mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:30:59 +02:00
c07aed2449
ShinyPalette loaded data/shiny_colors.lua by guessing cwd-relative paths when V.data was absent, which is the headless case. Run from the project root, none of the guesses hit -- so the extraction built all 151 species, recoloured none of them, and reported PASS. The packs were correct; there simply were no shiny variants in them, and nothing in the output said so. Two fixes, because either alone leaves the trap open: V.path is now consulted first, so the file is found relative to the MOD the way every other resource is. The extract test's stub sets it to whatever --mod it was given. A count of zero recoloured is now a failure. That is precisely what a missing colour table looks like from the outside, and a test that passes on it is not testing the feature. It was caught by noticing the number change between two runs that differed only in where they were started from -- which is too thin a thread to hang it on. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
346 lines
14 KiB
Lua
346 lines
14 KiB
Lua
-- The shiny recolour: Stadium's own HSL slide, run over decoded texels.
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--
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-- THE COLOUR MODEL IS STADIUM'S, not an invention. The Stadium games do not
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-- ship a second set of textures for a shiny Pokemon; they convert the
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-- colours the model already has to HSL and slide them -- a hue rotation in
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-- degrees, plus saturation and lightness on a quantized integer scale of
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-- -8..+8 where 0 is no change. One step is 12.5%, so +-8 is +-100%: exactly
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-- the range of GIMP's Hue-Saturation sliders, which is where the 12.5%
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-- figure was measured. s = -8 is full greyscale, l = +8 is white.
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--
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-- That equivalence is why the maths below is GIMP's Hue-Saturation and not
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-- a plain additive offset:
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--
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-- saturation s' = s * (1 + k) multiplicative
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-- lightness l' = l * (1 + k) k < 0 scale toward black
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-- l' = l + k * (1 - l) k > 0 blend toward white
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--
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-- The multiplicative saturation is the reason this is safe to run over a
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-- whole texture rather than a masked region: a pixel with no saturation --
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-- an eye white, a tooth, a grey shadow -- is immune to BOTH the hue
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-- rotation and the saturation step, for free and by construction. Only the
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-- lightness step touches achromatic pixels, which is why the species
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-- carrying big l values (Golbat and Slowpoke at -6, Moltres at +5) are the
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-- ones worth looking at with human eyes.
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--
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-- FIVE SPECIES CANNOT BE SLID. Clefairy, Clefable, Jigglypuff, Wigglytuff
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-- and Gyarados get a real alternate texture in Stadium, because their shiny
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-- moves one region a long way and leaves another alone -- Jigglypuff's body
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-- stays pink while its irises go green -- and a single rotation moves
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-- everything or nothing.
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--
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-- Those five carry `lut` instead: an explicit before/after colour mapping,
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-- sampled from the verified texture pairs, listing only the colours that
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-- actually move. A first attempt drove them from a handful of per-region
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-- anchors and picked the nearest one per pixel, which is wrong in a way
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-- worth recording: with regions as far apart as Clefairy's pink body and
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-- its green ear tips, a dark red shadow pixel is "nearest" to the green and
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-- gets rotated 150 degrees the wrong way. The fixture caught it at a
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-- 124/255 channel error. An exact table is a few tens of kilobytes and has
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-- no such failure mode, so these five are data rather than algorithm.
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--
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-- WHY THIS RUNS AT EXTRACTION. The textures are already decoded to RGBA in
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-- memory at that moment (StadiumFragment.decodeTexture), and -- the part
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-- that matters -- generated effect frames are still distinguishable there.
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-- StadiumFx marks them `generated = true`, and the packer drops that field,
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-- so at runtime an additive flame can only be inferred back from the prim
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-- table. Recolouring a flame is wrong: a shiny Charizard has a shiny hide
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-- and an ordinary fire. Doing the work while the marker still exists means
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-- the discrimination is exact rather than reconstructed.
