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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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1077 lines
50 KiB
Lua
1077 lines
50 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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-- Voxel mode is presentational: it changes what the world LOOKS like and
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-- nothing about what it IS. TWO rungs are the deliberate exception. 1ST
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-- (the camera in the player's own eyes) and 3RD (the same rig, boomed back
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-- behind their shoulder) replace the grid WALK with a free,
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-- camera-relative one while either is selected (lib/FreeMove.lua), because
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-- a camera you can steer with a mouse demands feet that go where it looks.
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-- Even there the game is untouched: the walk asks the engine's own
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-- collision the same questions a grid step asks, keeps the player's
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-- logical cell synced, and fires the engine's own landing pipeline per
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-- cell crossed -- warps, encounters, ledges, gates and scripts all run
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-- exactly as themselves. Step off the rung and the grid walk is back.
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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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local DayTint = V.require("DayTint")
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local Water = V.require("Water")
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local AntiAlias = V.require("AntiAlias")
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local FirstPerson = V.require("FirstPerson")
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local FreeMove = V.require("FreeMove")
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local CamControl = V.require("CamControl")
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local VR = V.require("VR")
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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 first-person head, on the same tick: its blend in and out of the
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-- orbit, the mouse capture lifecycle, and the frame's stick-rate look.
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-- Unconditional like Voxel.update, because the blend has to keep easing
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-- OUT after the rung is left
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FirstPerson.update(dt)
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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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-- The whole VR frame -- session lifecycle, xrWaitFrame's pacing, both
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-- eye renders, the layer submit -- rides this hook, because it is the
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-- one tick that runs through menus, dialogs and battles, which is
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-- what a headset needs the world (or at least the UI panel) to do.
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-- Ahead of the active() gate: with the mode off, the headset still
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-- shows the flat screen on the floating panel.
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VR.update(dt)
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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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-- the palette closure, stashed for the VR frame: it renders from the
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-- update hook, where no ctx exists to carry one
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VR.paletteFor = ctx.paletteFor
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-- With a headset running, the window's world pass becomes the MIRROR
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-- -- the left eye, fitted to the window -- rather than a third full
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-- render of the scene. Everything else about the frame (the UI the
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-- engine composites over this) is unchanged, which is exactly what
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-- the headset's floating panel photographs.
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if VR.active() then
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local sw, sh = sceneSize(ctx)
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local m = VR.mirror(sw, sh)
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if m then return m end
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end
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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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-- With AA on, the whole pass runs into a canvas BIGGER than the window
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-- and is folded back down at the end (see AntiAlias). Nothing between
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-- these two lines knows: every pass in the frame measures itself in the
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-- canvas it was handed, so the sky's dither, the water's march and the
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-- camera itself all come out the same picture at a higher sample rate.
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local rw, rh = AntiAlias.expand(sw, sh)
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local canvas = VoxelScene.render(ctx.state, rw, rh,
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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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-- the FX closures are ordinary 2D draws sized in DISPLAY pixels, and
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-- they are drawing into the supersampled canvas alongside everything
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-- else -- so the scale goes up with it, or the "!" bubble lands the
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-- right place at half the size. project() already answers in canvas
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-- pixels, so only the scale needs saying.
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ctx.drawFx(function(wx, wy) return Voxel3D.project(wx, 0, wy) end,
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ctx.scale * AntiAlias.factor())
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Voxel3D.endOverlay()
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end
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-- and back to the window's own size, which is what the engine composites
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-- one canvas pixel to one display pixel. A pass-through when AA is off.
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return AntiAlias.resolve(canvas, sw, sh, "world")
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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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AntiAlias.invalidate()
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ChunkMesher.invalidate() -- no map id = every cached mesh
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VR.invalidate() -- the mirror, and FBO ids of dead canvases
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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 water reflecting everything it can: FULL is the diorama at its
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-- most photographed, and a lake with the sky and the shoreline in it is
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-- most of what makes the model read as being outdoors
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Water.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 and then LET GO of -- unlike the rows above, both
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-- battle rows stay on the menu under FULL (see the rows hook), so this is
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-- where the preset puts them and not where they are held.
