mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 14:10:52 +02:00
742 lines
32 KiB
Lua
742 lines
32 KiB
Lua
-- Dramatic Shape Voxel Mod: a full 3D diorama overworld, shipped as a
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-- rendering pipeline mod.
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--
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-- The engine's render_pipelines registry (src/mods/Schemas.lua) lets a mod
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-- own part of the frame. This mod registers two:
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--
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-- voxel a drawWorld pipeline. Instead of the flat tile blit, the
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-- overworld's terrain is extruded into real geometry, walked
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-- by a depth-buffered 3D camera, with characters as leaning
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-- sprite slabs and a shadow map throwing real cast shadows
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-- across whatever they land on. Occlusion is the depth
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-- buffer, not a y-sort: walk behind a building and the
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-- building is simply in front.
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--
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-- tiltshift a worldPresent pipeline -- the stage that post-processes
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-- the finished world BEFORE the UI composites over it. A
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-- tilt-shift blur that sells the miniature-model look, on the
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-- diorama only, leaving text boxes and menus crisp.
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--
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-- Everything a display mode needs beyond the two draw functions -- the
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-- OFF/15/35/50 ladder, the options rows, the hotkeys, persistence in
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-- save.options.pipelines, the free-roam gate, the mutual exclusion with
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-- the engine's TILT mode -- is engine plumbing driven by the records
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-- below. This file declares; lib/ draws.
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--
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-- Nothing here reaches collision, movement, triggers or scripts. Voxel
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-- mode is purely presentational: it changes what the world LOOKS like and
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-- nothing about what it IS.
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local mod = ...
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-- ------- the mod namespace
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--
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-- lib/ modules require each other through V rather than package.path: a
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-- mod directory is not on it, and may live inside a mounted .love archive
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-- that plain require cannot reach. Each module is loaded once, with V
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-- passed in as its vararg (`local V = ...`).
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local V = { mod = mod, path = mod.path }
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local function chunkFor(rel)
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local source = mod:read(rel)
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if not source then
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error(("DRAMATIC_SHAPE: %s is missing -- reinstall the mod"):format(rel), 0)
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end
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local chunk, err = load(source, "@" .. mod.path .. "/" .. rel)
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if not chunk then
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error(("DRAMATIC_SHAPE: %s did not compile: %s"):format(rel, tostring(err)), 0)
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end
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return chunk
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end
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local modules = {}
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function V.require(name)
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local hit = modules[name]
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if hit ~= nil then return hit end
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local value = chunkFor("lib/" .. name .. ".lua")(V)
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modules[name] = value
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return value
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end
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local dataFiles = {}
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function V.data(name)
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local hit = dataFiles[name]
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if hit ~= nil then return hit end
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local value = chunkFor("data/" .. name .. ".lua")(V)
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dataFiles[name] = value
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return value
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end
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-- ------- pipelines
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local Voxel = V.require("VoxelState")
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local Voxel3D = V.require("Voxel3D")
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local VoxelScene = V.require("VoxelScene")
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local TiltShift = V.require("TiltShift")
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local ChunkMesher = V.require("ChunkMesher")
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local VoxelGrid = V.require("VoxelGrid")
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local WorldCurve = V.require("WorldCurve")
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local OverworldBattle = V.require("OverworldBattle")
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local BattleExit = V.require("BattleExit")
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local DayNight = V.require("DayNight")
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-- Forward declaration: the voxel pipeline's update hook (registered below)
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-- calls this, and it is defined further down with the settings it drives.
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-- Declared rather than left global -- a mod writing to _G would leak into
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-- every other mod's namespace.
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local applyFull
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-- The last VOID FILL the terrain was meshed under; see the update hook.
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-- The scene canvas's size, in FRAMEBUFFER PIXELS.
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--
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-- `ctx.width/height` are the window measured in LOVE UNITS
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-- (love.graphics.getDimensions), but the engine composites a pipeline's
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-- returned canvas with `draw(canvas, 0, 0, 0, 1/dpiX, 1/dpiY)` -- a scale
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-- that only covers the window when the canvas is at PIXEL resolution.
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-- Sizing it in units costs the DPI scale TWICE: the canvas is that much
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-- smaller, then it is drawn that much smaller again, so the diorama lands
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-- in the top-left corner at 1/dpi of the screen. Desktop never sees it --
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-- units and pixels are the same thing there -- but on Android the DPI scale
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-- is the display density (2.625 on a 420dpi panel), and the world came out
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-- a third of the size in each direction.
