||
if okName and name then
|
||||
local okPal, colours = pcall(PaletteFX.pal, game.data, name)
|
||||
if okPal and colours then return colours end
|
||||
end
|
||||
end
|
||||
local okOg, og = pcall(PaletteFX.ogBg)
|
||||
return okOg and og or nil
|
||||
end
|
||||
|
||||
local function bakeTiles()
|
||||
if S.tiles then pcall(S.tiles.release, S.tiles) end
|
||||
S.tiles = nil
|
||||
local m = S.map
|
||||
if not (m and m.renderer and love.graphics and love.graphics.newCanvas) then
|
||||
return
|
||||
end
|
||||
local w, h = m.widthCells * 16, m.heightCells * 16
|
||||
local scale = math.min(1, PLAN_MAX / math.max(w, h))
|
||||
local okNew, canvas = pcall(love.graphics.newCanvas,
|
||||
math.max(1, math.floor(w * scale)),
|
||||
math.max(1, math.floor(h * scale)))
|
||||
if not (okNew and canvas) then return end
|
||||
-- Nearest, unlike the arena editor's plan: that one is a whole route
|
||||
-- minified to a panel, where nearest keeps a moire. This one gets
|
||||
-- magnified in the inset, where a tile has to be READABLE -- linear
|
||||
-- there is a smear of a bookshelf, and the drawing is the whole point.
|
||||
pcall(canvas.setFilter, canvas, "nearest", "nearest")
|
||||
|
||||
local g = love.graphics
|
||||
local prev = g.getCanvas()
|
||||
local wasTrue = m.renderer.trueColor
|
||||
m.renderer.trueColor = false
|
||||
local ok, err = pcall(function()
|
||||
g.push("all")
|
||||
g.origin()
|
||||
g.setCanvas(canvas)
|
||||
g.clear(0, 0, 0, 0)
|
||||
g.setBlendMode("alpha")
|
||||
g.setColor(1, 1, 1, 1)
|
||||
g.scale(scale, scale)
|
||||
local shader = PaletteFX.shader()
|
||||
local colours = paletteFor(m)
|
||||
if shader and colours then
|
||||
g.setShader(shader)
|
||||
PaletteFX.sendColors(shader, colours)
|
||||
end
|
||||
m.renderer:drawMapOnly(0, 0, w, h)
|
||||
g.pop()
|
||||
end)
|
||||
m.renderer.trueColor = wasTrue
|
||||
if prev then pcall(g.setCanvas, prev) else pcall(g.setCanvas) end
|
||||
if not ok then
|
||||
pcall(canvas.release, canvas)
|
||||
U.log("could not bake the map's tiles: " .. tostring(err))
|
||||
return
|
||||
end
|
||||
S.tiles = canvas
|
||||
end
|
||||
|
||||
local PLAN_MODES = { "both", "tiles", "grid" }
|
||||
|
||||
local CELL_COLOUR = {
|
||||
open = { 0.78, 0.74, 0.63 },
|
||||
grass = { 0.33, 0.60, 0.30 },
|
||||
water = { 0.24, 0.44, 0.78 },
|
||||
warp = { 0.85, 0.68, 0.20 },
|
||||
solid = { 0.17, 0.17, 0.20 },
|
||||
}
|
||||
|
||||
local function buildPlan()
|
||||
local m = S.map
|
||||
if not m then S.plan = nil return end
|
||||
local w, h = m.widthCells, m.heightCells
|
||||
local plan = { w = w, h = h }
|
||||
for cy = 0, h - 1 do
|
||||
for cx = 0, w - 1 do
|
||||
local kind
|
||||
if not m:isWalkableCell(cx, cy) then
|
||||
kind = m:isWaterCell(cx, cy) and "water" or "solid"
|
||||
elseif m:warpAtCell(cx, cy) or m:isWarpTileCell(cx, cy) then
|
||||
kind = "warp"
|
||||
elseif m.isGrassCell and m:isGrassCell(cx, cy) then
|
||||
kind = "grass"
|
||||
else
|
||||
kind = "open"
|
||||
end
|
||||
plan[cy * w + cx] = kind
|
||||
end
|
||||
end
|
||||
S.plan = plan
|
||||
end
|
||||
|
||||
-- ------- moving between maps
|
||||
|
||||
local function enterMap(index)
|
||||
S.i = ((index - 1) % #ids) + 1
|
||||
local id = mapId()
|
||||
local ok, err = pcall(function() U.teleport(game, id, 1, 1, "down") end)
|
||||
if not ok then
|
||||
S.map, S.plan = nil, nil
|
||||
say("could not enter %s (%s)", id, tostring(err))
|
||||
U.log(("SKIP %s -- could not enter (%s)"):format(id, tostring(err)))
|
||||
return
|
||||
end
|
||||
S.map = game.overworld.map
|
||||
buildPlan()
|
||||
bakeTiles()
|
||||
-- the middle of the map, which is where the furniture tends to be
|
||||
S.cx = math.floor(S.map.widthCells / 2)
|
||||
S.cy = math.floor(S.map.heightCells / 2)
|
||||
say("%s -- %dx%d cells", id, S.map.widthCells, S.map.heightCells)
|
||||
U.log(("MAP %s (%d/%d) %dx%d cells"):format(id, S.i, #ids,
|
||||
S.map.widthCells, S.map.heightCells))
|
||||
end
|
||||
|
||||
-- ------- the frame
|
||||
--
|
||||
-- The driver harness turns the frame cap off (a scripted run is not
|
||||
-- paced), so each step is held to a 60th of a second by hand.
