Files
DramaticShapeVoxelMod/lib/Stadium.lua
T
2026-08-04 12:30:10 -04:00

611 lines
25 KiB
Lua

-- STADIUM battles: the two Pokemon as real 3D models.
--
-- The 3D-BTL row's two STADIUM rungs. OFF is the engine's own white battle
-- field; the 2D-3D rungs stand the GB's own pics up as quads
-- (BattleBillboard); STADIUM replaces those quads with the Pokemon Stadium
-- battle models -- skinned, animated, and playing the animation the move
-- being used actually calls for. A or B decides whether that happens on the
-- map or on two discs, and is the same choice on either pair of rungs.
--
-- The models come out of the Stadium ROM through model_extract, and are
-- packed into assets/stadium/NNN.dsm by tools/stadium_pack.py. Nothing here
-- knows about the ROM; the pack is the interface.
--
-- ------- what this file is, and is not
--
-- It is the MODE: which species is out on each side, which animation the
-- fight is asking each of them for, whether the model or the flat pic is
-- standing in this frame, and the two draw calls. The arithmetic is
-- StadiumRig's, the file format is StadiumPack's, and one side's own state
-- is StadiumMon's.
--
-- It is not a rewrite of the staged battle. The arena is picked the same
-- way, the camera is solved the same way, the HUDs and the text box and the
-- move animations and the depth of field are all exactly what 2D-3D draws
-- -- because all of those are hung off the arena's CELLS, not off the
-- pics. Swapping what stands on a cell changes nothing about where the cell
-- projects to. That is why this is an option on the mode rather than a
-- second mode.
--
-- ------- declining, per Pokemon
--
-- Every gate here is per SIDE and per FRAME, not per battle:
--
-- no pack for that species, or its meshes would not build -> that side
-- falls back to its flat pic, and the other side keeps its model
--
-- the side is showing a TRAINER (the foe's class before the send-out,
-- the player's own back before "Go!") -> that is not a Pokemon and there
-- is no model for it; the pic stands, exactly as in 2D-3D
--
-- a SUBSTITUTE is up -> the engine replaces the pic with the mini doll,
-- which is the thing the player is being told is there. A model of the
-- Pokemon behind the doll would be a lie about the battle state.
--
-- So `covers` is asked per side per frame, and OverworldBattle renders a
-- billboard texture for exactly the sides it answers false for.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel3D = V.require("Voxel3D")
local StadiumPack = V.require("StadiumPack")
local StadiumMon = V.require("StadiumMon")
local Stadium = {}
-- The stored values of the two 3D-BTL rungs that select this mode. Strings
-- rather than further booleans so an older save's `true` still means the
-- 2D-3D it was written for (see OverworldBattle.setting).
--
-- A the models on the MAP -- real ground, the map's own light and sky
-- B the models on two DISCS against the sky, with no map at all
--
-- Everything below is shared: which species is out, which animation the
-- fight is asking for, the skinning, the draw. The difference is entirely
-- in what the camera is pointed at, which is BattleScene's business and
-- StadiumStage's.
Stadium.VALUE = "stadium"
Stadium.VALUE_B = "stadiumB"
-- ------- the live pair
local session = nil -- nil when no staged fight is running
local function game()
return require("src.core.Game")
end
-- Whether the row is on this rung. Deliberately NOT gated on whether the
-- packs are installed: a mod folder without assets/stadium still cycles the
-- row, and each Pokemon declines on its own when its pack does not load --
-- which is one message on the console rather than a row that silently
-- refuses to move.
function Stadium.selected()
return Stadium.mode() ~= nil
end
-- "A", "B", or nil when the row is on neither stadium rung.
function Stadium.mode()
local OverworldBattle = V.require("OverworldBattle")
local value = OverworldBattle.setting:get()
if value == Stadium.VALUE then return "A" end
if value == Stadium.VALUE_B then return "B" end
return nil
end
-- Whether the fight is staged on the DISCS rather than on the map.
--
-- Not this file's question any more: the flat 2D-3D B rung stands the game's
-- own pics on the same two discs with no model anywhere in the frame, so the
-- stage and the actors are chosen separately (see OverworldBattle's ladder).
