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6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| a7cbfc8b70 | |||
| 12a1ab0266 | |||
| 2af88d07cf | |||
| 47369c24fe | |||
| 0a48f764f6 | |||
| 2a924ea8a3 |
@@ -131,6 +131,91 @@
|
||||
strips the way a facade's does) and no voxels: the recess removes as
|
||||
many faces as it exposes.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **The Pokemon Center's steps climb.** The Cable Club stairs, cut into
|
||||
the back wall of all eleven Centers, were built as a stairwell sunk
|
||||
into the floor -- they lead UP to the Center's second floor. The
|
||||
head-on stair reading was right and stays: a drawn ROW is a step and
|
||||
drawn row is depth row, 1:1 into the opening, the drawing's own band
|
||||
table landing exactly on four steps and its black edge columns walling
|
||||
the opening. Only the sign of the rise was wrong, and two things follow
|
||||
from it. The risers turn around -- a flight descending away from you
|
||||
closes its steps from below and shows you their backs, one climbing
|
||||
away shows you their fronts -- and the black edge columns become the
|
||||
walls of the opening the flight climbs into, running from each tread up
|
||||
to the top of the wall band rather than down from the floor to it. The
|
||||
top step lands level with that band, in the dark rows the artist drew
|
||||
there, so the flight fills the opening it leaves by. The descending
|
||||
class (`stair_down_n`) is unchanged and still available; the Centers
|
||||
now pin `stair_n`.
|
||||
|
||||
- **Nothing is hung on the TOP of an interior wall.** A wall band is 16px
|
||||
of art folded upright over a run two drawn rows deep, so it folds
|
||||
entirely onto its south face and has no drawn row left to lay flat on
|
||||
top -- and the top then repeated the face. The town house's town-map
|
||||
poster (cell (3,0)) and its window ((5,0)), and the Pokemon Center's
|
||||
pokeball poster ((3,0) and (4,0)), each came out lying across the top
|
||||
of the wall as well as hanging on it: a picture you look DOWN on.
|
||||
|
||||
What is really up there is the wall's own capping course, which is
|
||||
exactly the plain panel the decorated column's neighbours draw --
|
||||
`wall_top` in `data/voxel_heights.lua` names it per tileset (HOUSE caps
|
||||
with the blank course, POKECENTER with the striped panel cell (9,0)
|
||||
draws). Per tileset rather than per tile because one room caps with one
|
||||
course, and because "plain" is a fact about the drawing that no
|
||||
measurement of the geometry can recover. Only the top face is
|
||||
redirected; the poster still faces the room.
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||||
|
||||
Five rooms take it. `HOUSE`, `POKECENTER`, `REDS_HOUSE_1` and
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||||
`REDS_HOUSE_2` name one course for every wall in the atlas -- each of
|
||||
those dresses one kind of room, and a list keyed by the decorated tiles
|
||||
would need extending every time a map hung something new on the same
|
||||
wall. `LOBBY` names the tiles instead (`{ [40] = 93, [56] = 93 }`): the
|
||||
Rocket lift's car doors cap with the cabin frame, and the department
|
||||
store, the Game Corner, Silph's floors and the roof -- all on that one
|
||||
atlas -- keep exactly the tops they had. The doors are also the reason
|
||||
the cap is applied in the mesher's DETECTED-run branch as well as its
|
||||
pinned one; Structures finds them rather than a pin naming them.
|
||||
|
||||
- **Lance's room is furnished with the badge gyms' bird statue.** It is
|
||||
the gyms' statue tile for tile on the DOJO atlas -- one cell of figure
|
||||
($02/$38/$12/$13) over one cell of plinth ($22/$23/$32/$33) -- and left
|
||||
derived the pair merged into one 32px volume wearing the statue folded
|
||||
onto its face. The extruded picture, the same failure the gyms' statues
|
||||
and the Plateau's avenue had, and it takes the same answer: the plinth a
|
||||
solid 16px block, the bird a per-pixel cutout 5 voxels deep riding its
|
||||
top face. Every placement of those eight tiles in the game is a statue
|
||||
-- 18 in LANCES_ROOM and 2 in FIGHTING_DOJO -- and Oak's Lab, the third
|
||||
map on the atlas, places none of them.
|
||||
|
||||
- **A wall cut into a terrace inherits terrace, never the statue standing
|
||||
on it.** `bookcase_backfill = "above"` hands a collapsed rank's vacated
|
||||
rows the cell above the run, so the League's gate walls have more
|
||||
hillside behind them rather than a trench. Indigo Plateau's avenue
|
||||
statues stand directly on the pilasters that collapse that way, so what
|
||||
every one of them inherited was the BIRD: the figure's shape and art
|
||||
copied onto two more rows down the shaft, and each statue came out two
|
||||
deep behind itself. Only bodies backfill now -- flat, top and upright.
|
||||
A per-pixel standee above (a statue, a sign, a bush) is an object
|
||||
standing ON the terrace rather than terrace, so the row has nothing to
|
||||
inherit and takes the default synthesized ground.
|
||||
|
||||
- **...and a statue on a collapsed pilaster stands ON it.** The duplicate
|
||||
above was masking a second fault. A standee finds its support by reading
|
||||
the cell below its own drawing, and the bookcase collapse MOVES the box
|
||||
it finds: the whole four-row pilaster walks onto its southmost cell,
|
||||
which on the Plateau is a full cell south of where the test looked. So
|
||||
the bird was lifted to the right HEIGHT and left standing over open
|
||||
ground with its pillar behind it -- invisible while the vacated rows
|
||||
were being filled with copies of the bird itself, obvious the moment
|
||||
they were not. Every row of a collapsed rank now records the row its box
|
||||
actually stands on (`S.bookcaseBox`), and a standee supported by one is
|
||||
placed there instead of at its drawn position. Supports that do not move
|
||||
-- the gyms' plinths, furniture, `building` claims -- are unaffected.
|
||||
The plinth keeps its elevation and the statue extends exactly one cell
|
||||
above it.
|
||||
|
||||
## 1.8.0
|
||||
|
||||
### Added
|
||||
|
||||
+94
-18
@@ -50,6 +50,9 @@
|
||||
-- stair_down_e / _down_w a sunken stairwell: the cell opens into a
|
||||
-- hole with steps descending toward the named
|
||||
-- side -- stairs that lead DOWN a floor
|
||||
-- stair_n / stair_down_n the same two flights running into the map
|
||||
-- rather than across it, for a staircase drawn
|
||||
-- HEAD-ON: a drawn row is a step, not a column
|
||||
-- relief a prop drawn from above (a console on the
|
||||
-- floor): the drawing stays flat and the
|
||||
-- pixels inside its black outline extrude a
|
||||
@@ -129,6 +132,24 @@
|
||||
-- measured rather than drawn, by flooding the panel tile's own stripe out
|
||||
-- from behind them; see CLUB below.