|
||||
local lastT = love.timer.getTime()
|
||||
local function step(n)
|
||||
for _ = 1, (n or 1) do
|
||||
local rest = (1 / 60) - (love.timer.getTime() - lastT)
|
||||
if rest > 0 then love.timer.sleep(rest) end
|
||||
lastT = love.timer.getTime()
|
||||
U.wait(1)
|
||||
end
|
||||
end
|
||||
|
||||
local function shoot(withHud)
|
||||
-- the plan being away is part of what a panel shot IS, or the two write
|
||||
-- one file twice and whichever came last is the only one kept
|
||||
local tag = ""
|
||||
if withHud then tag = S.showPlan and "_panel" or "_panel_noplan" end
|
||||
local name = ("%s_x%d_y%d%s"):format(mapId():lower(), S.cx, S.cy, tag)
|
||||
local path = ("%s/%s.png"):format(DIR, name)
|
||||
S.shooting = not withHud
|
||||
game.capturePath = path
|
||||
for _ = 1, 120 do
|
||||
if not game.capturePath then break end
|
||||
step(1)
|
||||
end
|
||||
step(2)
|
||||
S.shooting = false
|
||||
local f = io.open(path, "rb")
|
||||
if f then
|
||||
f:close()
|
||||
say("shot %s.png", name)
|
||||
U.log("SHOT " .. path)
|
||||
else
|
||||
say("screenshot did not reach disk: %s", path)
|
||||
end
|
||||
end
|
||||
|
||||
-- Stand the player on the tile, so the world behind the panel is looking
|
||||
-- at the thing about to be voxelized. The tile itself is usually SOLID --
|
||||
-- a counter, a shelf, a house -- so the walk of shame outwards: the
|
||||
-- nearest walkable cell to it, searched in rings, which is where a player
|
||||
-- would have to stand to see it anyway.
|
||||
local function standHere()
|
||||
local m = S.map
|
||||
if not m then return end
|
||||
for r = 0, 6 do
|
||||
for dy = -r, r do
|
||||
for dx = -r, r do
|
||||
if math.max(math.abs(dx), math.abs(dy)) == r then
|
||||
local x, y = S.cx + dx, S.cy + dy
|
||||
if m:inBounds(x, y) and m:isWalkableCell(x, y) then
|
||||
game.overworld.player.cellX = x
|
||||
game.overworld.player.cellY = y
|
||||
say("standing at %d,%d", x, y)
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
say("nowhere walkable within 6 cells of %d,%d", S.cx, S.cy)
|
||||
end
|
||||
|
||||
-- ------- the keys
|
||||
|
||||
local function shifted()
|
||||
return love.keyboard.isDown("lshift") or love.keyboard.isDown("rshift")
|
||||
end
|
||||
|
||||
local function moveCursor(dx, dy)
|
||||
local m = S.map
|
||||
if not m then return end
|
||||
local n = shifted() and 5 or 1
|
||||
S.cx = math.max(0, math.min(m.widthCells - 1, S.cx + dx * n))
|
||||
S.cy = math.max(0, math.min(m.heightCells - 1, S.cy + dy * n))
|
||||
end
|
||||
|
||||
local function handle(key)
|
||||
if key == "left" then moveCursor(-1, 0) return true end
|
||||
if key == "right" then moveCursor(1, 0) return true end
|
||||
if key == "up" then moveCursor(0, -1) return true end
|
||||
if key == "down" then moveCursor(0, 1) return true end
|
||||
if key == "[" then post("map", shifted() and -10 or -1) return true end
|
||||
if key == "]" then post("map", shifted() and 10 or 1) return true end
|
||||
if key == "c" or key == "return" or key == "kpenter" then
|
||||
copyPrompt()
|
||||
return true
|
||||
end
|
||||
if key == "z" then
|
||||
S.zoom = math.max(3, math.min(21, S.zoom + (shifted() and 2 or -2)))
|
||||
return true
|
||||
end
|
||||
if key == "g" then
|
||||
S.planMode = (S.planMode % #PLAN_MODES) + 1
|
||||
say("plan: %s", PLAN_MODES[S.planMode])
|
||||
return true
|
||||
end
|
||||
-- The plan covers most of the window, and the thing UNDER it is the game
|
||||
-- -- the tile standing up in 3D, which is what the voxelizing is for.
