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update CUT tree voxelization and mansion computer desks
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@@ -697,6 +697,63 @@ TEMPLATES = {
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roof_rows=28, roof_back=24, roof_front=0, roof_cycle=(2, 23),
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slab=3, front_eave=0, ledge=None, tileset="mansion",
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),
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# F07c: the Game Freak office's computer desk -- CELADON_MANSION_2F
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# cell (0,5) and CELADON_MANSION_3F cells (0,3), (3,3) and (0,6)
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# (4 placements, scan.lua, and the four ids of its apron and chair
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# row occur nowhere else on this atlas).
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#
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# Rows 0-15 are BILL'S DESK, byte for byte: the same tabletop seen
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# from above with the same terminal, cord and isometric computer
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# drawn into it (a whole-crop diff against the interior atlas's
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# 11/12/13/14 + 27/28/29/30 comes back empty for every one of the
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# 512 pixels). One drawing = one model, so those four parts are
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# bills_desk's verbatim -- see that entry for the readings.
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#
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# Only the FRONT differs, and it is drawn 6 rows where Bill's is 7:
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# 15 the top's own black front edge -- the row the lid
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# replaces, so it opens the fascia the way Bill's row 16
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# does and the desk stands 7 voxels rather than 8
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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, so `fascia` (it wraps every side)
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# 18-21 the base -- the left leg (the @#@ at x0-x2), the open
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# apron between, and the DRAWER PEDESTAL at x20-x31: two
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# #555 drawer fronts (rows 16-17 and 19-20) in a black
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# frame, which the measured recess pass sinks a voxel
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# each because they are non-black regions sealed behind
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# their own black outline. Row 21 is the ground line, and
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# the measured 22 is where the drawing puts the cast
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# shadow on the floor -- 22-23 are that shadow, dithered
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# floor in the walkable cell, and the model builds none
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# of it.
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# The chair is Bill's chair REDRAWN, not the same pixels (a 2px
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# white margin round the backrest panel where Bill's has 1px, and
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# it sits at x4-x15 rather than x2-x13), but the same object band
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# for band, so it takes that part table with x and rise adjusted:
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# rows 20-21 the backrest top seen from above, 22-31 its elevation,
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# rise = -7 putting it back on the floor, z 22 depth 10.
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"mansion_computer_desk": dict(
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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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roof_rows=0, roof_back=0, roof_front=0, roof_cycle=(0, 0),
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slab=0, front_eave=0, ledge=None, tileset="mansion", 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=dict(fascia=(15, 17), base=(18, 21), depth=2),
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parts=[
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dict(kind="flat", x=(2, 15), rows=(3, 7)), # the notes
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dict(kind="upright", x=(4, 15), top=(8, 12), facade=(12, 13),
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z=8, depth=6), # the keyboard
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dict(kind="upright", x=(16, 19), top=(8, 8), facade=(8, 9),
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z=8, depth=2), # the cord
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dict(kind="iso", x=(19, 30), rows=(1, 13), plan=6, z=9),
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dict(kind="upright", x=(4, 15), top=(20, 21), facade=(22, 31),
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rise=-7, z=22, depth=10), # the chair
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],
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),
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# F08: the dining table of the generic town house -- 18 placements,
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# every home's cells (3,3):(4,4) -- the chief's long table (F07) at
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# two cells wide. The same read to the row: 0-23 the rounded
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