-- Kept as a forwarder because "are we on discs" is a fair thing to ask the
-- module named after the mode, and because the shot drivers ask it here.
function Stadium.discs()
return V.require("OverworldBattle").discs()
end
function Stadium.enabled()
if not Stadium.selected() then return false end
return Voxel3D.available()
end
-- A staged fight has begun on `arena`. Called from OverworldBattle.begin,
-- which is the one place that knows a fight is being staged at all.
function Stadium.begin(arena)
Stadium.finish()
if not Stadium.enabled() then return false end
session = {
arena = arena,
groundY = 0,
player = StadiumMon.new("player"),
enemy = StadiumMon.new("enemy"),
-- what each side has been TRANSFORMED into, if anything (see install)
transform = {},
-- sides that are going to collapse, but whose HP bar has not finished
-- emptying yet (see faintReady)
faintPending = {},
-- who was standing in each slot last frame, so a replacement is noticed
-- even when it is the same species (see update)
at = {},
}
return true
end
function Stadium.finish()
if not session then return end
session.player:release()
session.enemy:release()
session = nil
end
function Stadium.active()
return session ~= nil
end
-- ------- which species each side is showing
-- The National Dex number for a battler, which is the number the Stadium
-- packs are keyed by. The engine's species are string keys ("PIKACHU") and
-- carry their dex number on the definition, so this is one lookup rather
-- than a table of its own.
local function dexOf(species)
if not species then return nil end
local data = game() and game().data
local def = data and data.pokemon and data.pokemon[species]
return def and def.dex or nil
end
-- Whether this side is showing a TRAINER rather than a Pokemon.
local function showingTrainer(battle, side)
if side == "enemy" then
return (battle.showEnemyTrainer and battle.trainerPic) and true or false
end
return (battle.showPlayerBack and battle.playerBackPic) and true or false
end
-- Whether this side has anything on the field at all this frame.
--
-- Mirrors BattleState's own guards, the same way OverworldBattle.sideVisible
-- mirrors them for the flat cards: there is no seam that reports "the foe is
-- off screen right now", and a model left standing through a send-out or a
-- damage blink would be the one thing in the frame that ignored the battle.
-- ------- and the collapse gets to finish
--
-- A fainted Pokemon leaves the field when its pic does, which is the end of
-- the engine's slide -- SlideDownFaintedMonPic, seven rows two frames apart,
-- FOURTEEN frames of a 60 Hz clock. Under a quarter of a second.
--
-- The Stadium faint animations are nothing like that short. The briefest in
-- the set is 49 frames of a 30 Hz clock -- a second and two thirds -- the
-- median is 110 and the longest 230, which is nearly eight seconds. Held to
-- the pic's window every one of them was cut off inside its first fifth: the
-- Pokemon began to fall and vanished mid-fall, which is worse than not
-- animating at all, because the eye has been told something is happening and
-- then had it taken away.
--
-- So a model that is COLLAPSING stays until it has finished collapsing, and
-- the two timings stop being tied to each other. That is the whole of the
-- divergence: the slide is how long a flat pic takes to slide off the bottom
-- of a 160x144 frame, and it has nothing to say about how long it takes a
-- Gyarados to fall over.
--
-- Bounded at both ends rather than open-ended. It ends when the animation
-- does (StadiumMon.finished), not when the battle moves on -- so nothing is
-- left lying on the field for the rest of the fight -- and the side is reset
-- outright the moment a different battler stands in that slot (see update),
-- which is what stops the next Pokemon out of the ball arriving face down.
local function onField(battle, side, mon)
local battler = side == "player" and battle.player or battle.enemy
if not (battler and battler.sprite) then return false end
if side == "enemy" then
if battle.enemyHidden or battle.enemySendingOut then return false end
else
if battle.safari or battle.demo or battle.sendingOut then return false end
end
local ok, hidden = pcall(battle.fxHidden, battle, battler)
if ok and hidden then return false end
-- ------- FLY and DIG: the Pokemon that is not there
--
-- `fxHidden` above is the damage BLINK and nothing else. The other way a
-- Pokemon leaves the screen -- the important one -- is the engine's
-- per-battler pic program, `picFx`, and that is where the two-turn moves
-- live: FLY runs SE_SLIDE_MON_OFF and DIG SE_SLIDE_MON_DOWN on the charge
-- turn, each a 19-24 frame slide that ENDS by setting `hidden`, and the
-- release turn puts the pic back through SE_SLIDE_MON_UP /
-- SE_SHOW_MON_PIC. Every other vanishing act is the same field: the user
-- of Explosion, a Pokemon that has been Teleported away.
--
-- Without this the model simply stood on its tile while the game said it
-- was underground -- and said it in the strongest way it has, by making
-- every attack aimed at it miss. That is the one thing in the frame
-- contradicting the battle it is part of.
--
-- Read as the engine's own answer rather than as a list of moves: this
-- mode's whole method is to let the battle decide and follow it, and a
-- table of move ids here would be a second place for the same facts to
-- live and would go stale against a mod that adds a third one.