|
||||
-- With the plan away, the panel still carries the coordinates, the inset
|
||||
-- and the button, so a tile can still be copied while looking at it.
|
||||
if key == "m" then
|
||||
S.showPlan = not S.showPlan
|
||||
say("plan %s", S.showPlan and "shown" or "hidden -- the game is under it")
|
||||
return true
|
||||
end
|
||||
if key == "t" then standHere() return true end
|
||||
if key == "y" then post("shot", shifted() and "hud" or nil) return true end
|
||||
if key == "l" then
|
||||
if #S.copied == 0 then
|
||||
U.log("nothing copied yet")
|
||||
else
|
||||
for i, t in ipairs(S.copied) do U.log(("%3d %s"):format(i, t)) end
|
||||
end
|
||||
say("%d prompt%s printed to the console", #S.copied,
|
||||
#S.copied == 1 and "" or "s")
|
||||
return true
|
||||
end
|
||||
if key == "f1" then S.legend = not S.legend return true end
|
||||
if key == "escape" then S.quit = true return true end
|
||||
return false
|
||||
end
|
||||
|
||||
local innerKey = love.keypressed
|
||||
function love.keypressed(key, scancode, isrepeat)
|
||||
local ok, claimed = pcall(handle, key)
|
||||
if ok and claimed then return end
|
||||
if not ok then U.log("key error: " .. tostring(claimed)) end
|
||||
if innerKey then return innerKey(key, scancode, isrepeat) end
|
||||
end
|
||||
|
||||
-- The mouse is the reason this tool is faster than counting cells: click
|
||||
-- the bookshelf, read the coordinates back off the panel, copy. Both hit
|
||||
-- tests read rectangles the draw left behind, so what is clickable is
|
||||
-- exactly what was drawn -- no second copy of the layout to drift.
|
||||
local innerMouse = love.mousepressed
|
||||
function love.mousepressed(x, y, button, istouch, presses)
|
||||
if button == 1 then
|
||||
local b = S.buttonRect
|
||||
if b and x >= b[1] and y >= b[2] and x <= b[1] + b[3]
|
||||
and y <= b[2] + b[4] then
|
||||
copyPrompt()
|
||||
return
|
||||
end
|
||||
local r = S.planRect
|
||||
if r and S.map and x >= r.x and y >= r.y and x <= r.x + r.w
|
||||
and y <= r.y + r.h then
|
||||
S.cx = math.max(0, math.min(S.map.widthCells - 1,
|
||||
math.floor((x - r.x) / r.cell)))
|
||||
S.cy = math.max(0, math.min(S.map.heightCells - 1,
|
||||
math.floor((y - r.y) / r.cell)))
|
||||
return
|
||||
end
|
||||
end
|
||||
if innerMouse then
|
||||
return innerMouse(x, y, button, istouch, presses)
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the overlay
|
||||
|
||||
local font = love.graphics.newFont(13)
|
||||
local smallFont = love.graphics.newFont(11)
|
||||
local bigFont = love.graphics.newFont(16)
|
||||
|
||||
local function drawPlan(x, y, w, h)
|
||||
local plan = S.plan
|
||||
S.planRect = nil
|
||||
if not plan then return end
|
||||
local g = love.graphics
|
||||
local cell = math.min(w / plan.w, h / plan.h)
|
||||
if cell < 1 then cell = 1 end
|
||||
local pw, ph = plan.w * cell, plan.h * cell
|
||||
local ox, oy = x + (w - pw) / 2, y + (h - ph) / 2
|
||||
S.planRect = { x = ox, y = oy, w = pw, h = ph, cell = cell }
|
||||
|
||||
g.setColor(0, 0, 0, 0.55)
|
||||
g.rectangle("fill", ox - 4, oy - 4, pw + 8, ph + 8)
|
||||
|
||||
local mode = PLAN_MODES[S.planMode or 1]
|
||||
if S.tiles and mode ~= "grid" then
|
||||