|
||||
--
|
||||
-- And `wall_top` (not a class either): what a `wall` cell's TOP face
|
||||
-- wears, whatever the cell itself draws. An interior wall band is 16px of
|
||||
-- art folded upright, and a fully folded run has no drawn row left over to
|
||||
-- lay flat on top -- so the top repeated the FACE, and the town-map poster
|
||||
-- and the window of a house came out lying across the top of the wall as
|
||||
-- well as hanging on it. What is really up there is the wall's own
|
||||
-- capping course, which is exactly the plain panel the decorated column's
|
||||
-- neighbours draw. The face is untouched -- the poster still faces the
|
||||
-- room. Two forms:
|
||||
--
|
||||
-- wall_top = <id> every wall in the tileset caps with this,
|
||||
-- for an atlas that dresses one kind of room
|
||||
-- (the houses, the Centers, Red's floors)
|
||||
-- wall_top = { [tile] = id } only the named tiles are redirected, for
|
||||
-- an atlas that dresses several (LOBBY is
|
||||
-- the department store, the Game Corner,
|
||||
-- Silph, the roof AND the Rocket lift)
|
||||
--
|
||||
-- Whole BUILDINGS are not tile pins -- one drawing packs a roof seen from
|
||||
-- above, a facade seen face-on and sloped ends as diagonal silhouettes,
|
||||
-- and no single class covers that. They live in the `buildings` list at
|
||||
@@ -758,12 +779,38 @@ return {
|
||||
signpost = { 33, 34, 49, 50 },
|
||||
},
|
||||
|
||||
-- Oak's Lab (the tileset also serves the Fighting Dojo and Lance's
|
||||
-- room, which use none of these tiles). The free-standing shelf
|
||||
-- ranks: book rows and base pinned; the shared trim tiles above
|
||||
-- (41/42, also the lab tables' corners) are adopted as caps by the
|
||||
-- bookcase builder rather than pinned.
|
||||
-- Oak's Lab, the Fighting Dojo and Lance's room (one tileset). The
|
||||
-- lab's free-standing shelf ranks: book rows and base pinned; the
|
||||
-- shared trim tiles above (41/42, also the lab tables' corners) are
|
||||
-- adopted as caps by the bookcase builder rather than pinned. The
|
||||
-- other two rooms are furnished with one thing between them -- the
|
||||
-- BIRD STATUE, and it is the badge gyms' statue exactly.
|
||||
DOJO = {
|
||||
-- THE STATUES. The same drawing as GYM's, tile for tile on this
|
||||
-- atlas: one cell of figure ($02/$38/$12/$13) over one cell of
|
||||
-- plinth ($22/$23/$32/$33), so it takes the same treatment -- the
|
||||
-- plinth a SOLID 16px block, the figure a per-pixel cutout 5 voxels
|
||||
-- deep (the thin `prop` pool) riding the plinth's top face through
|
||||
-- the authored-box support rule and collapsing to the plinth's
|
||||
-- single cell of footprint.
|
||||
--
|
||||
-- Left derived the pair merged into ONE 32px volume wearing the
|
||||
-- statue art folded onto its face -- the extruded picture, the same
|
||||
-- failure the gyms' statues and the Plateau's avenue had.
|
||||
--
|
||||
-- Every placement of these eight tiles in the game is a statue:
|
||||
-- blocks 49/50/114/115 pack figure over plinth in one 2x2-cell
|
||||
-- block, and they are placed 18 times in LANCES_ROOM (the pairs
|
||||
-- lining his aisle, and the two flanking his dais at cells (6,12)
|
||||
-- and (7,12) over (6,13)/(7,13)) and twice in FIGHTING_DOJO. Oak's
|
||||
-- Lab, the third map on this atlas, places none of them -- and the
|
||||
-- four figure-only and plinth-only blocks are never placed at all.
|
||||
wall = { 34, 35, 50, 51 },
|
||||
prop = { 2, 18, 19, 56 },
|
||||
-- and each stands on the room's main floor ($11) rather than on
|
||||
-- whatever its neighbours vote -- the gyms' rule, for the gyms'
|
||||
-- reason: a statue against a wall would otherwise take the wall.
|
||||
prop_ground = { [2] = 17, [18] = 17, [19] = 17, [56] = 17 },
|
||||
bookcase = { 13, 14, 29, 30 },
|
||||
-- the lab tables (the starter-ball display and the north tables):
|
||||
-- 41/42 are also the shelf trim the bookcase builder adopts as
|
||||
@@ -787,6 +834,11 @@ return {
|
||||
REDS_HOUSE_2 = {
|
||||
-- the wall band with its windows stays one 16px face
|
||||
wall = { 0, 36, 37, 52, 53 },
|
||||
-- and caps with the blank course. The windows of Red's 2F sit at
|
||||
-- cells (5,0) and (7,0); without this the panes came out lying
|
||||
-- across the top of the wall as well as glazing its face, where
|
||||
-- (6,0) between them draws the plain panel that belongs up there
|
||||
wall_top = 0,
|
||||
-- the bed: a mattress drawn from above, half a block high
|
||||
bed = { 45, 46, 47, 61, 62, 63 },
|
||||
-- stools: a seat-high box, seat art on top, legs on the front
|
||||
@@ -825,6 +877,9 @@ return {
|
||||
-- table rides these heights, not the 8/12px class defaults
|
||||
heights = { stool = 5, table = 6 },
|
||||
wall = { 0, 36, 37, 52, 53 },
|
||||
-- the same blank course caps 1F, whose windows are cells (3,0),
|
||||
-- (5,0) and (7,0) -- (6,0) between the last two is the panel
|
||||
wall_top = 0,
|
||||
stool = { 2, 3, 18, 19 },
|
||||
-- the dining table (38-44/58-60); its top row also caps the
|
||||
-- bookcases below
|
||||
@@ -860,6 +915,12 @@ return {
|
||||
-- the wall band stays one 16px face: blank courses, the window,
|
||||
-- the framed picture, and the schoolhouse blackboard (72-75/88-91)
|
||||
wall = { 0, 36, 45, 46, 52, 61, 62, 72, 73, 75, 88, 89, 90, 91 },
|
||||
-- and it caps with the blank course. Cells (3,0) and (5,0) of the
|
||||
-- town house are the town-map poster (45/46 over 61/62) and the
|
||||
-- window (36 over 52); without this the top of the wall wore the
|
||||
-- poster and the glass, laid flat, instead of the plain panel their
|
||||
-- own left-hand neighbour draws
|
||||
wall_top = 0,
|
||||
-- stools: a seat-high box that also seats Daisy
|
||||
stool = { 2, 3, 18, 19 },
|
||||
-- the dining table (top edge 38/41 also caps the bookcases);
|
||||
@@ -905,21 +966,28 @@ return {
|
||||
-- two flanks -- see `prop` below.
|
||||
wall = { 2, 3, 4, 5, 6, 16, 18, 19, 20, 21, 22, 40, 41,
|
||||
76, 77 },
|
||||
-- and it caps with the striped panel, the tile cell (9,0) draws.
|
||||
-- The pokeball poster spans cells (3,0) and (4,0) (2/3 over 18/19),
|
||||
-- and without this the top of the wall wore the poster lying flat as
|
||||
-- well as hanging it on the face
|
||||
wall_top = 40,
|
||||
-- THE CABLE CLUB STEPS, cut into the back wall at cells (10,0) and
|
||||
-- (12,0) of every Center -- a flight going DOWN, away from the room,
|
||||
-- and the reason `stair_down_n` exists at all: the profile's other
|
||||
-- stairs run east or west and are drawn from the SIDE, where a drawn
|
||||
-- column is a step; these are drawn HEAD-ON, where a drawn row is,
|
||||
-- and no rotation of the east/west reading produces that.
|
||||
-- (12,0) of every Center -- a flight going UP, away from the room, to
|
||||
-- the Center's second floor, and the reason the head-on stair classes
|
||||
-- exist at all: the profile's other stairs run east or west and are
|
||||
-- drawn from the SIDE, where a drawn column is a step; these are drawn
|
||||
-- HEAD-ON, where a drawn row is, and no rotation of the east/west
|
||||
-- reading produces that.