--
-- The engine's slide is 19-24 frames, so the model plays the opening of
-- its own FLY or DIG animation while the pic slides and is gone when the
-- pic is. It is NOT held to the end of that animation the way a collapse
-- is (see below), and the difference is not an oversight: the Stadium
-- animations are authored as the WHOLE move -- Charizard's DIG is 3.83
-- seconds of burrow, emerge and hit -- because Stadium plays it in one
-- turn. Gen 1 splits it across two, so cutting at the engine's own hide
-- shows the burrowing and holds the strike back for the turn it lands on,
-- which is the right half of the animation for the turn being played.
local pf = battle.picFx and battle.picFx[battler]
if pf and pf.hidden then return false end
if battler.fainted then
local okF, sliding = pcall(battle.fxFaintActive, battle, battler)
if okF and sliding then return true end
-- the pic has finished sliding away; the model has not finished falling
return (mon and mon.state == "faint" and not mon:finished()) and true
or false
end
return true
end
Stadium._onField = onField
-- Whether the 3D model is standing in for this side's pic this frame. The
-- one question OverworldBattle asks, and the answer that decides whether a
-- billboard texture gets rendered for that side at all.
function Stadium.covers(battle, side)
if not (session and battle) then return false end
local mon = session[side]
if not (mon and mon.rig) then return false end
if showingTrainer(battle, side) then return false end
local battler = side == "player" and battle.player or battle.enemy
-- the substitute doll is what the player is being shown is out there
if battler and battler.substituteHP then return false end
return true
end
-- ------- the collapse waits for the bar
--
-- `onFaint` runs the instant HP reaches zero, which is NOT when a Pokemon
-- falls over. The engine queues the collapse -- the slide, the cry, the
-- "fainted!" line -- to run after the move animation and the HP-bar drain
-- (BattleState.onFaint's own comment), and the drain takes real frames: a
-- 150 HP mon's bar walks down over some four seconds.
--
-- So asking for the faint animation at `onFaint` played it against a bar
-- that was still emptying: the Pokemon lay down, and then its health went on
-- draining above the corpse. What the player reads as the moment of death is
-- the bar hitting zero, and that is what this waits for.
--
-- `shownHP` is the engine's own bar position (BattleState.stepHPDrain walks
-- it toward mon.hp a point at a time), so this is not a guess at the timing
-- -- it is the same number the bar is drawn from.
local function faintReady(battler)
if not battler then return false end
-- nothing is animating the bar for this battler: there is nothing to wait
-- for, and waiting forever would mean never collapsing at all
if battler.shownHP == nil then return true end
return battler.shownHP <= 0
end
-- Whether a pending collapse is still owed. A switch, a revive or a battler
-- that was replaced under us drops it rather than firing late at whoever is
-- standing there now.
local function faintStillDue(battler)
return (battler and battler.faintQueued
and battler.mon and (battler.mon.hp or 0) <= 0) and true or false
end
-- named for the suite: these timing rules are the whole of what decides when
-- a Pokemon falls and when it goes, and they are testable without a graphics
-- context where the mode itself is not
Stadium._faintReady = faintReady
Stadium._faintStillDue = faintStillDue
-- ------- per frame
--
-- Runs from OverworldBattle.update, before the pics are rendered and before
-- the scene is drawn: what this decides is exactly which sides need a pic.
function Stadium.update(dt, battle, groundY)
if not session then return end
session.groundY = groundY or session.groundY or 0
if not battle then return end
local arena = session.arena
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
local battler = side == "player" and battle.player or battle.enemy
local dex = nil
if battler and not showingTrainer(battle, side) then
dex = session.transform[side] or dexOf(battler.mon and battler.mon.species)
end
-- A DIFFERENT POKEMON IS IN THIS SLOT. Normally that shows up as a
-- change of species and setSpecies rebuilds everything -- but a trainer
-- who leads with two Rattata sends the second one out onto the first
-- one's dex number, so nothing downstream would notice. What it would
-- inherit is the state, and the state after a faint is `faint`, which
-- refuses every request there is (see StadiumMon.request -- a faint is
-- meant to be final). The new Pokemon would arrive lying on the ground.