g.setColor(1, 1, 1, 1)
|
||||
g.draw(S.tiles, ox, oy, 0, pw / S.tiles:getWidth(),
|
||||
ph / S.tiles:getHeight())
|
||||
end
|
||||
if mode ~= "tiles" then
|
||||
local alpha = (mode == "grid" or not S.tiles) and 1 or 0.22
|
||||
for cy = 0, plan.h - 1 do
|
||||
for cx = 0, plan.w - 1 do
|
||||
local kind = plan[cy * plan.w + cx]
|
||||
local c = CELL_COLOUR[kind]
|
||||
if c and not (alpha < 1 and kind == "open") then
|
||||
g.setColor(c[1], c[2], c[3], alpha)
|
||||
g.rectangle("fill", ox + cx * cell, oy + cy * cell, cell, cell)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local ow = game.overworld
|
||||
if ow and ow.player then
|
||||
g.setColor(1, 1, 1, 0.8)
|
||||
g.circle("fill", ox + (ow.player.cellX + 0.5) * cell,
|
||||
oy + (ow.player.cellY + 0.5) * cell, math.max(2, cell * 0.4))
|
||||
end
|
||||
|
||||
-- The cursor, with crosshair arms out to the edges of the plan. On a
|
||||
-- route the cell is three pixels across and a box round it is invisible;
|
||||
-- the arms are what actually says WHICH one is selected.
|
||||
local cx, cy = ox + S.cx * cell, oy + S.cy * cell
|
||||
g.setColor(1, 0.85, 0.2, 0.35)
|
||||
g.setLineWidth(1)
|
||||
g.line(ox, cy + cell / 2, ox + pw, cy + cell / 2)
|
||||
g.line(cx + cell / 2, oy, cx + cell / 2, oy + ph)
|
||||
g.setColor(1, 0.85, 0.2, 1)
|
||||
g.setLineWidth(2)
|
||||
g.rectangle("line", cx - 1, cy - 1, cell + 2, cell + 2)
|
||||
g.setLineWidth(1)
|
||||
g.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
-- The tile itself, magnified. The whole judgement this tool supports is
|
||||
-- "is THAT the drawing I mean to voxelize", and at plan scale a cell is a
|
||||
-- few pixels. Drawn as a scissored blow-up of the same baked canvas rather
|
||||
-- than a second render of the map: one bake, one truth.
|
||||
local function drawInset(x, y, size)
|
||||
local g = love.graphics
|
||||
g.setColor(0, 0, 0, 0.7)
|
||||
g.rectangle("fill", x - 3, y - 3, size + 6, size + 6)
|
||||
if not (S.tiles and S.map) then return end
|
||||
local span = S.zoom -- cells across the inset
|
||||
local pxPerCell = S.tiles:getWidth() / S.map.widthCells
|
||||
local mag = size / (span * pxPerCell)
|
||||
-- the top-left canvas pixel the inset starts at, so the cursor's cell
|
||||
-- sits in the middle of it
|
||||
local sx = (S.cx + 0.5 - span / 2) * pxPerCell
|
||||
local sy = (S.cy + 0.5 - span / 2) * pxPerCell
|
||||
g.setScissor(x, y, size, size)
|
||||
g.setColor(1, 1, 1, 1)
|
||||
g.draw(S.tiles, x - sx * mag, y - sy * mag, 0, mag, mag)
|
||||
g.setScissor()
|
||||
local cell = size / span
|
||||
local mx = x + size / 2 - cell / 2
|
||||
local my = y + size / 2 - cell / 2
|
||||
g.setColor(1, 0.85, 0.2, 1)
|
||||
g.setLineWidth(2)
|
||||
g.rectangle("line", mx, my, cell, cell)
|
||||
g.setLineWidth(1)
|
||||
g.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
local LEGEND = {
|
||||
"arrows move the cursor (shift x5)",
|
||||
"click put the cursor on that tile",
|
||||
"[ ] previous / next map (shift x10)",
|
||||
"c COPY PROMPT (also enter, also the button)",
|
||||
"z zoom the inset in (shift: out)",
|
||||
"g plan: tiles / walk grid / both",
|
||||
"m hide the plan (the game is under it)",
|