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OverworldBattle.setting:setIndex(1, Game)
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-- with both mons out there on it: BACK SPRITES keeps the player's own on the
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-- menu, which is the one part of the old screen FULL is least about. Set the
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-- same way, and changed back on the same row a keypress later.
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OverworldBattle.backSetting: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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-- and the sky on the clock on the wall: FULL pins DAYTIME to SYNC. Unlike
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-- the rest of the preset this one IS held, not just set -- the row is off
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-- the menu while FULL owns it (the rows hook below), so a value changed
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-- under it could never be seen or changed back.
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DayNight.forceSync(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: the 3D-BTL row, and nothing else.
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--
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-- It used to answer yes under FULL as well, on the grounds that FULL owned
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-- that row and switched it on. FULL no longer owns it -- the row stays on the
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-- menu under FULL and can be switched off there (see the rows hook) -- so that
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-- clause would now claim staged battles for a preset the player had just
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-- turned them off inside, pinning BATTLE LAYOUT to OG for a fight that is
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-- never staged. The row is the only thing that decides, which is what every
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-- other reader of this setting already believed: OverworldBattle.begin and
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-- wantsFront both gate on enabled() alone.
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--
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-- Deliberately NOT gated on Voxel3D.available(): the engine offers a
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-- pipeline's row whether or not the hardware can run it (Pipelines.rows), so
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-- this mode's rows say ON on a machine without a depth buffer too, and a menu
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-- that claims 3D battles are on must not also offer the layout they cannot be
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-- drawn in.
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local function stagedBattles()
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return OverworldBattle.enabled()
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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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{ Water.setting,
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"Reflections on water. FULL adds screen-space reflections of the "
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.. "shoreline, the trees and the buildings behind it; SKY is the sky, "
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.. "the sun and the moon alone, which is most of the look for a "
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.. "fraction of the cost." },
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-- `full` marks a row FULL does not take away. FULL owns the diorama's own
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-- knobs; what a battle is drawn over, and how it is framed, are not that.
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-- Off the OPTIONS menu while VR is on: the headset REQUIRES staged
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-- battles (OverworldBattle.enabled answers true regardless of this row)
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-- and forbids back sprites (backPinned answers false), so both rows
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-- decide nothing there and a dead switch on the menu reads as broken.
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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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when = function() return not VR.enabled() end, full = true },
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-- Only offered while a fight can actually be staged on the map: with 3D-BTL
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-- off the engine draws the classic screen, which is this row's ON already,
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-- and a row that no longer decides anything is worse than no row.
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{ OverworldBattle.backSetting,
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"Keep your own Pokemon on the battle menu, seen from behind in its "
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.. "original slot, instead of standing it on the map facing the foe. "
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.. "The foe is still out there on its own tile.",
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when = function() return stagedBattles() and not VR.enabled() end,
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full = true },
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{ DayNight.setting,
|
|
"What time it is outdoors: pin the sky to DAY, NIGHT, DUSK or DAWN, "
|
|
.. "let CYCLE run it -- ten minutes of sun, ten of moon, with the "
|
|
.. "shadows, the sky and the light following -- or SYNC it to the "
|
|
.. "clock on the wall, so Kanto's evening falls when yours does." },
|
|
-- Marked `full` for the opposite reason the battle rows are: this is not a
|
|
-- knob on the look at all, it is what the look COSTS. FULL is a preset for
|
|
-- the diorama, not a licence to spend four times the fill rate on the
|
|
-- machine it happens to be running on, so it neither sets this nor takes
|
|
-- the row away -- the player decides what their hardware can carry, from
|
|
-- inside FULL like anywhere else.