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--
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-- So ask for the pixel dimensions rather than trusting the ctx. That is
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-- the number a fixed engine would hand over, so this keeps working either
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-- way instead of double-correcting. It also squares the FX pass: ctx.scale
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-- is ALREADY in pixels per world pixel (Zoom.scale over Renderer:fitScale,
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-- which measures the drawable), so the closures ctx.drawFx runs were being
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-- scaled for a canvas 2.6x bigger than the one they drew into.
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local function sceneSize(ctx)
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if love.graphics and love.graphics.getPixelDimensions then
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local pw, ph = love.graphics.getPixelDimensions()
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if pw and ph and pw > 0 and ph > 0 then return pw, ph end
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end
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return ctx.width, ctx.height
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end
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local voidFill = { last = nil }
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function voidFill.check()
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local TileRenderer = require("src.render.TileRenderer")
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local now = TileRenderer.voidFill
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if voidFill.last ~= nil and now ~= voidFill.last then
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ChunkMesher.invalidate() -- no map id: every ring on every map is stale
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end
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voidFill.last = now
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end
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mod.content.render_pipelines:register("voxel", {
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label = "VOXEL",
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levels = Voxel.ANGLE_LABELS,
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-- 3 is the engine's TILT key, which this mode supersedes -- see the
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-- hotkey block near the bottom of this file for how it is claimed
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hotkey = "3",
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-- above tiltshift, so the two sort together in the options list with the
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-- mode first and its post-process under it
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priority = 20,
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-- Headless runs and drivers without a depth canvas or shader support
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-- answer false here, and the engine keeps the vanilla 2D path -- which
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-- is why no caller ever has to guard for a missing 3D pass.
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available = function()
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return Voxel3D.available()
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end,
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-- the engine hands over the live level; we ease the camera toward it.
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-- pump() advances queued mesh builds inside a few-millisecond budget,
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-- so entering voxel mode (and streaming neighbours while walking)
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-- costs frames nothing visible -- the old synchronous build froze the
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-- first frame for seconds. prefetch() runs here as well as in the
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-- draw, because update ticks even while a warp's Transition covers
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-- the screen: the destination's meshes start building the moment the
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-- map swaps behind the fade, and the fade-covered frames get a wider
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-- pump slice -- so stepping out of a door lands on terrain that is
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-- already there instead of a flat flash.
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update = function(dt, level)
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-- FULL is a preset, so it is applied ON THE PRESS rather than held every
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-- frame: it SETS the other rows and then leaves them alone. Holding them
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-- would make the zoom keys and the wheel dead while the mode was on, and
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-- would fight anyone who changed one deliberately.
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applyFull(level)
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Voxel.update(dt, level)
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-- the day/night clock, on the same always-running tick: Pipelines.update
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-- runs whatever the level, so time passes with the mode off, through
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-- battles and menus, and a CYCLE evening falls mid-fight exactly as it
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-- would mid-walk
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DayNight.update(dt)
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-- The overworld battle rides this hook rather than owning a pipeline of
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-- its own, because it owns no pass of the FRAME: it draws under a battle
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-- screen the engine composites, which is not a stage the registry has.
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-- What it needs is a tick that keeps running once the overworld stops
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-- being the top state, and this is one -- Game:update calls
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-- Pipelines.update unconditionally, so it survives the transition wipe
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-- and the whole battle. Ahead of the active() gate below, because a 3D
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-- battle does not require the free-roam mode to be switched on.
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OverworldBattle.update(dt)
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-- VOID FILL picks the block the border ring is made of, and in this
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-- mode that ring is BAKED INTO THE MESH rather than drawn each frame.
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-- So the option has to reach the cache or nothing happens on screen
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-- until the meshes are dropped for some other reason -- which reads
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-- exactly like the option doing nothing at all. Polled rather than
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-- hooked because the engine changes it from three places (the options
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-- row, applyOptions on load, TileRenderer.setVoidFill) and none of
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-- them announces it. Ahead of the active() gate, so switching it
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-- while voxel mode is OFF still invalidates what is cached.
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voidFill.check()
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if not Voxel.active() then return end
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local Game = require("src.core.Game")
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local ow = Game and Game.overworld
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if ow and ow.map and ow.camera then
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pcall(VoxelScene.prefetch, ow)
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end
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ChunkMesher.pump(Game and Game.stack
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and Game.stack:top() ~= ow)
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end,
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drawWorld = function(ctx)
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-- Terrain and characters are geometry; the field FX stay ordinary 2D
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-- draws composited on top, anchored through the same camera the 3D
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-- pass used (ctx.drawFx below). The scene renders at the window's
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-- PIXEL resolution (see sceneSize) so the 3D pass is crisp rather than
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-- a magnified low-res image, while the FX closures keep drawing in
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-- world-pixel units.