|
||||
--
|
||||
-- The drawing is its own band table, and it lands exactly on an even
|
||||
-- four-step division of the cell: 4 white rows (the near tread), a
|
||||
-- black nosing, 3 grey, a nosing, 3 checker, then 4 black rows -- the
|
||||
-- dark the flight leaves into, which is also what the far end wall
|
||||
-- wears. Its first and last COLUMNS are the well's black side walls.
|
||||
-- Drawn row = depth row throughout; the rise is the only number the
|
||||
-- head-on view cannot state, and it takes the class height over the
|
||||
-- four steps like every other flight here.
|
||||
-- four-step division of the cell: 4 white rows (the near tread, the
|
||||
-- one at floor level), a black nosing, 3 grey, a nosing, 3 checker,
|
||||
-- then 4 black rows -- the dark the flight climbs into, which is the
|
||||
-- top step, level with the wall band it is cut through. Its first and
|
||||
-- last COLUMNS are the opening's black side walls. Drawn row = depth
|
||||
-- row throughout; the rise is the only number the head-on view cannot
|
||||
-- state, and it takes the class height over the four steps like every
|
||||
-- other flight here.
|
||||
--
|
||||
-- Pinned as one cell (the class resolves off the top-left tile) but
|
||||
-- all four ids carry it, and the scan says they cannot reach anything
|
||||
@@ -927,7 +995,7 @@ return {
|
||||
-- Centers, and the Celadon Hotel on the same id places none of them.
|
||||
-- 94 is also the map's warp tile; pins are look-only, so the warp is
|
||||
-- untouched and the steps stay walk-through.
|
||||
stair_down_n = { 92, 93, 94, 95 },
|
||||
stair_n = { 92, 93, 94, 95 },
|
||||
-- the counters, half a cell high: top band (8) and the one cell of
|
||||
-- it that carries the push bell (10, lifted off as a figure below --
|
||||
-- the pin stays as the degradation path), front face (24/25, the
|
||||
@@ -1589,6 +1657,14 @@ return {
|
||||
wall = { 1, 2, 3, 6, 18, 19, 22, 33, 46, 47,
|
||||
62, 63, 68, 70, 71, 72, 73, 75, 76, 77, 78, 79, 84,
|
||||
88, 89, 91, 92, 93 },
|
||||
-- The Rocket lift's CAR DOORS (40 over 56, cells (2,1) and (3,1) of
|
||||
-- ROCKET_HIDEOUT_ELEVATOR) cap with the cabin frame's lower course
|
||||
-- -- the tile cell (2,0) draws beneath its own top band, and what
|
||||
-- every other column of that wall already caps with. Keyed by tile
|
||||
-- rather than blanket, unlike the houses: this one atlas dresses the
|
||||
-- department store, the Game Corner, Silph's floors and the roof
|
||||
-- too, and none of those wall tops is a lift frame.
|
||||
wall_top = { [40] = 93, [56] = 93 },
|
||||
-- 3F's television sets ($0E/$0F/$1E/$1F): the one drawing in this
|
||||
-- tileset that is a deliberate object with a body -- a black-framed
|
||||
-- cabinet, a bezel and a lit screen, drawn face-on -- and the same
|
||||
|
||||
+19
-1
@@ -301,6 +301,19 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
return tile
|
||||
end
|
||||
|
||||
-- The capping course an interior wall wears on its TOP face (see
|
||||
-- TileShape.wallTop). A wall band folds entirely onto its own face, so
|
||||
-- the top had nothing left to lay flat and repeated the face -- a house's
|
||||
-- town-map poster and window, a Center's pokeball poster and the Rocket
|
||||
-- lift's doors came out lying across the top of the wall as well as
|
||||
-- standing in it. Only the top is redirected: the face still draws what
|
||||
-- the map draws.
|
||||
local wallTop = TileShape.wallTop(tileset.id)
|
||||
local function capOf(s, tile)
|
||||
if not (wallTop and s.class == "wall") then return nil end
|
||||
return wallTop(tile)
|
||||
end
|
||||
|
||||
-- one atlas-rect UV, optionally cropped to art rows [vTop, vBot] of 8
|
||||
local function uvRect(tile, vTop, vBot)
|
||||
local ax = (tile % perRow) * 8
|
||||
@@ -586,6 +599,11 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
{ { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } }, 0.95)
|
||||
elseif run then
|
||||
local topTile = map:tileAt(tx, ChunkMesher.flatTopRow(run, ty))
|
||||
-- a DETECTED wall volume caps the same way a pinned one does:
|
||||
-- the Rocket lift's cabin doors are found rather than pinned,
|
||||
-- and their drawing lay across the top of the wall they are set
|
||||
-- into (see wallTop)
|
||||
topTile = capOf(s, tile) or topTile
|
||||
topQuad(x0, z0, h, topTile, VOLUME_TOP_SHADE)
|
||||
else
|
||||
local topTile = tile
|
||||
@@ -649,7 +667,7 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
row = (above and above.authored and above.art == "upright")
|
||||
and (north - 1) or north
|
||||
end
|
||||
topTile = S.tileAt[keyOf(tx, row)]
|
||||
topTile = capOf(s, tile) or S.tileAt[keyOf(tx, row)]
|
||||
end
|
||||
-- water's surface, and only water's: the recessed sheet itself,
|
||||
-- never the ground's shoreline bands around it. A cell an object
|
||||
|
||||
+95
-27
@@ -227,7 +227,11 @@ function Structures.forMap(map)
|
||||
S = { shapeAt = shapeAt, tileAt = tileAt, outdoor = Map.isOutdoor(def),
|
||||
hideBareRing = hullRingOnly or nil,
|
||||
runs = {}, skip = {}, ground = {}, doorFold = {}, objectQuads = {},
|
||||
grassQuads = {}, flowerQuads = {}, roundStamps = {}, figures = {} }
|
||||
grassQuads = {}, flowerQuads = {}, roundStamps = {}, figures = {},
|
||||
-- tile key -> the row a collapsed bookcase rank's box actually
|
||||
-- stands on, so a standee supported by one lands on it rather than
|
||||
-- where the drawing put it (see buildBookcases)
|
||||
bookcaseBox = {} }
|
||||
Buildings.build(S, map, pixels(tileset), perRow)
|
||||
|
||||
-- Fold doors into their buildings. A door cell is WALKABLE (the player
|
||||
@@ -1882,6 +1886,12 @@ local function bookcaseRank(S, map, perRow, run, i, j, k, pane, srcU, srcV,
|
||||
end
|
||||
end
|
||||
|
||||
-- The arts a `bookcase_backfill = "above"` row may inherit: terrain and
|
||||
-- solid bodies only (see the note at the backfill itself). Everything
|
||||
-- absent here -- billboard, post, cylinder, grass, flower -- is a per-pixel
|
||||
-- object STANDING on terrain rather than terrain.
|
||||
local BACKFILL_ART = { flat = true, top = true, upright = true }
|
||||
|
||||
function Structures.buildBookcases(S, map, x0, x1, y0, y1, data, perRow)
|
||||
perRow = perRow or map.tileset.tilesPerRow or 16
|
||||
-- What to do with the rows a rank VACATES (see TileShape.bookcaseBackfill).
|
||||
@@ -1928,11 +1938,32 @@ function Structures.buildBookcases(S, map, x0, x1, y0, y1, data, perRow)
|
||||
-- shelf standing in a room. `bookcase_backfill = "above"` hands it
|
||||
-- the cell above the run instead, shape and art, so a wall cut into
|
||||
-- a terrace has more terrace behind it rather than a trench.