--
-- The battler TABLE is the identity here rather than the species or the
-- mon: it is the slot's occupant, and the engine replaces it on a switch,
-- a send-out and a new battle alike.
if session.at[side] ~= battler then
session.at[side] = battler
if mon and mon.rig and mon.state == "faint" then mon:play("idle") end
end
-- the collapse this side is owed, once its bar has finished emptying
if session.faintPending and session.faintPending[side] then
if not faintStillDue(battler) then
session.faintPending[side] = nil
elseif faintReady(battler) then
session.faintPending[side] = nil
if mon and mon.rig then mon:request("faint") end
end
end
mon:setSpecies(dex)
mon.visible = (mon.rig ~= nil) and onField(battle, side, mon)
and not (battler and battler.substituteHP)
-- cleared up front, so a side that has just lost its rig cannot leave
-- last frame's matrix behind it
mon.model_matrix = nil
if mon.rig then
-- the send-out grow, borrowed whole from the engine: the pic scales
-- up out of the ball in three steps and so does the model
local okG, grow = pcall(battle.growInScale, battle, battler)
mon.scale = (okG and grow) or 1
mon:update(dt or 0)
if mon.visible and arena then
local cell = arena[side]
local other = arena[side == "player" and "enemy" or "player"]
if cell and other then
mon.model_matrix = mon:matrix(cell[1], session.groundY, cell[2],
other[1] - cell[1],
other[2] - cell[2])
mon:build()
else
mon.model_matrix = nil
end
else
mon.model_matrix = nil
end
end
end
Stadium.debug(dt)
end
-- ------- the draws
--
-- Both take the pass as they find it: this is called from inside
-- BattleScene's own beginScene/endScene window (and, in a headset, from
-- VoxelScene's), so the camera, the shadow map, the hour's tint and the hit
-- flash are all already set. StadiumRig turns the wireframe and the glass
-- mask off around its own draws and puts them back.
function Stadium.draw(pull)
if not session then return end
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
if mon.rig and mon.visible and mon.model_matrix then
mon.rig:draw(mon.model_matrix, pull)
end
end
end
-- The same models as the SUN sees them, so a Pokemon throws the shadow of
-- the pose it is actually in -- an outstretched wing puts an outstretched
-- wing on the ground.
function Stadium.cast(shadowMap)
if not session then return end
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
if mon.rig and mon.visible and mon.model_matrix then
mon.rig:caster(shadowMap, mon.model_matrix)
end
end
end
-- Which state a side's model is playing, or nil. Named for the shot drivers:
-- checking that an animation starts on the right FRAME is an ordering
-- question, and a screenshot cannot answer one.
function Stadium.animOf(side)
if not session then return nil end
local mon = session[side]
return mon and mon.state or nil
end
-- Whether this side's model is actually being drawn this frame. Named for
-- the shot drivers alongside animOf: "how long does it stay" is a span, and
-- a screenshot taken at one moment has no span in it.
function Stadium.showing(side)
if not session then return false end
local mon = session[side]
return (mon and mon.visible) and true or false
end
-- How wide the Pokemon on `side` stands, in world pixels, or nil when there
-- is not one. What STADIUM B sizes that side's platform to (StadiumStage).
function Stadium.footprint(side)
if not session then return nil end
local mon = session[side]
if not (mon and mon.model) then return nil end
local r = mon:worldRadius()
return (r > 0) and r or nil
end
-- Whether anything at all is standing this frame -- what the shadow
-- signature keys on alongside the pics' own token.
function Stadium.standing()
if not session then return false end
return (session.player.visible or session.enemy.visible) and true or false
end
-- ------- what the fight asks for
--
-- The animation state machine is driven from four points in the engine's
-- own battle, and each is a wrap rather than a rewrite: the inner function
-- runs exactly as it always did and this reads what went past.
local function sideOf(battle, battler)
if not (session and battler) then return nil end
if battler == battle.player then return "player" end
if battler == battle.enemy then return "enemy" end
return nil
end
local function ask(battle, battler, state, animIndex, auxIndex)
local side = sideOf(battle, battler)
if not side then return end
local mon = session[side]
if mon and mon.rig then mon:request(state, animIndex, auxIndex) end
end
function Stadium.install()
local BattleState = require("src.battle.BattleState")
if BattleState.dramaticShapeStadiumHook then return end
BattleState.dramaticShapeStadiumHook = true
-- THE ATTACK. performMove is the one place a move is actually used, and
-- the move's own `index` is the Gen 1 move id the Stadium tables are
-- keyed by -- so the species' own animation for that move comes straight
-- out of the pack, with no name mapping and no per-move code.
local innerMove = BattleState.performMove
function BattleState:performMove(user, target, moveInst, isCalled)
if session then
local side = sideOf(self, user)
local mon = side and session[side]
if mon and mon.rig then
local okDef, def = pcall(self.moveDef, self, moveInst)
local index = okDef and def and def.index or nil
if not (index and mon:attack(index)) then
-- a move the table has nothing for still swings: the generic
-- attack is what the species' own reaction slot resolves to
mon:request("attack")
end
end
end
return innerMove(self, user, target, moveInst, isCalled)
end
-- THE HIT. applyDamage is where HP actually comes off, which is the
-- moment the reaction belongs to -- ahead of the bar drain and the
-- message, both of which take frames.