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local sw, sh = sceneSize(ctx)
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local canvas = VoxelScene.render(ctx.state, sw, sh,
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ctx.vw, ctx.vh, ctx.paletteFor)
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if not canvas then return nil end -- fall back to the 2D path
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if Voxel3D.beginOverlay() then
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ctx.drawFx(function(wx, wy) return Voxel3D.project(wx, 0, wy) end,
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ctx.scale)
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Voxel3D.endOverlay()
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end
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return canvas
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end,
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invalidate = function()
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Voxel3D.invalidate()
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OverworldBattle.invalidate()
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ChunkMesher.invalidate() -- no map id = every cached mesh
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end,
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})
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mod.content.render_pipelines:register("tiltshift", {
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label = "T-SHIFT",
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levels = TiltShift.LABELS,
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-- 6 is free: no engine branch claims it, so this one alone reaches the
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-- registry by the documented route
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hotkey = "6",
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priority = 10,
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update = function(dt, level)
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TiltShift.update(dt, level)
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end,
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-- worldPresent, not present: the blur belongs on the diorama, not on the
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-- dialog box in front of it. A pass-through when the level is 0 or the
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-- shader is unavailable, so the frame is untouched in every other case.
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worldPresent = function(canvas)
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return TiltShift.apply(canvas)
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end,
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invalidate = function()
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TiltShift.invalidate()
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end,
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})
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-- ------- this mod's own settings
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--
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-- Neither of these is a pipeline: they own no pass of the frame, they
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-- PARAMETERISE the voxel one, so they have nothing to put in drawWorld or
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-- present and the registry would rightly reject them. Plain mod settings
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-- instead -- see ModSetting for where they persist and how the two rows
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-- each ends up on stay in step.
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-- ------- the FULL preset
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--
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-- Everything the mode wants switched to at once. Applied when the VOXEL row
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-- ARRIVES at FULL and not again, so the player can still move the camera or
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-- the zoom afterwards -- it is a starting point, not a lock.
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--
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-- Leaving FULL deliberately does NOT undo any of it. A preset that reverted
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-- would throw away whatever the player had changed since, and "put it back
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-- how it was" is not a thing this can know.
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local fullWas = nil
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applyFull = function(level)
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local isFull = Voxel.isFull(level)
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local was = fullWas
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fullWas = isFull
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if not isFull or was == true or was == nil then return end
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local Game = require("src.core.Game")
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local Pipelines = require("src.render.Pipelines")
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local Zoom = require("src.render.Zoom")
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local opts = Game.save and Game.save.options
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if not opts then return end
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-- the miniature blur at its strongest: FULL is the diorama look, and the
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-- tilt-shift is most of what makes it read as a model
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Pipelines.setLevel("tiltshift", Pipelines.maxLevel("tiltshift"))
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Pipelines.syncOptions(opts)
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-- the horizon flat. The curve bends the world away from a walking player,
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-- which fights a fixed diorama framing
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WorldCurve.setting:setIndex(1, Game)
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-- and the view fitted to the window
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opts.zoom = 0
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Zoom.applyOptions(opts)
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-- battles on the map too: FULL means the whole mode, and a fight is where
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-- half of it is spent. Set rather than forced -- the row is gone from the
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-- menu while FULL is on, but a save that already had it off gets it on.
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OverworldBattle.setting:setIndex(1, Game)
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-- and the battle screen the staged fight is composed for. WIDE re-lays that
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-- screen out on a 304x144 surface, which moves every anchor the arena camera
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-- is solved against (OverworldBattle.forceOG); FULL has just switched staged
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-- fights on, so the layout follows them.
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OverworldBattle.forceOG(Game)
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-- FULL is the whole diorama, and a diorama with a running sky is more of
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-- one: the clock is set going (CYCLE is the ladder's last rung). Set, not
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-- held, like everything else here -- the player can pin it back afterwards.