|
|
{ AntiAlias.setting,
|
|
"Smooth the stair-stepped edges of the 3D world -- roof ridges, ledge "
|
|
.. "lips, a tree against the sky -- by rendering the diorama larger than "
|
|
.. "the window and folding it back down. Every edge in the picture "
|
|
.. "softens with them, the tileset's own texels included, so the diorama "
|
|
.. "reads smoother rather than sharper. 2X costs half again as many "
|
|
.. "pixels in each direction and 4X twice, which makes this the most "
|
|
.. "expensive row in the mod.",
|
|
full = true },
|
|
-- `full` for the same reason as AA: not a knob on the look, a question
|
|
-- about the hardware on the desk.
|
|
{ VR.setting,
|
|
"PCVR through OpenXR (SteamVR, Oculus, WMR). The diorama becomes a "
|
|
.. "tabletop model your head moves around; the 1ST rung stands you "
|
|
.. "inside the world at life size, looking where the headset looks. "
|
|
.. "Menus and dialogs float on a panel. Needs a Windows OpenXR runtime "
|
|
.. "and the mod running from a real folder; without them the row stays "
|
|
.. "and the game stays flat, with the reason on the console.",
|
|
-- on Windows the row stays even when a runtime is missing (the console
|
|
-- says why); off Windows -- mobile above all -- there is no VR to have
|
|
-- and the row does not exist
|
|
when = function() return VR.supported() end, full = true },
|
|
}
|
|
|
|
local schema = {}
|
|
for _, entry in ipairs(SETTINGS) do
|
|
-- the VR row is absent from the mod manager's page too where the
|
|
-- platform cannot do VR at all -- the OPTIONS menu's `when` gates are
|
|
-- situational (a row hidden for now), this one is existential
|
|
if entry[1] ~= VR.setting or VR.supported() then
|
|
schema[#schema + 1] = entry[1]:schema(entry[2])
|
|
end
|
|
end
|
|
mod.options:define(schema)
|
|
|
|
-- ------- this mod's hotkeys
|
|
--
|
|
-- 3 VOXEL cycle the camera ladder (was 6; skips FULL)
|
|
-- 5 V-GRID toggle the wireframe (new)
|
|
-- 6 T-SHIFT cycle the blur ladder (was 9)
|
|
-- 7 V-CURVE cycle the horizon bend (new)
|
|
-- 8 3D-BTL toggle overworld battles (new)
|
|
-- 9 WATER cycle the water reflections (new; 9 was T-SHIFT's old key)
|
|
--
|
|
-- Only 6 arrives by the documented route. Game:keypressed answers the
|
|
-- engine's own display keys FIRST and returns -- 2 COLORS, 3 TILT, 4 ZOOM,
|
|
-- 5 GBC FX -- and only then offers the key to Pipelines.hotkey, expressly
|
|
-- so "a pipeline can never shadow one" (Schemas, render_pipelines.hotkey).
|
|
-- 3 and 5 are two of those, and 7 and 8 belong to plain mod settings that
|
|
-- own no pass and so have no registry to claim a key from at all.
|
|
--
|
|
-- So this wraps Game:keypressed. It is the invasive option and it is the
|
|
-- only one: polling the keyboard in update() would fire alongside the
|
|
-- engine's handler rather than instead of it, so 3 would cycle this mode
|
|
-- AND the engine's TILT on the same press.
|
|
--
|
|
-- Consequences worth being explicit about: while this mod is enabled, TILT
|
|
-- (3) and GBC FX (5) are unreachable by key -- and unreachable on the OPTIONS
|
|
-- menu too, where both rows are taken away and both values held at zero (see
|
|
-- pinEngineFx). Nothing is being hidden that still does something: TILT is the
|
|
-- flat fake of what this mode does for real, the registry already forces it
|
|
-- off whenever a world pipeline takes the pass, and GBC FX is a full-screen
|
|
-- present pass over the top of the diorama. Uninstalling puts both back.
|
|
--
|
|
-- Everything the engine does around a pipeline hotkey has to happen here
|
|
-- too, so the work is DELEGATED rather than reimplemented: Pipelines.hotkey
|
|
-- applies its own gate and ladder, and the three lines after it are the
|
|
-- engine's own (syncOptions, the tilt exclusion, writeOptions).