||||
"t stand the player on this tile",
|
||||
"y screenshot (shift: with this panel)",
|
||||
"l list every prompt copied so far",
|
||||
"F1 this list escape quit",
|
||||
}
|
||||
|
||||
local function drawOverlay()
|
||||
local g = love.graphics
|
||||
local W, H = g.getDimensions()
|
||||
local panel = math.min(320, math.floor(W * 0.34))
|
||||
|
||||
g.setColor(0, 0, 0, 0.72)
|
||||
g.rectangle("fill", 0, 0, panel, H)
|
||||
|
||||
local y = 10
|
||||
g.setFont(bigFont)
|
||||
g.setColor(1, 1, 1, 1)
|
||||
g.print(mapId(), 10, y)
|
||||
y = y + 22
|
||||
g.setFont(font)
|
||||
g.setColor(0.72, 0.78, 0.9, 1)
|
||||
g.print(("map %d / %d"):format(S.i, #ids), 10, y)
|
||||
y = y + 20
|
||||
|
||||
-- the coordinates, big, because they are what the prompt is made of and
|
||||
-- what gets read back against the game
|
||||
g.setFont(bigFont)
|
||||
g.setColor(1, 0.85, 0.2, 1)
|
||||
g.print(("tile (%d,%d)"):format(S.cx, S.cy), 10, y)
|
||||
y = y + 24
|
||||
g.setFont(smallFont)
|
||||
g.setColor(0.8, 0.8, 0.85, 1)
|
||||
local m = S.map
|
||||
if m then
|
||||
local okTile, tile = pcall(m.cellTile, m, S.cx, S.cy)
|
||||
local kind = S.plan and S.plan[S.cy * S.plan.w + S.cx] or "?"
|
||||
-- tileset and tile id are not in the prompt, and are here anyway: they
|
||||
-- are what the skill's data files are keyed by, so this is the line
|
||||
-- that tells you two different-looking cells are the same drawing
|
||||
g.print(("tileset %s tile %s %s")
|
||||
:format(tostring(m.def and m.def.tileset),
|
||||
okTile and tostring(tile) or "?", kind), 10, y)
|
||||
y = y + 16
|
||||
g.print(("block (%d,%d)"):format(math.floor(S.cx / 2),
|
||||
math.floor(S.cy / 2)), 10, y)
|
||||
y = y + 18
|
||||
end
|
||||
|
||||
-- the inset
|
||||
local inset = math.min(panel - 20, 180)
|
||||
drawInset(10, y, inset)
|
||||
y = y + inset + 14
|
||||
|
||||
-- THE BUTTON. A real rectangle with a real hit test, not a hint that a
|
||||
-- key exists: the tool is used with one hand on the mouse walking a map,
|
||||
-- and reaching for the keyboard per tile is the whole friction.
|
||||
local bw, bh = panel - 20, 34
|
||||
S.buttonRect = { 10, y, bw, bh }
|
||||
local mx, my = love.mouse.getPosition()
|
||||
local hot = mx >= 10 and my >= y and mx <= 10 + bw and my <= y + bh
|
||||
g.setColor(hot and 0.30 or 0.18, hot and 0.62 or 0.42, hot and 0.34 or 0.22,
|
||||
1)
|
||||
g.rectangle("fill", 10, y, bw, bh, 5, 5)
|
||||
g.setColor(0.45, 0.9, 0.55, 1)
|
||||
g.rectangle("line", 10, y, bw, bh, 5, 5)
|
||||
g.setFont(font)
|
||||
g.setColor(1, 1, 1, 1)
|
||||
local label = "COPY PROMPT"
|
||||
g.print(label, 10 + (bw - font:getWidth(label)) / 2, y + 9)
|
||||
y = y + bh + 12
|
||||
|
||||
-- what it will copy, shown in full and wrapped: the prompt is the
|
||||
-- product, so it is never hidden behind the button that makes it
|
||||
g.setFont(smallFont)
|
||||
g.setColor(0.65, 0.75, 0.85, 1)
|
||||
local preview = promptFor(mapId(), S.cx, S.cy)
|
||||
local _, lines = smallFont:getWrap(preview, panel - 20)
|
||||
for _, l in ipairs(lines) do
|
||||
g.print(l, 10, y)
|
||||
y = y + 13
|
||||
end
|
||||
y = y + 8
|
||||
|
||||
g.setColor(0.55, 0.9, 0.6, 1)
|
||||