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DayNight.setting:setIndex(#DayNight.setting.values, Game)
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if Game.writeOptions then pcall(Game.writeOptions, Game) end
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end
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-- Whether a fight can be staged on the map, as far as the OPTIONS menu is
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-- concerned: 3D-BTL is on, or FULL is selected -- which owns that row and
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-- switches it on. Deliberately NOT gated on Voxel3D.available(): the engine
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-- offers a pipeline's row whether or not the hardware can run it
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-- (Pipelines.rows), so this mode's rows say ON on a machine without a depth
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-- buffer too, and a menu that claims 3D battles are on must not also offer the
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-- layout they cannot be drawn in.
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local function stagedBattles()
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local Pipelines = require("src.render.Pipelines")
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return OverworldBattle.enabled() or Voxel.isFull(Pipelines.level("voxel"))
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end
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local SETTINGS = {
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{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge." },
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{ WorldCurve.setting,
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"Bend the world down over the horizon, Animal Crossing style." },
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{ OverworldBattle.setting,
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"Fight on the map: the battle draws over the nearest clear ground, "
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.. "shot over the shoulder with a slow parallax drift." },
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{ DayNight.setting,
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"What time it is outdoors: pin the sky to DAY, NIGHT, DUSK or DAWN, "
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.. "or let CYCLE run it -- ten minutes of sun, ten of moon, with the "
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.. "shadows, the sky and the light following." },
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}
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local schema = {}
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for i, entry in ipairs(SETTINGS) do
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schema[i] = entry[1]:schema(entry[2])
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end
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mod.options:define(schema)
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-- ------- this mod's hotkeys
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--
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-- 3 VOXEL cycle the camera ladder (was 6; skips FULL)
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-- 5 V-GRID toggle the wireframe (new)
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-- 6 T-SHIFT cycle the blur ladder (was 9)
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-- 7 V-CURVE cycle the horizon bend (new)
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-- 8 3D-BTL toggle overworld battles (new)
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--
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-- Only 6 arrives by the documented route. Game:keypressed answers the
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-- engine's own display keys FIRST and returns -- 2 COLORS, 3 TILT, 4 ZOOM,
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-- 5 GBC FX -- and only then offers the key to Pipelines.hotkey, expressly
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-- so "a pipeline can never shadow one" (Schemas, render_pipelines.hotkey).
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-- 3 and 5 are two of those, and 7 and 8 belong to plain mod settings that
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-- own no pass and so have no registry to claim a key from at all.
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--
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-- So this wraps Game:keypressed. It is the invasive option and it is the
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-- only one: polling the keyboard in update() would fire alongside the
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-- engine's handler rather than instead of it, so 3 would cycle this mode
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-- AND the engine's TILT on the same press.
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--
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-- Consequences worth being explicit about: while this mod is enabled, TILT
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-- (3) and GBC FX (5) are unreachable by key. Both are still reachable on
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-- the OPTIONS menu, and TILT is the one this mode supersedes anyway -- the
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-- registry already forces it off whenever a world pipeline takes the pass.
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--
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-- Everything the engine does around a pipeline hotkey has to happen here
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-- too, so the work is DELEGATED rather than reimplemented: Pipelines.hotkey
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-- applies its own gate and ladder, and the three lines after it are the
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-- engine's own (syncOptions, the tilt exclusion, writeOptions).
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local HOTKEYS = {
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["3"] = "pipeline", -- voxel, by its declared hotkey
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["6"] = "pipeline", -- tiltshift, likewise
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["5"] = VoxelGrid.setting,
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["7"] = WorldCurve.setting,
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["8"] = OverworldBattle.setting,
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}
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do
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local Game = require("src.core.Game")
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local Pipelines = require("src.render.Pipelines")
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local inner = Game.keypressed
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function Game:keypressed(key)
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local claim = HOTKEYS[key]
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local top = self.stack and self.stack:top()
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-- A screen with its own key handler gets the key first, exactly as the
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-- engine's first branch does: typing a nickname must not toggle a
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-- render mode. Only free-roam presses are ours to take.
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if claim and not (top and top.onKeyPressed) then
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if claim == "pipeline" then
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-- 3 walks the ANGLE rungs and steps over FULL (Voxel.HOTKEY_ORDER),
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-- so the registry's plain "advance one and wrap" is not what it
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-- wants; 6 still is. The gate is the registry's own either way.
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local stepped = false
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if key == "3" then
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if Pipelines.canToggle("voxel", top, self.overworld) then
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Pipelines.setLevel("voxel",
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Voxel.nextHotkeyLevel(Pipelines.level("voxel")))
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stepped = true
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end
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else
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stepped = Pipelines.hotkey(key, top, self.overworld) and true
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end
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if stepped then
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Pipelines.syncOptions(self.save.options)
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-- 3 is the key that used to turn TILT on and sits next to the one
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-- that used to turn GBC FX on, and this mod has taken both away.