|
||||
--
|
||||
-- Only BODY above backfills: a vacated row wants more of the
|
||||
-- terrace the wall is cut into, and the terrace is whatever lies
|
||||
-- flat, tops out or stands as a solid face. A per-pixel STANDEE
|
||||
-- above -- a statue, a sign, a bush -- is an object standing ON
|
||||
-- that terrace, and copying it northward builds a second and a
|
||||
-- third of it: Indigo Plateau's avenue statues sit directly on
|
||||
-- the pilasters that collapse here, so every bird came out
|
||||
-- duplicated twice down the shaft behind itself. A standee
|
||||
-- above means the row has no terrace to inherit, so it takes the
|
||||
-- default and is painted with synthesized ground.
|
||||
local covered = math.min(2, front - top + 1)
|
||||
local srcK = keyOf(tx, top - 1)
|
||||
local src = backfill == "above" and S.shapeAt[srcK] or nil
|
||||
if src and not BACKFILL_ART[src.art] then src = nil end
|
||||
-- Where the box ACTUALLY ends up, remembered for every row of the
|
||||
-- rank: the collapse walks the whole drawn run onto its southmost
|
||||
-- cell, so anything that has to stand ON the box has to be told
|
||||
-- where the box went. A statue keys off the cell below its own
|
||||
-- drawing, which is the run's NORTH end -- two rows away from the
|
||||
-- box on a two-cell pilaster, which is exactly the distance the
|
||||
-- Plateau's birds floated by.
|
||||
local boxTop = front - covered + 1
|
||||
for cy = top, front do
|
||||
local tk = keyOf(tx, cy)
|
||||
S.bookcaseBox[tk] = boxTop
|
||||
if src and cy <= front - covered then
|
||||
S.shapeAt[tk] = src
|
||||
S.tileAt[tk] = S.tileAt[srcK]
|
||||
@@ -1992,6 +2023,10 @@ end
|
||||
-- walls) wear the matching slice of that drawing -- the railing's
|
||||
-- diagonal lands along the stepped silhouette -- while treads sample the
|
||||
-- art band drawn at their own height.
|
||||
--
|
||||
-- stair_n / stair_down_n are the same pair of flights running INTO the
|
||||
-- map rather than across it, for a staircase drawn head-on; that changes
|
||||
-- the art reading enough to need its own branch below.
|
||||
local STAIR_STEPS = 4
|
||||
|
||||
local STAIR_SHADE = { south = 1.0, north = 0.68, tread = 1.0,
|
||||
@@ -2004,8 +2039,8 @@ local function stairCell(S, map, data, cx, cy, s)
|
||||
local atlasW = map.tileset.imageWidth or 128
|
||||
local atlasH = map.tileset.imageHeight or 48
|
||||
local quads = S.objectQuads
|
||||
local north = s.class == "stair_down_n"
|
||||
local down = north or s.class == "stair_down_e"
|
||||
local north = s.class == "stair_n" or s.class == "stair_down_n"
|
||||
local down = s.class == "stair_down_n" or s.class == "stair_down_e"
|
||||
or s.class == "stair_down_w"
|
||||
local east = s.class == "stair_e" or s.class == "stair_down_e"
|
||||
local mx, mz = cx * 16, cy * 16
|
||||
@@ -2077,6 +2112,17 @@ local function stairCell(S, map, data, cx, cy, s)
|
||||
-- COLUMNS are its black side walls, and its top band is the darkness the
|
||||
-- flight leaves by, which is what the far end wants to wear.
|
||||
--
|
||||
-- A flight CLIMBING away (`stair_n`) is the same reading with the sign of
|
||||
-- the rise flipped -- bands still run south to north, drawn row is still
|
||||
-- depth row, the nosing still serves twice. Two things follow from the
|
||||
-- sign. The risers turn around: a flight descending away from you closes
|
||||
-- its steps from below and shows you their backs, one climbing away shows
|
||||
-- you their FRONTS, so they face south. And the drawing's black side
|
||||
-- columns stop being a well's walls and become the walls of the opening
|
||||
-- the flight climbs into: they run from each tread UP to the top of the
|
||||
-- wall band rather than down from the floor. At the last step the flight
|
||||
-- has reached that top and there is no opening left to wall.
|
||||
--
|
||||
-- Every quad here is split at the cell's own 8px seam, in x and in rows
|
||||
-- both: `uv` resolves ONE tile per corner, and these four tiles are not
|
||||
-- neighbours in the atlas, so a quad that spans a seam interpolates
|
||||
@@ -2087,7 +2133,8 @@ local function stairCell(S, map, data, cx, cy, s)
|
||||
for i = 0, STAIR_STEPS - 1 do
|
||||
local a0 = 16 - (i + 1) * runD -- band i, in art rows
|
||||
local a1 = a0 + runD
|
||||
local yTop = -(i + 1) * rise
|
||||
local yTop = (down and -1 or 1) * (i + 1) * rise
|
||||
local ry = (down and -1 or 1) * i * rise -- the step behind it
|
||||
local z0b, z1b = mz + a0, mz + a1
|
||||
|
||||
for _, H in ipairs(HALVES) do
|
||||
@@ -2097,44 +2144,56 @@ local function stairCell(S, map, data, cx, cy, s)
|
||||
-- lies on its front lip exactly where the artist drew it
|
||||
face({ wx0, yTop, z0b }, { wx1, yTop, z0b },
|
||||
{ wx1, yTop, z1b }, { wx0, yTop, z1b },
|
||||
ax0, a1, ax1, a0, STAIR_SHADE.wellTread)
|
||||
ax0, a1, ax1, a0,
|
||||
down and STAIR_SHADE.wellTread or STAIR_SHADE.tread)
|
||||
|
||||
-- the riser under that lip. It faces NORTH -- a flight descending
|
||||
-- away from you turns its risers away with it, and they close the
|
||||
-- steps from below rather than being looked at. One art row tall,
|
||||
-- so it needs none of `banded`'s row splitting; written straight
|
||||
-- keeps the geometry flush at the seam while the art stays inside
|
||||
-- its tile
|
||||
local ry = -i * rise
|
||||
face({ wx1, yTop, z1b }, { wx0, yTop, z1b },
|
||||
{ wx0, ry, z1b }, { wx1, ry, z1b },
|
||||
ax1, a1 - 1, ax0, a1, STAIR_SHADE.riser)
|
||||
-- the riser at that lip, one art row tall -- so it needs none of
|
||||
-- `banded`'s row splitting, and written straight keeps the geometry
|
||||
-- flush at the seam while the art stays inside its tile. Facing
|
||||
-- north when the flight descends (the steps are closed from below,
|
||||
-- not looked at) and south when it climbs
|
||||
if down then
|
||||
face({ wx1, yTop, z1b }, { wx0, yTop, z1b },
|
||||
{ wx0, ry, z1b }, { wx1, ry, z1b },
|
||||
ax1, a1 - 1, ax0, a1, STAIR_SHADE.riser)
|
||||
else
|
||||
face({ wx0, ry, z1b }, { wx1, ry, z1b },
|
||||
{ wx1, yTop, z1b }, { wx0, yTop, z1b },
|
||||
ax0, a1 - 1, ax1, a1, STAIR_SHADE.riser)
|
||||
end
|
||||
|
||||
-- the deep end, closing the opening this flight is cut into: from
|
||||
-- the floor of the well up to the top of the wall band beside it,
|
||||
-- in the drawing's own black top rows
|
||||