local _, outLines = smallFont:getWrap(
|
||||
("%d copied -> %s"):format(#S.copied, OUT), panel - 20)
|
||||
for _, l in ipairs(outLines) do
|
||||
g.print(l, 10, y)
|
||||
y = y + 13
|
||||
end
|
||||
y = y + 5
|
||||
|
||||
if S.msg ~= "" then
|
||||
g.setColor(1, 0.9, 0.6, 1)
|
||||
local _, msgLines = smallFont:getWrap(S.msg, panel - 20)
|
||||
for _, l in ipairs(msgLines) do
|
||||
g.print(l, 10, y)
|
||||
y = y + 13
|
||||
end
|
||||
y = y + 6
|
||||
end
|
||||
|
||||
if S.legend then
|
||||
y = y + 6
|
||||
g.setColor(0.75, 0.8, 0.9, 1)
|
||||
for _, l in ipairs(LEGEND) do
|
||||
g.print(l, 10, y)
|
||||
y = y + 14
|
||||
end
|
||||
end
|
||||
|
||||
if S.showPlan then
|
||||
local px = panel + 12
|
||||
drawPlan(px, 12, W - px - 12, H - 24)
|
||||
else
|
||||
-- and with nothing drawn there, nothing there is clickable: the mouse
|
||||
-- reads the rectangle the draw leaves behind, so clearing it is what
|
||||
-- stops a click on the game moving the cursor
|
||||
S.planRect = nil
|
||||
end
|
||||
g.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
local innerDraw = love.draw
|
||||
function love.draw()
|
||||
if innerDraw then innerDraw() end
|
||||
if S.shooting then return end
|
||||
local g = love.graphics
|
||||
g.push("all")
|
||||
g.origin()
|
||||
local ok, err = pcall(drawOverlay)
|
||||
g.pop()
|
||||
if not ok and not S.drawWarned then
|
||||
S.drawWarned = true
|
||||
U.log("overlay draw failed: " .. tostring(err))
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the session
|
||||
|
||||
U.log("tile picker -- " .. #ids .. " maps")
|
||||
for _, l in ipairs(LEGEND) do U.log(" " .. l) end
|
||||
U.log("prompts append to " .. OUT)
|
||||
|
||||
local start = os.getenv("TILE_START")
|
||||
local at = 1
|
||||
if start and start ~= "" then
|
||||
for i, id in ipairs(ids) do
|
||||
if id == start then at = i break end
|
||||
end
|
||||
end
|
||||
enterMap(at)
|
||||
|
||||
local function dispatch(job)
|
||||
if job.cmd == "map" then
|
||||
enterMap(S.i + job.arg)
|
||||
elseif job.cmd == "shot" then
|
||||
shoot(job.arg == "hud")
|
||||
end
|
||||
end
|
||||
|
||||
-- One frame of the session: the next thing a key asked for, or a frame of
|
||||
-- standing still while the game runs underneath. Map changes and captures
|
||||
-- go through the queue rather than happening inside the key handler --
|
||||
-- both of them bind canvases, and doing that from inside love.keypressed
|
||||
-- is doing it inside the engine's own frame.
|
||||
local function pump(frames)
|
||||
for _ = 1, (frames or 1) do
|
||||
local job = table.remove(queue, 1)
|
||||
if job then dispatch(job) else step(1) end
|
||||
if S.quit then return end
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- TILE_SELFTEST=1: the same session, with the keys pressed for you
|
||||
--
|
||||
-- Not a substitute for sitting in front of it -- the thing this tool is
|
||||
-- judged on is whether a bookshelf is recognisable in the inset -- but it
|
||||
-- proves the session starts, both wraps hold, every key path runs, a map
|
||||
-- change re-bakes, and a prompt reaches the clipboard and the file. Which
|
||||
-- is the whole of what can fail without a person noticing.