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-- A player who left either running before enabling the mod would
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-- otherwise have no way back to off, and both fight the diorama:
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-- TILT is the flat fake of what this mode does for real, and GBC
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-- FX is a full-screen present pass over the top of it. So the
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-- VOXEL key clears them on EVERY press, not just the press that
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-- switches the mode on -- cycling back round to OFF leaves them
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-- off too, which is the state the key is now the only route to.
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if key == "3" then
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self.save.options.tilt = 0
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self.save.options.gbcfx = 0
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require("src.render.GBCFX").setLevel(0)
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end
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require("src.render.Tilt").setLevel(self.save.options.tilt or 0)
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self:writeOptions()
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return
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end
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elseif Pipelines.canToggle("voxel", top, self.overworld) then
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-- All three answer to the voxel pass's own free-roam gate --
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-- borrowed from the registry rather than restated, so a press
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-- mid-warp or mid-cutscene is refused for the wireframe exactly when
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-- it would be for the mode itself. Two of them parameterise that
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-- pass; the third (3D-BTL) decides what a battle is drawn over, and
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-- wants the same gate for a different reason: the answer is read
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-- when the fight starts, so flipping it from inside one would be a
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-- switch that appeared to do nothing.
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claim:cycle(self)
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-- 8 is one of the two ways staged battles get switched on, and they
|
|
-- pin BATTLE LAYOUT to OG (see the rows hook). The other two keys
|
|
-- parameterise the pass and leave the layout alone; the guard answers
|
|
-- for all three, so nothing here has to know which key it was.
|
|
if stagedBattles() then OverworldBattle.forceOG(self) end
|
|
return
|
|
end
|
|
end
|
|
return inner(self, key)
|
|
end
|
|
end
|
|
|
|
-- ------- the mode's rows, kept together
|
|
--
|
|
-- The engine splices a pipeline's row in beside TILT, because a display mode
|
|
-- belongs with the other display modes; a mod's own ui.options.rows
|
|
-- additions land at the END of the list. That left this mod's four rows in
|
|
-- two places with unrelated engine rows between them, which reads as two
|
|
-- unrelated features rather than one mode with settings.
|
|
--
|
|
-- So the plain settings are inserted directly after the last of this mod's
|
|
-- PIPELINE rows instead of appended. Nothing else moves: the block lands
|
|
-- where the engine already decided display modes go.
|
|
local function insertGrouped(out, extra)
|
|
local anchor = nil
|
|
for i, row in ipairs(out) do
|
|
local id = type(row) == "table" and row.id
|
|
if id == "pipeline:voxel" or id == "pipeline:tiltshift" then anchor = i end
|
|
end
|
|
if not anchor then
|
|
for _, row in ipairs(extra) do out[#out + 1] = row end
|
|
return out
|
|
end
|
|
for i, row in ipairs(extra) do table.insert(out, anchor + i, row) end
|
|
return out
|
|
end
|
|
|
|
-- FULL owns every one of those settings, so while it is selected they are
|
|
-- taken off the menu rather than left to be changed under it -- including
|
|
-- T-SHIFT, which is a pipeline row the engine put there. A row that no
|
|
-- longer decides anything is worse than no row.
|
|
local function dropRow(out, id)
|
|
for i = #out, 1, -1 do
|
|
if type(out[i]) == "table" and out[i].id == id then table.remove(out, i) end
|
|
end
|
|
return out
|
|
end
|
|
|
|
-- call next() first and decorate what comes back, so every other mod's
|
|
-- rows survive this one
|
|
mod.hooks:wrap("ui.options.rows", function(next, game, rows)
|
|
local out = next(game, rows)
|
|
if type(out) ~= "table" then return out end
|
|
local Pipelines = require("src.render.Pipelines")
|
|
-- BATTLE LAYOUT is the ENGINE's row, and this is the one place the mod takes
|
|
-- one away. While a fight can be staged on the map, OG is the only layout it
|
|
-- can be composed in (OverworldBattle.forceOG), so the value is pinned there
|
|
-- and the row comes off the list on the same reasoning as the rows FULL owns:
|
|
-- a row that no longer decides anything is worse than no row. Nothing is
|
|
-- lost by switching 3D-BTL off -- the row is back, WIDE and all, on the same
|
|
-- keypress.