if i == STAIR_STEPS - 1 then
|
||||
-- in the drawing's own black top rows. A climbing flight has no
|
||||
-- such end -- its top tread stands at the wall's own height and
|
||||
-- fills the opening
|
||||
if down and i == STAIR_STEPS - 1 then
|
||||
face({ wx1, -h, mz }, { wx0, -h, mz },
|
||||
{ wx0, h, mz }, { wx1, h, mz },
|
||||
ax1, 3.9, ax0, 0.1, STAIR_SHADE.wellEnd)
|
||||
end
|
||||
end
|
||||
|
||||
-- the well's side walls above this tread, wearing the drawing's own
|
||||
-- black edge columns -- the excavation is walled in its own texels
|
||||
-- the opening's side walls beside this tread, wearing the drawing's
|
||||
-- own black edge columns -- excavation or recess, it is walled in its
|
||||
-- own texels. Descending they run from the tread up to the floor,
|
||||
-- climbing from the tread up to the top of the wall band
|
||||
local wallTop = down and 0 or h
|
||||
local function sideWall(px, sx0, sx1, inward)
|
||||
local c
|
||||
if inward then -- west wall, faces E
|
||||
c = { { px, yTop, z1b }, { px, yTop, z0b },
|
||||
{ px, 0, z0b }, { px, 0, z1b } }
|
||||
{ px, wallTop, z0b }, { px, wallTop, z1b } }
|
||||
else -- east wall, faces W
|
||||
c = { { px, yTop, z0b }, { px, yTop, z1b },
|
||||
{ px, 0, z1b }, { px, 0, z0b } }
|
||||
{ px, wallTop, z1b }, { px, wallTop, z0b } }
|
||||
end
|
||||
face(c[1], c[2], c[3], c[4], sx0, a1, sx1, a0, STAIR_SHADE.wellN)
|
||||
end
|
||||
sideWall(mx, 0.1, 1.3, true)
|
||||
sideWall(mx + 16, 14.7, 15.9, false)
|
||||
if wallTop > yTop then
|
||||
sideWall(mx, 0.1, 1.3, true)
|
||||
sideWall(mx + 16, 14.7, 15.9, false)
|
||||
end
|
||||
end
|
||||
return
|
||||
end
|
||||
@@ -2812,9 +2871,10 @@ function Structures.buildObject(S, map, region, cluster,
|
||||
-- Town is where it showed: pinning the cliff's slope chain gave the
|
||||
-- posts along the cliff edge an authored 16px box to their south, and
|
||||
-- they were hoisted to stand on the clifftop instead of the path.
|
||||
local baseY, support = 0, nil
|
||||
local baseY, support, supportRow = 0, nil, nil
|
||||
if force and force ~= "opaque" then
|
||||
local bs = S.shapeAt[keyOf(cluster.minX, cluster.maxY + 1)]
|
||||
local belowK = keyOf(cluster.minX, cluster.maxY + 1)
|
||||
local bs = S.shapeAt[belowK]
|
||||
local blocked = not map:isWalkableCell(math.floor(cluster.minX / 2),
|
||||
math.floor(cluster.maxY / 2))
|
||||
-- `bookcase` supports as well as `upright`. A prop drawn above an
|
||||
@@ -2831,6 +2891,13 @@ function Structures.buildObject(S, map, region, cluster,
|
||||
and (bs.art == "upright" or bs.art == "bookcase"
|
||||
or bs.class == "building") then
|
||||
baseY, support = bs.h, bs
|
||||
-- A bookcase support has MOVED: the collapse walks the whole drawn
|
||||
-- run onto its southmost cell, and the cell tested above is the run's
|
||||
-- north end. On the Plateau's two-cell pilasters that is a full cell
|
||||
-- away, and the bird stood at the right HEIGHT over open ground with
|
||||
-- its pillar behind it -- floating. Stand it on the box's own north
|
||||
-- row instead of one row south of its drawing.
|
||||
supportRow = S.bookcaseBox[belowK]
|
||||
end
|
||||
end
|
||||
local atlasW = map.tileset.imageWidth or 128
|
||||
@@ -2882,8 +2949,9 @@ function Structures.buildObject(S, map, region, cluster,
|
||||
end
|
||||
end
|
||||
for _, c in ipairs(comps) do
|
||||
c.z0 = cluster.minY * 8 + math.floor(c.lowY / 8) * 8
|
||||
+ (support and 8 or 0) + (8 - depth) / 2
|
||||
c.z0 = supportRow and (supportRow * 8 + (8 - depth) / 2)
|
||||
or (cluster.minY * 8 + math.floor(c.lowY / 8) * 8
|
||||
+ (support and 8 or 0) + (8 - depth) / 2)
|
||||
c.z1 = c.z0 + depth
|
||||
end
|
||||
|
||||
|
||||
+52
-5
@@ -125,11 +125,13 @@ local FALLBACK_HEIGHTS = {
|
||||
stair_w = 16,
|
||||
stair_down_e = 16,
|
||||
stair_down_w = 16,
|
||||
-- a stairwell descending toward the BACK of the map, drawn head-on
|
||||
-- instead of from the side (the Centers' Cable Club steps). Its own
|
||||
-- class because the art reading is not the east/west one turned: there
|
||||
-- a drawn COLUMN is a step and a drawn row is height, here a drawn ROW
|
||||
-- is a step and drawn row = depth row, 1:1 down the well
|
||||
-- a flight running toward the BACK of the map, drawn head-on instead of
|
||||
-- from the side (the Centers' Cable Club steps). Its own class because
|
||||
-- the art reading is not the east/west one turned: there a drawn COLUMN
|
||||
-- is a step and a drawn row is height, here a drawn ROW is a step and
|
||||
-- drawn row = depth row, 1:1 into the opening. `stair_n` climbs away
|
||||
-- from the room, `stair_down_n` descends into a well
|
||||
stair_n = 16,
|
||||
stair_down_n = 16,
|
||||
}
|
||||
|
||||
@@ -221,6 +223,7 @@ local ART = {
|
||||
stair_w = "stair",
|
||||
stair_down_e = "stair",
|
||||
stair_down_w = "stair",
|
||||
stair_n = "stair",
|
||||
stair_down_n = "stair",
|
||||
}
|
||||
|
||||
@@ -761,6 +764,50 @@ function TileShape.bookcaseRelief(tilesetId)
|
||||
return not (entry and entry.bookcase_relief == false)
|
||||
end
|
||||
|
||||
--- What a `wall` cell's TOP face wears in this tileset (a tileset entry's
|
||||
--- wall_top). Returns a function tile -> cap tile id (nil for "leave it
|
||||
--- alone"), or nil when the tileset says nothing at all.
|
||||
---
|
||||
--- A wall band is 16px of art folded upright over a run two drawn rows
|
||||
--- deep, so it folds ENTIRELY onto its face and has no row left to lay
|
||||
--- flat on top -- the top then repeats the face, and a house's town-map
|
||||
--- poster and window came out lying across the top of the wall as well as
|
||||
--- hanging on it. What is up there is the wall's capping course, which is
|
||||
--- the plain panel the decorated column's own neighbours draw; naming it
|
||||
--- is the whole fix, because "plain" is a fact about the drawing that
|
||||
--- nothing in the geometry can measure.
|
||||
---
|
||||
--- Two forms, because tilesets differ in how far one answer reaches:
|
||||
---
|
||||
--- wall_top = <id> EVERY wall cell caps with this course.
|
||||
--- Right where one atlas dresses one kind of
|
||||
--- room -- the town house, the Centers, Red's
|
||||
--- two floors all cap with their own blank
|
||||
--- panel, and a list keyed by the decorated
|
||||
--- tiles would need extending every time a
|
||||
--- map hung something new on the same wall.