|
||||
if truthy(os.getenv("TILE_SELFTEST")) then
|
||||
OUT = DIR .. "/selftest_prompts.txt"
|
||||
local function press(key, frames)
|
||||
local ok, err = pcall(handle, key)
|
||||
if not ok then U.log("SELFTEST key " .. key .. " failed: " .. tostring(err)) end
|
||||
pump(frames or 20)
|
||||
end
|
||||
press("right")
|
||||
press("down")
|
||||
press("left")
|
||||
press("up")
|
||||
press("c") -- a prompt, copied
|
||||
press("z") -- the inset both ways
|
||||
press("z")
|
||||
press("g") -- each way of drawing the plan
|
||||
press("g")
|
||||
press("g")
|
||||
press("t") -- stand on it
|
||||
press("m") -- the plan away, and back -- with a shot of
|
||||
post("shot", "hud") -- the window without it, which is the only
|
||||
pump(240) -- thing that proves the panel stands alone
|
||||
press("m")
|
||||
press("]", 90) -- the next map, which re-bakes
|
||||
press("c") -- and a prompt from there
|
||||
press("[", 90) -- back
|
||||
press("y", 240) -- a screenshot of the world
|
||||
post("shot", "hud") -- and one WITH the panel, which is the only
|
||||
pump(240) -- thing that proves the overlay draws
|
||||
press("l") -- the list
|
||||
press("f1")
|
||||
-- the click paths, which the key presses above never touch
|
||||
local b = S.buttonRect
|
||||
if b then
|
||||
love.mousepressed(b[1] + 4, b[2] + 4, 1)
|
||||
pump(20)
|
||||
end
|
||||
local r = S.planRect
|
||||
if r then
|
||||
love.mousepressed(r.x + r.w * 0.5, r.y + r.h * 0.5, 1)
|
||||
pump(20)
|
||||
end
|
||||
U.log(("SELFTEST %d prompts, cursor %d,%d on %s -- %s")
|
||||
:format(#S.copied, S.cx, S.cy, mapId(), tostring(S.msg)))
|
||||
press("escape", 5)
|
||||
S.quit = true
|
||||
end
|
||||
|
||||
while not S.quit do pump(1) end
|
||||
|
||||
-- Hand the install back the way it was found.
|
||||
if S.tiles then pcall(S.tiles.release, S.tiles) end
|
||||
love.draw = innerDraw
|
||||
love.keypressed = innerKey
|
||||
love.mousepressed = innerMouse
|
||||
if wasRung then pcall(Pipelines.setLevel, "voxel", wasRung) end
|
||||
|
||||
if #S.copied > 0 then
|
||||
U.log(("-- %d prompt%s this session"):format(#S.copied,
|
||||
#S.copied == 1 and "" or "s"))
|
||||
for i, t in ipairs(S.copied) do U.log(("%3d %s"):format(i, t)) end
|
||||
end
|
||||
U.log("done -- " .. OUT)
|
||||
end
|
||||
@@ -0,0 +1,101 @@
|
||||
-- Scratch driver: Celadon Gym's little tree ($40/$41 over $50/$51,
|
||||
-- one cell) at CELADON_GYM (5,7), flanked by the hedge cylinders.
|
||||
-- Front and back, voxel rung (5) and flat rung (3). Same spots BEFORE
|
||||
-- and AFTER the pin change.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/tree_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/celtree AB_TAG=before "/c/Program Files/LOVE/lovec.exe" .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/celtree")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[celtree] DRAMATIC_SHAPE is not loaded")
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
do -- prove the RUNNING mod sees the pin we think it does
|
||||
local TS = V.require("TileShape")
|
||||
local shapes = TS.forMap({ tileset = { id = "GYM",
|
||||
imageWidth = 128,
|
||||
imageHeight = 48 } })
|
||||
for _, t in ipairs({ 64, 80 }) do
|
||||
local s = shapes[t]
|
||||
print("[celtree] running-mod GYM tile " .. t .. ": "
|
||||
.. (s and (tostring(s.class) .. "/" .. tostring(s.art)
|
||||
.. " h=" .. tostring(s.h)) or "nil"))
|
||||
end
|
||||
end
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
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
|
||||
|
||||
local SCENES = {
|
||||
-- the tree at (5,7) seen from the south = its front
|
||||
{ map = "CELADON_GYM", x = 5, y = 8, face = "up", label = "tree_front" },
|
||||
-- the same tree from the north = its back
|
||||
{ map = "CELADON_GYM", x = 5, y = 6, face = "down", label = "tree_back" },
|
||||
-- a step further back so the whole tree fits over the hedges
|
||||
{ map = "CELADON_GYM", x = 5, y = 9, face = "up", label = "tree_far" },
|
||||
-- from the open floor west of it, edge-on
|
||||
{ map = "CELADON_GYM", x = 4, y = 8, face = "up", label = "tree_west" },
|
||||
-- the second placement at (7,5), unobstructed in the east garden
|
||||
{ map = "CELADON_GYM", x = 7, y = 7, face = "up", label = "tree2_front" },
|
||||
{ map = "CELADON_GYM", x = 8, y = 5, face = "left", label = "tree2_east" },
|
||||
{ map = "CELADON_GYM", x = 7, y = 3, face = "down", label = "tree2_back" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
for _, rung in ipairs({ 5, 3 }) do
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_r%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[celtree] capture missed: " .. path) end
|
||||
end
|
||||
else
|
||||
print("[celtree] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[celtree] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -697,6 +697,63 @@ TEMPLATES = {