|
|
if stagedBattles() then
|
|
OverworldBattle.forceOG(game)
|
|
dropRow(out, "battleLayout")
|
|
end
|
|
if Voxel.isFull(Pipelines.level("voxel")) then
|
|
return dropRow(out, "pipeline:tiltshift")
|
|
end
|
|
local extra = {}
|
|
for _, entry in ipairs(SETTINGS) do extra[#extra + 1] = entry[1]:row() end
|
|
return insertGrouped(out, extra)
|
|
end)
|
|
|
|
-- The mod manager writes and persists on its own, so the only thing left
|
|
-- to do is move our cached index and pick the new value up.
|
|
mod.events:on("mod.options_changed", function(payload)
|
|
if not (payload and payload.mod == mod.id) then return end
|
|
for _, entry in ipairs(SETTINGS) do
|
|
if payload.key == entry[1].key then entry[1]:sync(payload.value) end
|
|
end
|
|
-- 3D-BTL switched on from the manager's page pins BATTLE LAYOUT exactly as
|
|
-- the OPTIONS row does. The manager persists its own value; this is the one
|
|
-- that has to follow it.
|
|
if stagedBattles() then OverworldBattle.forceOG() end
|
|
end)
|
|
|
|
-- ------- keeping the geometry in step with the world
|
|
--
|
|
-- Terrain meshes are derived from a map's block layer, so anything that
|
|
-- rewrites a block (a cut tree, a smashed rock, a script's replaceBlock)
|
|
-- has to drop that map's cached mesh or the 3D world keeps showing the
|
|
-- tree that is no longer there. The 2D tile renderer invalidates its own
|
|
-- caches off the same edit.
|
|
|
|
-- refresh, not invalidate: the stale mesh keeps drawing while the
|
|
-- replacement builds in the background, so a one-block edit (Cut, a
|
|
-- door stamp, the tree regrowing on re-entry) repopulates in place
|
|
-- instead of blinking the whole scene down to the flat 2D path
|
|
mod.events:on("world.block_replaced", function(payload)
|
|
local mapId = payload and (payload.mapId or (payload.map and payload.map.id))
|
|
if mapId then ChunkMesher.refresh(mapId) end
|
|
end)
|
|
|
|
-- The event above is the ANNOUNCED edit -- OverworldState:replaceBlock
|
|
-- emits it, which is the path Victory Road's barriers and a script's
|
|
-- replaceBlock take. Several edits do not go through it:
|
|
--
|
|
-- Cut swaps the tree block and rebuilds the 2D renderer
|
|
-- the regrowth restores those blocks when the map is re-entered
|
|
-- card-key doors are stamped closed on floor load
|
|
--
|
|
-- all of them writing the block layer directly. Meshes derived from that
|
|
-- layer went stale with no announcement -- the cut tree stayed standing,
|
|
-- and after a round trip through a door the stump stayed cut because this
|
|
-- map's mesh survives in the cache (that is what prevLive is for).
|
|
--
|
|
-- The engine could announce each of those, and an earlier cut of this
|
|
-- work changed it to. That is the wrong place: it edits the game for one
|
|
-- mod's benefit, and every future path that writes a block has to
|
|
-- remember to do the same. They all funnel through ONE choke point --
|
|
-- Map:setBlock -- so wrap that from here instead. Map is a plain
|
|
-- metatable shared by every map instance, so this covers all of them,
|
|
-- including paths written after this mod.
|
|
--
|
|
-- Read back rather than trust the argument: setBlock silently ignores an
|
|
-- out-of-bounds write, and a stamp that rewrites a block with the value
|
|
-- it already held (the door code guards for this, the regrowth does not)
|
|
-- is not a change and must not throw the mesh away.
|
|
do
|
|
local Map = require("src.world.Map")
|
|
if not Map.dramaticShapeBlockHook then
|
|
local setBlock = Map.setBlock
|
|
Map.setBlock = function(self, bx, by, block)
|
|
local before = self:blockAt(bx, by)
|
|
setBlock(self, bx, by, block)
|
|
if self.id and self:blockAt(bx, by) ~= before then
|
|
ChunkMesher.refresh(self.id)
|
|
end
|
|
end
|
|
Map.dramaticShapeBlockHook = true
|
|
end
|
|
end
|
|
|
|
-- A reloaded map is rebuilt from scratch (warps that re-enter the same map,
|
|
-- hot reload), so its mesh is stale for the same reason -- with one
|
|
-- exception, and it is the common one.