|
|
|
|
local HOTKEYS = {
|
|
["3"] = "pipeline", -- voxel, by its declared hotkey
|
|
["6"] = "pipeline", -- tiltshift, likewise
|
|
["5"] = VoxelGrid.setting,
|
|
["7"] = WorldCurve.setting,
|
|
["8"] = OverworldBattle.setting,
|
|
["9"] = Water.setting,
|
|
}
|
|
|
|
-- One step of the VOXEL angle ladder: everything a "3" press does, named
|
|
-- so the pad's SELECT button (below) can make exactly the same step. The
|
|
-- gate is the registry's own; the tilt/GBC FX clearing is the engine work
|
|
-- the key has always delegated (see the wrap below for why).
|
|
local function cycleVoxel(game)
|
|
local Pipelines = require("src.render.Pipelines")
|
|
local top = game.stack and game.stack:top()
|
|
if not Pipelines.canToggle("voxel", top, game.overworld) then return false end
|
|
Pipelines.setLevel("voxel", Voxel.nextHotkeyLevel(Pipelines.level("voxel")))
|
|
Pipelines.syncOptions(game.save.options)
|
|
-- 3 is the key that used to turn TILT on and sits next to the one that
|
|
-- used to turn GBC FX on, and this mod has taken both away. A player who
|
|
-- left either running before enabling the mod would otherwise have no
|
|
-- way back to off, and both fight the diorama -- so the VOXEL step
|
|
-- clears them on EVERY press, not just the press that switches on.
|
|
game.save.options.tilt = 0
|
|
game.save.options.gbcfx = 0
|
|
require("src.render.GBCFX").setLevel(0)
|
|
require("src.render.Tilt").setLevel(game.save.options.tilt or 0)
|
|
game:writeOptions()
|
|
return true
|
|
end
|
|
|
|
-- The VR stick click makes this same step (VR.stepView): the function is
|
|
-- a local of this file, so the handoff is explicit rather than a
|
|
-- reimplementation drifting out of date in lib/VR.lua.
|
|
VR.cycleVoxel = cycleVoxel
|
|
|
|
do
|
|
local Game = require("src.core.Game")
|
|
local Pipelines = require("src.render.Pipelines")
|
|
local inner = Game.keypressed
|
|
|
|
function Game:keypressed(key)
|
|
local claim = HOTKEYS[key]
|
|
local top = self.stack and self.stack:top()
|
|
-- Q and E work whichever camera is in front of the player -- the
|
|
-- battle's lens, the third-person boom, or the engine's own survey
|
|
-- zoom on an orbit rung. CamControl answers which, and answers "none"
|
|
-- for 1ST and for every screen with no camera of ours behind it, in
|
|
-- which case the key falls through untouched. Ahead of the hotkey
|
|
-- table because unlike those it is NOT free-roam only: a staged battle
|
|
-- is exactly where the zoom is most wanted.
|
|
if (key == "q" or key == "e")
|
|
and not (top and top.onKeyPressed) then
|
|
if CamControl.zoomBy(key == "q" and 1 or -1) then return end
|
|
end
|
|
-- A screen with its own key handler gets the key first, exactly as the
|
|
-- engine's first branch does: typing a nickname must not toggle a
|
|
-- render mode. Only free-roam presses are ours to take.
|
|
if claim and not (top and top.onKeyPressed) then
|
|
if claim == "pipeline" then
|
|
-- 3 walks the ANGLE rungs and steps over FULL (Voxel.HOTKEY_ORDER),
|
|
-- so the registry's plain "advance one and wrap" is not what it
|
|
-- wants; 6 still is. The gate is the registry's own either way.
|
|
-- The whole of 3's step lives in cycleVoxel, because the pad's
|
|
-- SELECT button makes the same step (see the handleInput wrap).