local innerDamage = BattleState.applyDamage
function BattleState:applyDamage(target, dmg)
local dealt = innerDamage(self, target, dmg)
-- a substitute soaking the hit means the Pokemon behind it did not
-- flinch, and its model is not the thing on screen anyway
if session and (dealt or 0) > 0 and not (target and target.substituteHP) then
ask(self, target, "hit")
end
return dealt
end
-- THE FAINT. Held on its last frame rather than looped (see StadiumMon's
-- STATES), because a Pokemon that collapses and then stands back up
-- while the message is still on screen is worse than no animation.
--
-- RECORDED HERE, PLAYED LATER. This runs the moment HP reaches zero, which
-- is several seconds before the Pokemon is supposed to fall over -- the
-- engine queues the collapse behind the move animation and the HP-bar
-- drain. Marking the side and letting Stadium.update fire it when the bar
-- empties is what keeps the two together (see faintReady).
local innerFaint = BattleState.onFaint
function BattleState:onFaint(battler)
if session and not (battler and battler.faintQueued) then
local side = sideOf(self, battler)
if side and session.faintPending then
session.faintPending[side] = true
end
end
return innerFaint(self, battler)
end
-- THE ENTRANCE. startGrowIn is the send-out: the ball opens, the pic
-- scales up over twelve frames, and the model plays the animation the
-- battle system's own entrance slot names.
local innerGrow = BattleState.startGrowIn
function BattleState:startGrowIn(battler)
if session then ask(self, battler, "entrance") end
return innerGrow(self, battler)
end
-- TRANSFORM. The engine records a transform by swapping the battler's
-- sprite and nothing else, so this is the only seam that reports one --
-- and it reports the side, which is all that is needed to point that
-- side's model at the copied species. Cleared when a side's own species
-- changes under it (a switch, or the next battle).
local innerSpecies = BattleState.speciesSprite
function BattleState:speciesSprite(species, isPlayerSide)
if session then
session.transform[isPlayerSide and "player" or "enemy"] = dexOf(species)
end
return innerSpecies(self, species, isPlayerSide)
end
-- and a switch or a send-out ends any transform on that side
local innerSwitch = BattleState.resolveSwitch
function BattleState:resolveSwitch(newMon)
if session then session.transform.player = nil end
return innerSwitch(self, newMon)
end
end
-- ------- when a draw goes wrong
--
-- The draw and the shadow cast are both called through a pcall, because a
-- throw inside the scene pass would hand the whole voxel mode to Pipelines'
-- guard and retire it for the session. Swallowed silently, though, a broken
-- model is indistinguishable from an invisible one -- so the first failure
-- of a battle says so, once, and the rest of the fight carries on without
-- it.
local reported = false
function Stadium.report(err)
if reported then return end
reported = true
V.mod.log:warn("stadium: a model failed to draw: %s -- this battle runs "
.. "without it", tostring(err))
end
-- DS_STADIUM_DEBUG=1 prints what each side resolved to once a second, which
-- is how "nothing is on screen" gets told apart from "nothing was asked
-- for". Read through pcall: the loader's sandbox does not hand a mod `os`,
-- and a diagnostic must never be why the mod fails to load.
local DEBUG = select(2, pcall(function() return os.getenv("DS_STADIUM_DEBUG") end))
if DEBUG == nil or DEBUG == false then DEBUG = nil end
local debugAt = 0
function Stadium.debug(dt)
if not (DEBUG and session) then return end
debugAt = debugAt + (dt or 0)
if debugAt < 1 then return end
debugAt = 0
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
local m = mon.model_matrix
V.mod.log:info("stadium %s: dex=%s rig=%s visible=%s anim=%s t=%.2f "
.. "height=%.1f at=%s",
side, tostring(mon.species), tostring(mon.rig ~= nil),
tostring(mon.visible), tostring(mon.anim), mon.time or 0,
mon.model and mon:worldHeight() or 0,
m and ("%.0f,%.0f,%.0f"):format(m[4], m[8], m[12]) or "-")
end
end
function Stadium.invalidate()
if session then
session.player:release()
session.enemy:release()
end
StadiumPack.invalidate()
-- the discs are a mesh and a texture like anything else, and a graphics
-- context that went away took them with it
pcall(function() V.require("StadiumStage").invalidate() end)
end
return Stadium