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--
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-- THE MEMO IS WHAT MAKES IT AFFORDABLE. These are N64 textures: a few
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-- hundred distinct colours across tens of thousands of texels. Converting
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-- per DISTINCT COLOUR instead of per pixel turns the inner loop into a
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-- table lookup, which is the difference between a pass that is felt during
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-- the install and one that is not.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local ShinyPalette = {}
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local floor, min, max, abs = math.floor, math.min, math.max, math.abs
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local byte, char, concat = string.byte, string.char, table.concat
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-- ------- HSL
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local function rgbToHsl(r, g, b)
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r, g, b = r / 255, g / 255, b / 255
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local mx, mn = max(r, g, b), min(r, g, b)
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local l = (mx + mn) / 2
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if mx == mn then return 0, 0, l end -- achromatic: hue is undefined
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local d = mx - mn
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local s = l > 0.5 and d / (2 - mx - mn) or d / (mx + mn)
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local h
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if mx == r then
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h = (g - b) / d + (g < b and 6 or 0)
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elseif mx == g then
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h = (b - r) / d + 2
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else
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h = (r - g) / d + 4
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end
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return h * 60, s, l
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end
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local function hue2rgb(p, q, t)
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if t < 0 then t = t + 1 end
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if t > 1 then t = t - 1 end
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if t < 1 / 6 then return p + (q - p) * 6 * t end
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if t < 1 / 2 then return q end
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if t < 2 / 3 then return p + (q - p) * (2 / 3 - t) * 6 end
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return p
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end
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local function hslToRgb(h, s, l)
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if s <= 0 then
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local v = floor(l * 255 + 0.5)
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return v, v, v
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end
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h = (h % 360) / 360
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local q = l < 0.5 and l * (1 + s) or l + s - l * s
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local p = 2 * l - q
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return floor(hue2rgb(p, q, h + 1 / 3) * 255 + 0.5),
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floor(hue2rgb(p, q, h) * 255 + 0.5),
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floor(hue2rgb(p, q, h - 1 / 3) * 255 + 0.5)
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end
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-- GIMP's two curves, shared by the slide and the anchor paths so both
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-- reach the same colour from the same k.
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local function shiftSat(s, k)
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if k == 0 then return s end
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return max(0, min(1, s * (1 + k)))
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end
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local function shiftLight(l, k)
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if k == 0 then return l end
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if k < 0 then return max(0, l * (1 + k)) end
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return min(1, l + k * (1 - l))
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end
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-- ------- the two kinds of transform
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-- A whole-model slide: the 146 species Stadium recolours this way.
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local function slideFn(slide)
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local dh = slide.h or 0
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local ks = (slide.s or 0) * 0.125
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local kl = (slide.l or 0) * 0.125
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return function(r, g, b)
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local h, s, l = rgbToHsl(r, g, b)
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-- An achromatic pixel has no hue to rotate and no saturation to scale;
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-- only a lightness step can reach it. Returning early is not just
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-- speed, it is exactness: round-tripping grey through HSL and back can
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-- move it by a unit, and a tooth that drifts is a visible defect.
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if s <= 0 then
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if kl == 0 then return r, g, b end
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local v = floor(shiftLight(l, kl) * 255 + 0.5)
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return v, v, v
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end
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return hslToRgb(h + dh, shiftSat(s, ks), shiftLight(l, kl))
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end
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end
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-- An exact colour mapping: the five species Stadium gives a real second
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-- texture. A colour absent from the table is one the alternate texture left
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-- alone, so passing it straight through is the correct answer, not a
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-- fallback -- that is how Wigglytuff keeps its white belly and its black
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-- inner ears while its body moves to lilac.