|
|
--
|
|
-- A palette switch reloads the map ONLY to rebuild its atlas
|
|
-- (PaletteFX.setMode -> reloadMap(id, "colors")). The geometry that comes
|
|
-- back is identical: this mesher reads block layout and tile ids and never
|
|
-- reads colour, and the palette lives entirely in the texture TerrainAtlas
|
|
-- hands back per frame -- which is keyed BY palette, so the new colours are
|
|
-- already built by the time the next frame draws.
|
|
--
|
|
-- Dropping the mesh anyway cost a visible flash of the flat 2D world on
|
|
-- every palette toggle. Mesh builds are asynchronous, so the frames between
|
|
-- the drop and the first finished mesh have no terrain to draw, and
|
|
-- drawWorld returning nil IS the 2D fallback. Keeping the geometry lets the
|
|
-- new colours land on the diorama already on screen, in one frame, which is
|
|
-- what a palette toggle should look like from inside voxel mode.
|
|
mod.events:on("map.reloaded", function(payload)
|
|
if payload and payload.reason == "colors" then return end
|
|
local mapId = payload and (payload.mapId or (payload.map and payload.map.id))
|
|
if mapId then ChunkMesher.invalidate(mapId) end
|
|
end)
|
|
|
|
-- ------- rows come and go, so the menu has to notice
|
|
--
|
|
-- OptionsMenu builds its row list ONCE, when it is opened, and then reads
|
|
-- that list every frame. So stepping the VOXEL row onto or off FULL changed
|
|
-- which rows the hook would return but not which rows were on screen -- the
|
|
-- settings FULL owns stayed visible until the menu was closed and reopened,
|
|
-- and a player who stepped off FULL could not see the rows come back.
|
|
--
|
|
-- Rebuilt in place, and only on a step that changes the LIST: crossing FULL,
|
|
-- or toggling 3D-BTL, which is the other row that owns one (BATTLE LAYOUT).
|
|
-- Every other rung returns the same list, and rebuilding on all of them would
|
|
-- rerun every mod's ui.options.rows hook once per keypress. The cursor is
|
|
-- clamped rather than reset, so it stays on the row it was just used on
|
|
-- instead of jumping to the top when the list below it shortens.
|
|
do
|
|
local OptionsMenu = require("src.ui.OptionsMenu")
|
|
if not OptionsMenu.dramaticShapeFullHook then
|
|
local Pipelines = require("src.render.Pipelines")
|
|
local inner = OptionsMenu.update
|
|
|
|
local function idAt(menu, index)
|
|
local row = menu.rows and menu.rows[index or 1]
|
|
return type(row) == "table" and row.id or nil
|
|
end
|
|
|
|
function OptionsMenu:update(dt)
|
|
local before = Pipelines.level("voxel")
|
|
local hadBattles = OverworldBattle.enabled()
|
|
local wasOn = idAt(self, self.index)
|
|
inner(self, dt)
|
|
local after = Pipelines.level("voxel")
|
|
local crossedFull = after ~= before
|
|
and (Voxel.isFull(before) or Voxel.isFull(after))
|
|
if crossedFull or OverworldBattle.enabled() ~= hadBattles then
|
|
local rebuilt = OptionsMenu.new(self.game)
|
|
self.rows = rebuilt.rows
|
|
-- Follow the row the cursor was ON rather than the slot it was in:
|
|
-- 3D-BTL takes BATTLE LAYOUT off the list ABOVE itself, which would
|
|
-- otherwise slide the cursor onto the row under the one just used.
|
|
for i = 1, #self.rows do
|
|
if wasOn and idAt(self, i) == wasOn then self.index = i; break end
|
|
end
|
|
local cancel = #self.rows + 1
|
|
if (self.index or 1) > cancel then self.index = cancel end
|
|
end
|
|
end
|
|
|
|
OptionsMenu.dramaticShapeFullHook = true
|
|
end
|
|
end
|
|
|
|
-- ------- battles on the map
|
|
--
|
|
-- The wraps this needs -- OverworldState:pushBattle, BattleState:draw and
|
|
-- BattleState:drawHUDs -- all live in lib/OverworldBattle.lua, which is
|
|
-- where the reasoning for each one is written down. Installed once, here,
|
|
-- so this file keeps naming every engine seam the mod touches.
