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update CUT tree voxelization and mansion computer desks
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+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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