|
|
if key == "3" then
|
|
if cycleVoxel(self) then return end
|
|
elseif Pipelines.hotkey(key, top, self.overworld) then
|
|
Pipelines.syncOptions(self.save.options)
|
|
require("src.render.Tilt").setLevel(self.save.options.tilt or 0)
|
|
self:writeOptions()
|
|
return
|
|
end
|
|
elseif Pipelines.canToggle("voxel", top, self.overworld) then
|
|
-- All four answer to the voxel pass's own free-roam gate --
|
|
-- borrowed from the registry rather than restated, so a press
|
|
-- mid-warp or mid-cutscene is refused for the wireframe exactly when
|
|
-- it would be for the mode itself. Three of them parameterise that
|
|
-- pass; the fourth (3D-BTL) decides what a battle is drawn over, and
|
|
-- wants the same gate for a different reason: the answer is read
|
|
-- when the fight starts, so flipping it from inside one would be a
|
|
-- switch that appeared to do nothing.
|
|
claim:cycle(self)
|
|
-- 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 keys
|
|
-- parameterise the pass and leave the layout alone; the guard answers
|
|
-- for all of them, 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 the settings that describe the LOOK, so while it is selected those
|
|
-- 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.
|
|
--
|
|
-- The battle rows are the exception and they stay; see the rows hook.
|
|
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
|
|
|
|
-- ------- TILT and GBC FX are gone while this mod is installed
|
|
--
|
|
-- Both fight the diorama, and both were already half-taken: the mode's own key
|
|
-- (3) forces them off on every press, and the registry switches TILT off
|
|
-- whenever a world pipeline takes the pass. What was left was two rows the
|
|
-- player could set and watch get reverted -- TILT is the flat fake of what
|
|
-- this mode does for real, and GBC FX is a full-screen present pass over the
|
|
-- top of the whole thing.
|
|
--
|
|
-- So they come OFF the menu, and are HELD at zero rather than merely dropped.
|
|
-- Hiding a live setting is a trap: a save written before the mod was installed
|
|
-- can carry TILT 3, and a row that is not there is a row that cannot turn it
|
|
-- back off. Pinned wherever the value could have arrived from -- the menu
|
|
-- opening, a save being loaded or begun -- so there is no route by which one
|
|
-- of them is on and unreachable.
|
|
--
|
|
-- Everything they did is still reachable: uninstall the mod and both rows are
|
|
-- back, at whatever they were last set to.
|
|
local function pinEngineFx(game)
|
|
game = game or require("src.core.Game")
|
|
local opts = game and game.save and game.save.options
|
|
local Tilt = require("src.render.Tilt")
|
|
local GBCFX = require("src.render.GBCFX")
|
|
local changed = false
|
|
if opts then
|
|
changed = (opts.tilt or 0) ~= 0 or (opts.gbcfx or 0) ~= 0
|
|
opts.tilt, opts.gbcfx = 0, 0
|
|
end
|
|
pcall(Tilt.setLevel, 0)
|
|
pcall(GBCFX.setLevel, 0)
|
|
if changed and game.writeOptions then pcall(game.writeOptions, game) end
|
|
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")
|
|
-- ahead of every branch below, including FULL's early return: these two are
|
|
-- off the menu whatever else this mod is or is not doing
|
|
pinEngineFx(game)
|
|
dropRow(out, "tilt")
|
|
dropRow(out, "gbcfx")
|
|
-- 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
|
|
local full = Voxel.isFull(Pipelines.level("voxel"))
|
|
if full then
|
|
-- FULL owns the rows that PARAMETERISE the diorama -- the wireframe, the
|
|
-- horizon bend, the blur, the hour -- so those come off the menu and
|
|
-- DAYTIME is held at SYNC while its row is unreachable.
|
|
DayNight.forceSync(game)
|
|
dropRow(out, "pipeline:tiltshift")
|
|
end
|
|
local extra = {}
|
|
for _, entry in ipairs(SETTINGS) do
|
|
-- Two things decide whether a row is offered.