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local function lutFn(lut)
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return function(r, g, b)
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local hit = lut[r * 65536 + g * 256 + b]
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if not hit then return r, g, b end
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return floor(hit / 65536) % 256, floor(hit / 256) % 256, hit % 256
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end
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end
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-- ------- the colour table
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--
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-- Loaded lazily and cached. Two paths on purpose: through the mod namespace
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-- when the mod is running, and straight off disk when it is not. The
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-- extraction byte-diff (tests/stadium_extract_test.lua) stubs V with only
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-- `require` and `mod.log`, and the recolour has to be exercisable under
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-- exactly that harness -- a colour transform that can only run inside a
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-- live LOVE process is a colour transform nobody will test.
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local colors = nil
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local function loadColors()
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if colors ~= nil then return colors or nil end
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if V and V.data then
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local ok, t = pcall(V.data, "shiny_colors")
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if ok and type(t) == "table" then colors = t; return colors end
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end
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-- Off disk, RELATIVE TO THE MOD rather than to the working directory.
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-- V.path is the mod's own directory (main.lua sets it; the headless
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-- harnesses set it to whatever --mod they were given). Guessing from the
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-- cwd instead is what made this silently find nothing when the extraction
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-- test was run from the project root rather than from the mod: every
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-- species built, none recoloured, and a PASS at the end of it.
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local tries = {}
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if V and V.path then tries[#tries + 1] = V.path .. "/data/shiny_colors.lua" end
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tries[#tries + 1] = "data/shiny_colors.lua"
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tries[#tries + 1] = "mods/DramaticShapeVoxelMod/data/shiny_colors.lua"
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for _, p in ipairs(tries) do
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local chunk = loadfile(p)
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if chunk then
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local ok, t = pcall(chunk)
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if ok and type(t) == "table" then colors = t; return colors end
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end
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end
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colors = false -- cache the miss; do not retry the disk per species
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return nil
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end
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-- Whether the colour table was found at all. The extraction asks so it can
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-- say "no colours" once and loudly, rather than reporting 151 successful
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-- builds with no shiny variant among them.
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function ShinyPalette.haveColors()
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return loadColors() ~= nil
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end
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-- The spec for one dex number, or nil if we have nothing for it.
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function ShinyPalette.forDex(dex)
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local all = loadColors()
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return all and all[dex] or nil
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end
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-- Build the pixel transform for one species' spec, or nil when there is
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-- nothing to do.
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function ShinyPalette.transform(spec)
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if type(spec) ~= "table" then return nil end
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if spec.lut then
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if next(spec.lut) == nil then return nil end
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return lutFn(spec.lut)
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end
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local s = spec.slide
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if not s then return nil end
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if (s.h or 0) == 0 and (s.l or 0) == 0 and (s.s or 0) == 0 then return nil end
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return slideFn(s)
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end
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-- ------- the pass over one texture
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--
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-- Memoised per distinct colour (see the header). The key packs RGB into one
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-- integer because a table with 24-bit integer keys is a flat array probe,
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-- where a "r,g,b" string key would allocate on every pixel -- and allocation
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-- inside a multi-million-iteration loop is the whole cost.
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--
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-- Alpha is copied through untouched, never premultiplied and never
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-- recomputed: the transform is defined on colour alone, and a shiny
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-- Gastly's soft edge must stay exactly as soft as it was.
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function ShinyPalette.recolorTexels(rgba, fn)
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local n = #rgba
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if n == 0 or not fn then return rgba end
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local memo = {}
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local out, blocks = {}, {}
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local bi = 0
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for i = 1, n, 4 do
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local r, g, b, a = byte(rgba, i, i + 3)
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local key = r * 65536 + g * 256 + b
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local hit = memo[key]
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if not hit then
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local nr, ng, nb = fn(r, g, b)
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hit = { nr, ng, nb }
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memo[key] = hit
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end
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bi = bi + 1
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blocks[bi] = char(hit[1], hit[2], hit[3], a)
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-- flushed in blocks so the concat never walks a table with millions of
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-- one-texel strings in it
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if bi >= 4096 then
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out[#out + 1] = concat(blocks)
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blocks, bi = {}, 0
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end
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end
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if bi > 0 then out[#out + 1] = concat(blocks, "", 1, bi) end
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return concat(out)
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end
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-- ------- a tint, for the flat sprites
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--
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-- The 3D models get real recoloured texels. The 2D battle pics cannot: the
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-- engine bakes a species palette into a cached image keyed by path and
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-- palette name, and that cache has no idea which INDIVIDUAL is being drawn.