|
||||
--- wall_top = { [tile] = id } only these tiles are redirected. Right
|
||||
--- where one atlas dresses several rooms:
|
||||
--- LOBBY is the department store, the Game
|
||||
--- Corner, Silph's floors, the roof AND the
|
||||
--- Rocket lift, and the lift's cabin frame is
|
||||
--- not what a shop wall caps with.
|
||||
function TileShape.wallTop(tilesetId)
|
||||
local s = load()
|
||||
local entry = s and s.tilesets and s.tilesets[tilesetId]
|
||||
local spec = entry and entry.wall_top
|
||||
if type(spec) == "number" then
|
||||
return function() return spec end
|
||||
end
|
||||
if type(spec) == "table" then
|
||||
return function(tile)
|
||||
local cap = spec[tile]
|
||||
return type(cap) == "number" and cap or nil
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Drop the cache: a mod that shadows data/voxel_heights.lua or a tileset
|
||||
-- record needs the next lookup to re-resolve (hot reload, mod toggle).
|
||||
function TileShape.invalidate()
|
||||
|
||||
+8
-1
@@ -89,7 +89,14 @@ local SHADER = [[
|
||||
varying vec3 vSun; // this fragment's place in the sun's view
|
||||
varying float vFog; // how deep into the map's haze it stands
|
||||
varying float vFirefly; // zero normally, night glow on firefly cards
|
||||
uniform float fireflyNight; // shared safely by vertex and pixel stages
|
||||
// Explicitly qualified, and it has to be: an unqualified float takes each
|
||||
// STAGE's default precision, and those do not agree -- highp in the vertex
|
||||
// stage, mediump in the fragment one. LOVE 11 linked the pair anyway;
|
||||
// LOVE 12 holds both declarations to the same qualifier and refuses the
|
||||
// whole shader over it, which costs the entire 3D pass -- Voxel3D.available()
|
||||
// is a shader that compiled, and the overworld falls back to flat 2D with
|
||||
// nothing said anywhere. Same macro the varyings below already use.
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP float fireflyNight;
|
||||
#ifdef VOXEL_CULL
|
||||
// where this fragment stands in the FLAT world, for the diorama's
|
||||
// viewport to measure. Same precision reasoning as vGrid below: a
|
||||
|
||||
+1
-1
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"id": "DRAMATIC_SHAPE",
|
||||
"name": "Dramatic Shape Voxel Mod",
|
||||
"version": "1.8.1",
|
||||
"version": "1.8.2",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
|
||||
@@ -7002,6 +7002,258 @@ end)()
|
||||
T.check(ball.stars == nil, "and the stars burn out on their own")
|
||||
end)()
|
||||
|
||||
-- ------- an interior wall caps with its own plain course
|
||||
--
|
||||
-- A wall band is 16px of art over a run two drawn rows deep, so it folds
|
||||
-- ENTIRELY onto its south face and has no drawn row left to lay flat on
|
||||
-- top. The top therefore repeated the face: the town house's town-map
|
||||
-- poster and window, and the Pokemon Center's pokeball poster, came out
|
||||
-- lying across the top of the wall as well as hanging on it -- a picture
|
||||
-- you look DOWN on from the voxel camera.
|
||||
--
|
||||
-- `wall_top` names the capping course per tileset (the plain panel the
|
||||
-- decorated column's own neighbours draw), and it is a fact about the
|
||||
-- drawing that no measurement of the geometry can recover -- nothing
|
||||
-- distinguishes "poster" from "panel" but knowing which is which.
|
||||
;(function()
|
||||
local Mesher = run.loader.exports.DRAMATIC_SHAPE.lib.require("ChunkMesher")
|
||||
local Struct = run.loader.exports.DRAMATIC_SHAPE.lib.require("Structures")
|
||||
local Shape = run.loader.exports.DRAMATIC_SHAPE.lib.require("TileShape")
|
||||
|
||||
-- the blanket form: whatever a wall cell draws, it caps with the one
|
||||
-- course the atlas's rooms are panelled in
|
||||
T.eq(Shape.wallTop("HOUSE")(45), 0,
|
||||
"the town house caps its walls with the blank course")
|
||||
T.eq(Shape.wallTop("POKECENTER")(2), 40,
|
||||
"and a Center with its striped panel -- the tile cell (9,0) draws")
|
||||
T.eq(Shape.wallTop("REDS_HOUSE_2")(36), 0,
|
||||
"Red's bedroom with its own blank panel, over the window")
|
||||
T.eq(Shape.wallTop("REDS_HOUSE_1")(36), 0, "and so does the floor below")
|
||||
-- the keyed form, for an atlas that dresses more than one kind of room
|
||||
T.eq(Shape.wallTop("LOBBY")(40), 93,
|
||||
"the Rocket lift's car door caps with the cabin frame")
|
||||
T.eq(Shape.wallTop("LOBBY")(1), nil,
|
||||
"but the department store's own panel is left exactly as it was -- "
|
||||
.. "one atlas, several rooms, and only the lift is a lift")
|
||||
T.eq(Shape.wallTop("DS_NO_SUCH_TILESET"), nil,
|
||||
"a tileset that says nothing keeps the top it always had")
|
||||
|
||||
local FLOOR = 1
|
||||
local function topTiles(tilesetId, rows)
|
||||
local map = {
|
||||
id = "DS_TEST_WALLTOP_" .. tilesetId,
|
||||
tileset = { id = tilesetId, image = "gfx/tilesets/ds_test.png",
|
||||
tilesPerRow = 16, imageWidth = 128, imageHeight = 48,
|
||||
blocks = {}, grassTile = -1 },
|
||||
def = { width = 4, height = 2, tileset = tilesetId },
|
||||
walkable = { [FLOOR] = true },
|
||||
waterTiles = {},
|
||||
doorTiles = {},
|
||||
tileAt = function(_, tx, ty)
|
||||
local r = rows[ty + 1]
|
||||
return (r and r[tx + 1]) or FLOOR
|
||||
end,
|
||||
cellTile = function(self, cx, cy) return self:tileAt(cx * 2, cy * 2 + 1) end,
|
||||
isWaterCell = function() return false end,
|
||||
isWalkableCell = function(self, cx, cy)
|
||||
return self:cellTile(cx, cy) == FLOOR
|
||||
end,
|
||||
inBounds = function(_, cx, cy)
|
||||
return cx >= 0 and cy >= 0 and cx < 4 and cy < 2
|
||||
end,
|
||||
}
|
||||
Struct.invalidate(map.id)