|
|
--
|
|
-- FULL: a preset that owns the look, so the rows that describe the look go
|
|
-- with it. The BATTLE rows are not that -- 3D-BTL decides what a fight is
|
|
-- drawn OVER and BACK SPRITES how it is framed, and neither is a knob on
|
|
-- the diorama FULL is a preset for. FULL still SETS them on arrival (see
|
|
-- applyFull); it does not hold them, so leaving them on the menu is the
|
|
-- difference between a preset and a lock.
|
|
--
|
|
-- And a row whose own switch is off the table this frame (BACK SPRITES,
|
|
-- which needs a staged fight to be about) is left off with it. The mod
|
|
-- manager's page carries every one of them either way.
|
|
local offered = (entry.full or not full)
|
|
and (not entry.when or entry.when())
|
|
if offered then extra[#extra + 1] = entry[1]:row() end
|
|
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
|
|
-- and DAYTIME changed from the manager's page while FULL owns it snaps
|
|
-- straight back to SYNC -- the OPTIONS row is hidden, but the manager's is
|
|
-- not, and FULL's pin must hold against both
|
|
local Pipelines = require("src.render.Pipelines")
|
|
if Voxel.isFull(Pipelines.level("voxel")) then DayNight.forceSync() 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()
|
|
-- the VR row hides the two battle rows while it is on, so stepping
|
|
-- it changes the LIST exactly the way 3D-BTL does
|
|
local hadVR = VR.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
|
|
or VR.enabled() ~= hadVR 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 free-roam rungs' inputs and their walk
|
|
--
|
|
-- 1ST and 3RD need two things no other rung does, and each is a named seam.
|
|
-- Both rungs are one rig -- the boom behind the shoulder is a number inside
|
|
-- it (lib/ThirdPerson.lua) -- so both are installed by the same two calls:
|
|
--
|
|
-- FirstPerson.install claims the LOOK inputs the engine ignores: the right
|
|
-- stick's axes (Game:gamepadaxis passes them to Input, which returns early
|
|
-- on anything but the left pair), relative mouse motion (love.mousemoved --
|
|
-- there is no Game handler to wrap; the engine's own callback only feeds
|
|
-- the mouse-as-touch debug path, which stays untouched), the mouse buttons
|
|
-- while the cursor is captured (A and B -- there is no cursor to click UI
|
|
-- with), and any touch that lands off the overlay's controls (a drag on
|
|
-- open screen is the look; the d-pad and buttons still go to
|
|
-- TouchControls, whose own d-pad finger is also read back analog as the
|
|
-- move vector). Every wrap forwards whatever it does not claim, and claims
|
|
-- only while one of the two rungs is actually driving.
|
|
--
|
|
-- FreeMove.install wraps OverworldState:handleInput -- the one choke point
|
|
-- where the grid walk reads the pad, and the same seam the engine's own
|
|
-- Cycling Road pull lives behind. While either drives, the walk is continuous
|
|
-- and camera-relative; the player's logical cell stays synced and every
|
|
-- per-cell consequence still runs through the engine's own machinery
|
|
-- (onStepComplete, checkEdgeExit, checkLedgeHop, checkBoulderPush). The
|
|
-- file argues the whole arrangement.
|
|
FirstPerson.install()
|
|
FreeMove.install()
|
|
|
|
-- ------- the zooms, and the battle camera the player can steer
|
|
--
|
|
-- CamControl claims the wheel, Q/E, the mouse and the touch screen for
|
|
-- whichever camera is actually in front of the player -- the staged
|
|
-- battle's, the third-person boom, or the engine's own survey zoom -- and
|
|
-- forwards everything else. Installed AFTER the two above deliberately: a
|
|
-- wrap installed later is the OUTER one, so a fight gets first refusal on
|
|
-- the mouse and the fingers, which is right, because while one is staged
|
|
-- the free-roam look is not driving.