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-- What is available per-draw is the draw colour, which multiplies.
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--
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-- So the pic is tinted, and the tint is derived from the species' OWN shiny
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-- slide rather than being a generic gold: run a spread of reference colours
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-- through the real transform, take the mean ratio out to in, and that is
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-- the multiply that best stands in for it. A shiny Golbat leans green, a
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-- shiny Charizard goes dusky, and neither is a costume.
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--
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-- ITS ONE LIMIT, stated plainly: a multiply can only darken. Where a species'
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-- shiny is LIGHTER than its normal, the honest ratio is above 1 and gets
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-- clamped, so those come out under-shifted -- present, but quieter than the
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-- model. The floor keeps the darkest cases readable rather than muddy.
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local TINT_FLOOR = 0.45
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local tintCache = {}
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-- Mid-tone references across the wheel. Deliberately not greys: the slide
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-- is multiplicative in saturation, so a grey reference would report no
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-- change for every species and hand back a tint of 1,1,1.
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local REFS = {
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{ 200, 90, 70 }, { 200, 150, 70 }, { 190, 190, 80 }, { 90, 180, 90 },
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{ 80, 170, 170 }, { 80, 120, 200 }, { 140, 90, 190 }, { 190, 90, 150 },
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}
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function ShinyPalette.tintFor(dex)
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local hit = tintCache[dex]
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if hit ~= nil then return hit or nil end
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local fn = ShinyPalette.transform(ShinyPalette.forDex(dex))
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if not fn then tintCache[dex] = false; return nil end
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local sr, sg, sb, n = 0, 0, 0, 0
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for _, c in ipairs(REFS) do
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local r, g, b = fn(c[1], c[2], c[3])
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sr = sr + r / c[1]
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sg = sg + g / c[2]
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sb = sb + b / c[3]
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n = n + 1
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end
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local t = {
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max(TINT_FLOOR, min(1, sr / n)),
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max(TINT_FLOOR, min(1, sg / n)),
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max(TINT_FLOOR, min(1, sb / n)),
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}
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-- a tint that came out as no tint at all is worse than none: it costs a
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-- colour-hook wrap per draw and changes nothing
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if t[1] > 0.995 and t[2] > 0.995 and t[3] > 0.995 then
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tintCache[dex] = false
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return nil
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end
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tintCache[dex] = t
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return t
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end
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-- ------- the pass over one species' whole texture array
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-- Recolour `textures` in place, skipping the ones that must not move.
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--
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-- Two exclusions, both load-bearing:
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--
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-- generated / index == -1 StadiumFx's flipbook frames -- flames, beams,
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-- sparks. A shiny Pokemon has a shiny hide and
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-- an ordinary fire; tinting the attack effects
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-- would read as a bug. This marker exists ONLY
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-- here, which is why the recolour lives at
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-- extraction (see the header).
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-- w or h of zero a degenerate slot with nothing to transform.
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--
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-- Returns the number of textures actually touched, so the caller can tell a
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-- species that recoloured from one that silently did not.
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function ShinyPalette.recolorTextures(textures, spec)
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local fn = ShinyPalette.transform(spec)
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if not fn then return 0 end
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local touched = 0
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for i = 1, #textures do
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local t = textures[i]
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local skip = t.generated == true or t.index == -1
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or not t.w or not t.h or t.w == 0 or t.h == 0
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if not skip and t.rgba and #t.rgba > 0 then
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t.rgba = ShinyPalette.recolorTexels(t.rgba, fn)
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touched = touched + 1
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end
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end
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return touched
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end
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return ShinyPalette
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