|
||||
roof_rows=28, roof_back=24, roof_front=0, roof_cycle=(2, 23),
|
||||
slab=3, front_eave=0, ledge=None, tileset="mansion",
|
||||
),
|
||||
# F07c: the Game Freak office's computer desk -- CELADON_MANSION_2F
|
||||
# cell (0,5) and CELADON_MANSION_3F cells (0,3), (3,3) and (0,6)
|
||||
# (4 placements, scan.lua, and the four ids of its apron and chair
|
||||
# row occur nowhere else on this atlas).
|
||||
#
|
||||
# Rows 0-15 are BILL'S DESK, byte for byte: the same tabletop seen
|
||||
# from above with the same terminal, cord and isometric computer
|
||||
# drawn into it (a whole-crop diff against the interior atlas's
|
||||
# 11/12/13/14 + 27/28/29/30 comes back empty for every one of the
|
||||
# 512 pixels). One drawing = one model, so those four parts are
|
||||
# bills_desk's verbatim -- see that entry for the readings.
|
||||
#
|
||||
# Only the FRONT differs, and it is drawn 6 rows where Bill's is 7:
|
||||
# 15 the top's own black front edge -- the row the lid
|
||||
# replaces, so it opens the fascia the way Bill's row 16
|
||||
# does and the desk stands 7 voxels rather than 8
|
||||
# 16-17 the #555 edge lip and the black seam under it: the
|
||||
# desktop's own rim, so `fascia` (it wraps every side)
|
||||
# 18-21 the base -- the left leg (the @#@ at x0-x2), the open
|
||||
# apron between, and the DRAWER PEDESTAL at x20-x31: two
|
||||
# #555 drawer fronts (rows 16-17 and 19-20) in a black
|
||||
# frame, which the measured recess pass sinks a voxel
|
||||
# each because they are non-black regions sealed behind
|
||||
# their own black outline. Row 21 is the ground line, and
|
||||
# the measured 22 is where the drawing puts the cast
|
||||
# shadow on the floor -- 22-23 are that shadow, dithered
|
||||
# floor in the walkable cell, and the model builds none
|
||||
# of it.
|
||||
# The chair is Bill's chair REDRAWN, not the same pixels (a 2px
|
||||
# white margin round the backrest panel where Bill's has 1px, and
|
||||
# it sits at x4-x15 rather than x2-x13), but the same object band
|
||||
# for band, so it takes that part table with x and rise adjusted:
|
||||
# rows 20-21 the backrest top seen from above, 22-31 its elevation,
|
||||
# rise = -7 putting it back on the floor, z 22 depth 10.
|
||||
"mansion_computer_desk": dict(
|
||||
tiles=[
|
||||
[36, 37, 52, 53],
|
||||
[64, 65, 66, 67],
|
||||
[2, 3, 85, 86],
|
||||
[18, 19, 17, 17],
|
||||
],
|
||||
roof_rows=0, roof_back=0, roof_front=0, roof_cycle=(0, 0),
|
||||
slab=0, front_eave=0, ledge=None, tileset="mansion", depth=4,
|
||||
# the desk's own plot is its two cells; the grid runs on because
|
||||
# its apron and the CHAIR share tiles 2/3
|
||||
desk=dict(fascia=(15, 17), base=(18, 21), depth=2),
|
||||
parts=[
|
||||
dict(kind="flat", x=(2, 15), rows=(3, 7)), # the notes
|
||||
dict(kind="upright", x=(4, 15), top=(8, 12), facade=(12, 13),
|
||||
z=8, depth=6), # the keyboard
|
||||
dict(kind="upright", x=(16, 19), top=(8, 8), facade=(8, 9),
|
||||
z=8, depth=2), # the cord
|
||||
dict(kind="iso", x=(19, 30), rows=(1, 13), plan=6, z=9),
|
||||
dict(kind="upright", x=(4, 15), top=(20, 21), facade=(22, 31),
|
||||
rise=-7, z=22, depth=10), # the chair
|
||||
],
|
||||
),
|
||||
# F08: the dining table of the generic town house -- 18 placements,
|
||||
# every home's cells (3,3):(4,4) -- the chief's long table (F07) at
|
||||
# two cells wide. The same read to the row: 0-23 the rounded
|
||||
|
||||
Reference in New Issue
Block a user