|
|
OverworldBattle.install()
|
|
|
|
-- The overworld's own pushBattle is the choke point for a wild encounter or
|
|
-- a trainer, and it is wrapped. A battle that arrives some other way -- a
|
|
-- link battle, a script pushing a BattleState directly -- reaches this
|
|
-- instead, which stages the arena from wherever the player is standing.
|
|
-- Nothing visible is lost by being late: the cull only has to beat the
|
|
-- battle screen, and the wipe those battles skip is where it would have
|
|
-- shown.
|
|
mod.events:on("battle.started", function(payload)
|
|
OverworldBattle.ensure(payload and payload.battle)
|
|
end)
|
|
|
|
-- Both mons face the camera, so the player's side wants its FRONT pic where
|
|
-- the battle screen would have used the back one. The engine's own
|
|
-- pokemon.sprite hook is the seam for exactly this: it is asked for every
|
|
-- battle pic with the side it is resolving, so swapping one side's answer
|
|
-- needs no battle code at all -- and every path that builds a battler goes
|
|
-- through it, including a Transform mid-fight.
|
|
--
|
|
-- next() first, so a sprite-replacing mod loaded before this one still gets
|
|
-- the last word on WHICH art is used; this only changes which SIDE is asked
|
|
-- for.
|
|
mod.hooks:wrap("pokemon.sprite", function(next, path, ctx)
|
|
local out = next(path, ctx)
|
|
if not (ctx and ctx.kind == "battle" and ctx.side == "back") then
|
|
return out
|
|
end
|
|
if not OverworldBattle.wantsFront() then return out end
|
|
local def = ctx.data and ctx.data.pokemon and ctx.data.pokemon[ctx.species]
|
|
return (def and def.spriteFront) or out
|
|
end)
|
|
|
|
-- Every ending path emits this, including a battle skipped before it drew,
|
|
-- so this is where the map's cast comes back.
|
|
mod.events:on("battle.ended", function()
|
|
OverworldBattle.finish()
|
|
end)
|
|
|
|
-- ------- and the way back out
|
|
--
|
|
-- The engine wipes INTO a battle with one of the original's eight transitions
|
|
-- and cuts straight OUT of it. That cut is between two very different cameras
|
|
-- in this mode, so while voxel mode is on the battle fades out, closes behind
|
|
-- the black, and the map fades up. The two seams it needs -- BattleState:finish
|
|
-- and Renderer:endFrame -- and the reasoning for each live in lib/BattleExit.lua.
|
|
--
|
|
-- Declared as a transitions record rather than a constant in that file, so the
|
|
-- fade is retunable in data exactly like the eight wipes it answers, and a total
|
|
-- conversion can make it as long or as short as its own pacing wants.
|
|
mod.content.transitions:register(BattleExit.ID, {
|
|
frames = BattleExit.FRAMES,
|
|
})
|
|
|
|
BattleExit.install()
|
|
|
|
-- ------- what time it is
|
|
--
|
|
-- The cycle's clock rides the SAVE SLOT (save.modData, via mod.save): what
|
|
-- time it is in Kanto is a fact about that journey, like where the player is
|
|
-- standing. Written on the engine's save.writing event -- the moment before
|
|
-- the bytes hit disk -- and read back whenever a save is opened or begun. A
|
|
-- save with no clock in it starts at day; that is DayNight.restore's
|
|
-- fallback, and also the DAYTIME row's own default.
|
|
mod.events:on("save.writing", function()
|
|
DayNight.store()
|
|
end)
|
|
|
|
mod.events:on("save.loaded", function()
|
|
DayNight.restore()
|
|
end)
|
|
|
|
mod.events:on("save.created", function()
|
|
DayNight.restore()
|
|
end)
|
|
|
|
-- The engine's own time-of-day seam. OverworldState:timeOfDay() is an
|
|
-- eternal "DAY" until a mod answers here; answering it hands the period to
|
|
-- the map.palette hook (ctx.tod) and music.select, so a palette or music
|
|
-- pack keyed to night works with this mod's clock for free. next() first: a
|
|
-- mod loaded before this one that already moved the time keeps its answer.
|
|
mod.hooks:wrap("world.tod", function(next, tod, ctx)
|
|
local out = next(tod, ctx)
|
|
if out ~= tod then return out end
|
|
return DayNight.tod()
|
|
end)
|
|
|
|
mod.exports.version = "1.2.0"
|
|
-- exposed so a companion mod can pin its own tiles' shapes or read the
|
|
-- camera without reaching into this mod's file layout
|
|
mod.exports.lib = V
|