|
||||
local verts = Mesher.geometry(map, true, nil)
|
||||
-- the flat quads standing at wall height, keyed by the column they cap
|
||||
local out = {}
|
||||
for i = 1, #verts, 4 do
|
||||
local a, b, c, d = verts[i], verts[i + 1], verts[i + 2], verts[i + 3]
|
||||
if a[2] == b[2] and b[2] == c[2] and c[2] == d[2] and a[2] == 16 then
|
||||
local ax = math.floor(math.min(a[4], b[4], c[4], d[4]) * 128 + 0.5)
|
||||
local ay = math.floor(math.min(a[5], b[5], c[5], d[5]) * 48 + 0.5)
|
||||
local tx = math.floor(math.min(a[1], b[1], c[1], d[1]) / 8)
|
||||
local ty = math.floor(math.min(a[3], b[3], c[3], d[3]) / 8)
|
||||
-- keyed by the TILE ROW too: a wall band is two drawn rows deep
|
||||
-- and they can wear different art
|
||||
out[ty * 100 + tx] = out[ty * 100 + tx]
|
||||
or (math.floor(ay / 8) * 16 + math.floor(ax / 8))
|
||||
end
|
||||
end
|
||||
return out, verts
|
||||
end
|
||||
|
||||
-- BLUES_HOUSE's back wall: blank panel, the town-map poster (45/46 over
|
||||
-- 61/62) at cell (3,0)'s block, the window (36 over 52) at (5,0)'s
|
||||
local houseTops, houseVerts = topTiles("HOUSE", {
|
||||
{ 0, 0, 45, 46, 36, 36, 0, 0 },
|
||||
{ 0, 0, 61, 62, 52, 52, 0, 0 },
|
||||
})
|
||||
for ty = 0, 1 do
|
||||
for tx = 0, 7 do
|
||||
T.eq(houseTops[ty * 100 + tx], 0,
|
||||
("(%d,%d) of the house's back wall caps with the blank course")
|
||||
:format(tx, ty))
|
||||
end
|
||||
end
|
||||
|
||||
-- and the FACE is untouched: the poster still hangs in the room, which is
|
||||
-- the half of this the fix must not take with it
|
||||
local hung = {}
|
||||
for _, v in ipairs(houseVerts) do
|
||||
hung[math.floor(math.floor(v[5] * 48 + 0.5) / 8) * 16
|
||||
+ math.floor(math.floor(v[4] * 128 + 0.5) / 8)] = true
|
||||
end
|
||||
T.check(hung[45] and hung[46] and hung[61] and hung[62],
|
||||
"the town-map poster is still drawn on the wall it hangs on")
|
||||
T.check(hung[36] and hung[52], "and so is the window")
|
||||
|
||||
-- VIRIDIAN_POKECENTER's back wall: the striped panel with the pokeball
|
||||
-- poster (2/3 over 18/19) spanning cells (3,0) and (4,0)
|
||||
local pcTops = topTiles("POKECENTER", {
|
||||
{ 40, 40, 40, 2, 3, 40, 40, 40 },
|
||||
{ 40, 40, 40, 18, 19, 40, 40, 40 },
|
||||
})
|
||||
for ty = 0, 1 do
|
||||
for tx = 0, 7 do
|
||||
T.eq(pcTops[ty * 100 + tx], 40,
|
||||
("(%d,%d) of the Center's back wall caps with the striped panel")
|
||||
:format(tx, ty))
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the Rocket lift's car doors
|
||||
--
|
||||
-- Detected rather than pinned -- the doors are a volume Structures finds
|
||||
-- -- so the cap has to reach the RUN branch too, not only the pinned one.
|
||||
local liftTops = topTiles("LOBBY", {
|
||||
{ 92, 92, 92, 92, 92, 92, 92, 92 },
|
||||
{ 93, 93, 93, 93, 93, 93, 93, 93 },
|
||||
{ 1, 1, 40, 40, 40, 40, 1, 1 },
|
||||
{ 33, 33, 56, 56, 56, 56, 33, 33 },
|
||||
})
|
||||
-- rows 2 and 3 are the doors' own band; the doors span columns 2-5
|
||||
for ty = 2, 3 do
|
||||
for tx = 2, 5 do
|
||||
T.eq(liftTops[ty * 100 + tx], 93,
|
||||
("(%d,%d) of the lift's door caps with the cabin frame"):format(tx, ty))
|
||||
end
|
||||
end
|
||||
-- and the panelling either side of them is left alone, which is what the
|
||||
-- keyed form buys: the same atlas panels the department store
|
||||
T.eq(liftTops[2 * 100], 1, "the blank course beside the door is untouched")
|
||||
T.eq(liftTops[3 * 100], 33, "and so is its skirting")
|
||||
end)()
|
||||
|
||||
-- ------- Lance's room is furnished with the badge gyms' statue
|
||||
--
|
||||
-- The same drawing on a different atlas: one cell of bird over one cell of
|
||||
-- plinth. Left derived the pair merged into one 32px volume wearing the
|
||||
-- statue folded onto its face -- the extruded picture. The gyms' reading
|
||||
-- (solid plinth, per-pixel standee on top) is the right one here too, and
|
||||
-- these eight tiles draw nothing else anywhere in the game.
|
||||
;(function()
|
||||
local Shape = run.loader.exports.DRAMATIC_SHAPE.lib.require("TileShape")
|
||||
local shapes = Shape.forMap({
|
||||
tileset = { id = "DOJO", tilesPerRow = 16,
|
||||
imageWidth = 128, imageHeight = 48, grassTile = -1 },
|
||||
walkable = { [17] = true },
|
||||
})
|
||||
for _, t in ipairs({ 2, 18, 19, 56 }) do
|
||||
T.eq(shapes[t].class, "prop",
|
||||
("the statue's figure tile %d stands as a per-pixel cutout"):format(t))
|
||||
T.eq(shapes[t].authored, true, "and it is an authored answer, not derived")
|
||||
end
|
||||
for _, t in ipairs({ 34, 35, 50, 51 }) do
|
||||
T.eq(shapes[t].class, "wall",
|
||||
("the plinth tile %d stays a solid 16px block"):format(t))
|
||||
T.eq(shapes[t].authored, true,
|
||||
"authored, which is what the standee's support rule tests -- and "
|
||||
.. "what keeps tile 50 ($32) out of the water-fallback trap")
|
||||
end
|
||||
T.eq(shapes[13].class, "bookcase",
|
||||
"and Oak's shelf ranks on the same atlas are untouched")
|
||||
end)()
|
||||
|
||||
-- ------- a wall cut into a terrace inherits TERRACE, never a statue
|
||||
--
|
||||
-- `bookcase_backfill = "above"` hands a vacated row the cell above the run,
|
||||
-- so masonry set into a hillside has more hillside behind it rather than a
|
||||
-- trench. Indigo Plateau's avenue statues stand directly on the pilasters
|
||||
-- that collapse this way, so what every one of them inherited was the BIRD:
|
||||
-- the figure's shape and art copied onto two more rows down the shaft, and
|
||||
-- the statue came out two deep behind itself. A standee above is an object
|
||||
-- standing ON the terrace, not terrace -- so there is nothing to inherit.