|
|
CamControl.install()
|
|
|
|
-- ------- SELECT walks the angle ladder
|
|
--
|
|
-- The same step the "3" key makes, on the pad's own button: a phone (and
|
|
-- a controller) has no number row, and SELECT has no overworld job in
|
|
-- Gen 1 -- its work is all in-menu, which this wrap never sees. The seam
|
|
-- is OverworldState:handleInput, the same choke point the free walk
|
|
-- replaced: every gate above it -- menus, dialogs, scripted moves,
|
|
-- transitions -- already decided the overworld owns the buttons, so a
|
|
-- SELECT here is free-roam by construction, exactly like the key. When
|
|
-- the step is refused (mid-warp, no 3D pass) the press falls through to
|
|
-- the engine's own handling, which is a no-op, as ever.
|
|
--
|
|
-- Installed AFTER FreeMove.install, deliberately: its wrap must sit
|
|
-- OUTSIDE the free walk's, or first person -- where FreeMove.tick takes
|
|
-- the frame and never calls further in -- would eat the button, and the
|
|
-- one rung SELECT could not step off of would be 1ST itself.
|
|
do
|
|
local OverworldState = require("src.world.OverworldController")
|
|
if not OverworldState.dramaticShapeSelectHook then
|
|
local inner = OverworldState.handleInput
|
|
function OverworldState:handleInput(...)
|
|
local Game = require("src.core.Game")
|
|
local input = Game.input
|
|
if input and input.wasPressed and input:wasPressed("select") then
|
|
if cycleVoxel(Game) then return end
|
|
end
|
|
return inner(self, ...)
|
|
end
|
|
OverworldState.dramaticShapeSelectHook = true
|
|
end
|
|
end
|
|
|
|
-- ------- edge-anchored menus stay in the GB frame while a headset is live
|
|
--
|
|
-- The engine's zoom-aware anchoring (Renderer:setUIAnchor) docks the START
|
|
-- menu to the WINDOW's top-right edge. Both VR screens -- the floating
|
|
-- panel and the Pokedex -- crop the window to the GB frame, so a menu at
|
|
-- the window's edge is cropped away with the border it docked to. The
|
|
-- engine's own answer to "a state composes its screen, keep every element
|
|
-- inside it" is uiAnchorHold, computed per frame from this predicate; a
|
|
-- live headset is exactly that situation for the WHOLE window, so the
|
|
-- predicate answers yes for as long as one is. Held menus blit where they
|
|
-- were drawn in the 160x144 canvas -- the START menu's 9,0 x 11 slot is
|
|
-- already flush with the frame's right edge, which is the right edge of
|
|
-- what the headset sees. Off-headset frames fall through untouched.
|
|
do
|
|
local Game = require("src.core.Game")
|
|
if not Game.dramaticShapeAnchorHold then
|
|
local inner = Game.uiAnchorsHeldInStack
|
|
function Game.uiAnchorsHeldInStack(stack)
|
|
if VR.active() then return true end
|
|
return inner(stack)
|
|
end
|
|
Game.dramaticShapeAnchorHold = true
|
|
end
|
|
end
|
|
|
|
-- 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()
|
|
|
|
-- ------- and the hour on the flat world
|
|
--
|
|
-- The clock reaches the diorama through the voxel shader's own tint uniform,
|
|
-- which the 2D tile path never runs -- so with the mode off, the same evening
|
|
-- that fell on the diorama left the flat world at permanent noon. One clock,
|
|
-- two worlds, one of them ignoring it. DayTint paints the same multiply over
|
|
-- the composited flat world, between the world blit and the UI blit; the
|
|
-- reasoning for that exact instant is in the file.
|
|
DayTint.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()
|
|
-- a save written before this mod was installed can carry TILT or GBC FX
|
|
-- switched on, and their rows are not there to switch them back off (see
|
|
-- pinEngineFx). Answered here rather than only when the menu opens, so a
|
|
-- player who never opens it is not left playing under one.
|
|
pinEngineFx()
|
|
end)
|
|
|
|
mod.events:on("save.created", function()
|
|
DayNight.restore()
|
|
pinEngineFx()
|
|
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 = "1.5.2"
|
|
-- 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
|