|
||||
;(function()
|
||||
local Struct = run.loader.exports.DRAMATIC_SHAPE.lib.require("Structures")
|
||||
-- the real west-edge statue of INDIGO_PLATEAU, tile for tile: the bird
|
||||
-- (37/38 over 40/41) on the pilaster (cap 21/22, shaft 5/6 twice, foot
|
||||
-- 21/22), standing on the plateau's paving (35)
|
||||
local rows = {
|
||||
{ 46, 47 }, { 46, 47 },
|
||||
{ 37, 38 }, { 40, 41 },
|
||||
{ 21, 22 }, { 5, 6 },
|
||||
{ 5, 6 }, { 21, 22 },
|
||||
{ 35, 35 }, { 35, 35 },
|
||||
{ 35, 35 }, { 35, 35 },
|
||||
}
|
||||
local map = {
|
||||
id = "DS_TEST_PLATEAU_STATUE",
|
||||
tileset = { id = "PLATEAU", image = "gfx/tilesets/ds_test.png",
|
||||
tilesPerRow = 16, imageWidth = 128, imageHeight = 40,
|
||||
blocks = {}, grassTile = -1 },
|
||||
def = { width = 1, height = 3, tileset = "PLATEAU" },
|
||||
walkable = { [35] = true },
|
||||
waterTiles = {},
|
||||
doorTiles = {},
|
||||
tileAt = function(_, tx, ty)
|
||||
local r = rows[math.max(1, math.min(#rows, ty + 1))]
|
||||
return r[(tx % 2) + 1]
|
||||
end,
|
||||
cellTile = function(self, cx, cy) return self:tileAt(cx * 2, cy * 2 + 1) end,
|
||||
isWaterCell = function() return false end,
|
||||
isWalkableCell = function(self, cx, cy)
|
||||
return self:cellTile(cx, cy) == 35
|
||||
end,
|
||||
isDoorTileCell = function() return false end,
|
||||
isGrassCell = function() return false end,
|
||||
inBounds = function(_, cx, cy)
|
||||
return cx >= 0 and cy >= 0 and cx < 2 and cy < 6
|
||||
end,
|
||||
}
|
||||
Struct.invalidate(map.id)
|
||||
local S = Struct.forMap(map)
|
||||
local function keyOf(tx, ty) return (ty + 64) * 4096 + (tx + 64) end
|
||||
|
||||
-- the bird stands, once, where it is drawn
|
||||
for _, ty in ipairs({ 2, 3 }) do
|
||||
T.eq(S.shapeAt[keyOf(0, ty)].art, "billboard",
|
||||
"the statue's own rows carry the standee")
|
||||
end
|
||||
-- and the pilaster rows it vacates carry NOTHING -- not a second bird
|
||||
for _, ty in ipairs({ 4, 5, 6, 7 }) do
|
||||
local s = S.shapeAt[keyOf(0, ty)]
|
||||
T.check(s == nil or s.art ~= "billboard",
|
||||
("pilaster row %d did not inherit the statue standing on it"):format(ty))
|
||||
end
|
||||
|
||||
-- ...and the bird stands on the box rather than where it is DRAWN. The
|
||||
-- collapse walks the whole four-row pilaster onto its southmost cell, so
|
||||
-- a standee that trusted its own drawn position ended up a full cell
|
||||
-- north of the pillar holding it up -- at the right height, over open
|
||||
-- ground. Every row of the rank records where the box actually went.
|
||||
for _, ty in ipairs({ 4, 5, 6, 7 }) do
|
||||
T.eq(S.bookcaseBox[keyOf(0, ty)], 6,
|
||||
("rank row %d knows the box stands on row 6"):format(ty))
|
||||
end
|
||||
local zlo = math.huge
|
||||
for _, q in ipairs(S.objectQuads) do
|
||||
for i = 1, 4 do zlo = math.min(zlo, q[i][3]) end
|
||||
end
|
||||
T.eq(math.floor(zlo / 8), 6,
|
||||
"and the statue's own geometry starts on that row -- standing on the "
|
||||
.. "pillar, not hanging in the air two cells in front of it")
|
||||
end)()
|
||||
|
||||
Pipelines.reset()
|
||||
run.release()
|
||||
|
||||
|
||||
@@ -0,0 +1,137 @@
|
||||
-- Scratch driver: one shot of each fixture the wall-top / statue pass
|
||||
-- touched, so the change can be looked at rather than reasoned about.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/voxel_fix_shots.lua \
|
||||
-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxel_fix AB_TAG=. lovec.exe .
|
||||
--
|
||||
-- SHOT_DIR is relative to the PROJECT ROOT, which is where lovec runs from --
|
||||
-- the mod's own .claude/ is where these belong, so it has to be spelt out.
|
||||
--
|
||||
-- Every scene stands the player on the nearest WALKABLE cell to the vantage
|
||||
-- named below (teleporting into a wall puts the close cameras inside the
|
||||
-- geometry), faces the fixture, and shoots at voxel rung 3 -- the higher
|
||||
-- top-down camera, which is the one that shows what a wall wears on TOP.
|
||||
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/voxel_fix")
|
||||
.. "/" .. (os.getenv("AB_TAG") or ".")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[voxfix] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local TileShape = V.require("TileShape")
|
||||
|
||||
-- prove the game is reading THIS tree, not a stale installed copy
|
||||
local ht = TileShape.wallTop and TileShape.wallTop("HOUSE")
|
||||
print(("[voxfix] wallTop present=%s HOUSE(45)=%s")
|
||||
:format(tostring(TileShape.wallTop ~= nil),
|
||||
tostring(ht and ht(45))))
|
||||
|
||||
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
|
||||
|
||||
-- the nearest walkable cell to the vantage, searched in rings -- a
|
||||
-- vantage picked off a map dump is often the fixture itself
|
||||
local function place(x, y, face)
|
||||
local m = game.overworld.map
|
||||
for r = 0, 8 do
|
||||
for dy = -r, r do
|
||||
for dx = -r, r do
|
||||
if math.max(math.abs(dx), math.abs(dy)) == r then
|
||||
local px, py = x + dx, y + dy
|
||||
if m:inBounds(px, py) and m:isWalkableCell(px, py) then
|
||||
game.overworld.player.cellX = px
|
||||
game.overworld.player.cellY = py
|
||||
game.overworld.player.facing = face
|
||||
return px, py
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return x, y
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
{ map = "BLUES_HOUSE", x = 4, y = 3, face = "up",
|
||||
label = "house_wall_top" },
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 4, y = 3, face = "up",
|
||||
label = "pokecenter_wall_top" },
|
||||
{ map = "ROCKET_HIDEOUT_ELEVATOR", x = 2, y = 3, face = "up",
|
||||
label = "rocket_lift_wall_top" },
|
||||
{ map = "REDS_HOUSE_2F", x = 6, y = 3, face = "up",
|
||||
label = "reds_2f_wall_top" },
|
||||
{ map = "REDS_HOUSE_1F", x = 5, y = 3, face = "up",
|
||||
label = "reds_1f_wall_top" },
|
||||
{ map = "LANCES_ROOM", x = 6, y = 15, face = "up",
|
||||
label = "lances_room_statues" },
|
||||
{ map = "INDIGO_PLATEAU", x = 2, y = 5, face = "up",
|
||||
label = "indigo_plateau_statue" },
|
||||
-- the west-edge statue itself, close enough to count the birds on it
|
||||
{ map = "INDIGO_PLATEAU", x = 1, y = 4, face = "up",
|
||||
label = "indigo_plateau_statue_close", rung = 5 },
|
||||
{ map = "INDIGO_PLATEAU", x = 2, y = 4, face = "up",
|
||||
label = "indigo_plateau_statue_near" },
|
||||
}
|
||||
|
||||
local only = os.getenv("VF_ONLY")
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
if not (only and only ~= "" and not only:find(s.label, 1, true)) then
|
||||
local ok, err = pcall(function()
|
||||
U.teleport(game, s.map, s.x, s.y, s.face)
|
||||
local px, py = place(s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", s.rung or 3)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s.png"):format(ROOT, s.label)
|
||||
game.capturePath = path
|
||||
U.wait(8)
|
||||
local f = io.open(path, "rb")
|
||||
if f then
|
||||
f:close()
|
||||
shots = shots + 1
|
||||
print(("[voxfix] %s -> %s (stood %d,%d)"):format(s.map, path, px, py))
|
||||
else
|
||||
print("[voxfix] capture missed: " .. path)
|
||||
end
|
||||
end)
|
||||
if not ok then print("[voxfix] " .. s.map .. " failed: " .. tostring(err)) end
|
||||
end
|
||||
end
|
||||
print(("[voxfix] %d/%d shots into %s"):format(shots, #SCENES, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
Reference in New Issue
Block a user