Files
DramaticShapeVoxelMod/lib/TileShape.lua
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Lua

-- Voxel world mode: resolve every tile of a tileset to an extrusion shape.
--
-- Reads the hand-authored groups in data/voxel_heights.lua and fills the
-- gaps from data the ROM extractor already emits. Resolution happens at two
-- granularities, and the order matters:
--
-- per tile 1. a group named in data/voxel_heights.lua (hand-authored)
-- per CELL 2. the cell is water -> "water"
-- 3. the cell is walkable -> "ground"
-- per tile 4. tile-level fallback: the map's water set -> "water",
-- its walkable set -> "ground", else -> "wall"
--
-- The cell steps (TileShape.at) are the load-bearing part. Collision in
-- this engine -- like the GB original -- is defined per 16x16 CELL, judged
-- by the cell's bottom-left 8x8 tile alone. The other three tiles of a
-- cell carry no collision meaning, and treating their walkable-list
-- membership as one (which is what a pure per-tile lookup does) misfiles
-- every decorative tile: flowers become 16px pillars, the gap tiles of a
-- fence row become wall, grass tufts extrude. A tile in a walkable cell is
-- ground the player is standing on, whatever the walkable list says about
-- it; hand-authoring (rule 1) is the only thing that overrides that.
--
-- Rule 4 covers positions whose cell IS blocked: there, walkable-listed
-- tiles (the gaps between fence posts) stay ground and the rest rise.
--
-- Every class also carries an ART mode, which is what the mesher renders:
--
-- flat ground/water/void: a single quad, no box.
-- top ledge/roof: a box with its art on the TOP face -- things
-- whose 2D art depicts a surface seen from above.
-- upright wall/tree/fence/sign: a box whose SOUTH face reconstructs
-- the 2D artwork standing up (the mesher's fold-up rule) --
-- things whose 2D art depicts a surface seen face-on, which is
-- most of Gen 1: interior walls, furniture, tree canopies,
-- building facades.
--
-- Purely presentational: a shape decides how a tile DRAWS in voxel mode
-- and nothing else. Collision still reads the same walkable list it
-- always did.
-- the mod namespace (see main.lua): V.data loads a shipped data file
local V = ...
local TileShape = {}
-- class -> height fallbacks, used when data/voxel_heights.lua is missing
-- or omits a class. Same numbers the shipped file carries; a cell is 16x16.
local FALLBACK_HEIGHTS = {
ground = 0,
water = -2,
void = 0,
ledge = 6,
fence = 10,
sign = 12,
wall = 16,
tree = 16,
-- masonry drawn TWO courses tall: the Indigo Plateau's rim and the
-- badge-check gates down Route 23 are drawn 32px, the same height as a
-- statue on its plinth, and read as a step in the terrain rather than a
-- room's wall. Same fold as `wall`, twice the height -- and its own
-- class because `wall` is 16px for every interior in the game.
cliff = 32,
roof = 28,
cylinder = 16,
-- big round scenery: a 2x2-CELL drawing carved as ONE 32px voxel hull
-- (Viridian Forest's trees). The class pins only the drawing's
-- top-left corner tile; the other cells stay `cylinder` and are
-- claimed by the group build (see Structures.buildCylinders)
canopy = 32,
-- a cylinder hull whose drawn top is a CUT FACE (tree stumps): the
-- body builds from the bark rows and the drawn ellipse projects onto
-- the hull's round top
stump = 16,
-- the same hull cut at both ends, hollowed and tapered: an OPEN bin
-- standing on a floor (the Vermilion Gym trash cans). The drawn mouth
-- ellipse projects onto the round top and down the well, the drawn base
-- ellipse is ground contact rather than body, and the plan narrows toward
-- the floor. Height is AUTHORED (the profile's can_height, which this
-- pin must be kept equal to so anything riding a can lands on its rim) --
-- the drawing's own straight run is only a couple of rows, because a GB
-- cell spends most of itself on the opening
can = 9,
-- round scenery drawn ONE cell wide and TWO cells TALL, standing on one
-- cell of plot: the Pokemon Centers' potted plants. Carved as one
-- 16x32x16 hull in the SOUTH (pot) cell -- the drawing's upper cell is
-- the object's height, not its depth. BOTH cells take the class; the
-- group build anchors on the north one (Structures.buildCylinders)
planter = 32,
billboard = 16,
signpost = 16,
post = 16,
grass = 0,
flower = 0,
-- interior furniture: face-on drawings the detector would otherwise
-- raise to wall height (or merge into the wall). A bed is drawn from
-- above and lies low; tables and desks are boxes at their real height;
-- stairs become stepped geometry rising toward the named side.
bed = 7,
stool = 8,
counter = 8,
-- the raised back band of low seating: the Center couch's west strip
-- is drawn from above like the rest of the couch, but depicts the
-- back and arm rising over the 8px seat
backrest = 12,
table = 12,
desk = 24,
prop = 16,
cutout = 16,
-- a vehicle drawn SIDE-ON: the showroom bicycles. Standee height like
-- every other cutout pool -- what differs is the thickness (see
-- Structures' PINNED_DEPTH)
bike = 16,
console = 16,
relief = 3,
bookcase = 32,
stair_e = 16,
stair_w = 16,
stair_down_e = 16,
stair_down_w = 16,
}
-- class -> how the mesher draws it (see the header). The last three are
-- profile archetypes Structures.lua builds special geometry for:
-- cylinder round-drawn cells (tree canopies) become voxel hulls cut
-- from the art's darkest-pixel outline, round in depth
-- billboard signs, props: the art stands as a thin per-pixel voxel
-- slab, transparency respected
-- post fence posts: the same thin per-pixel slab, but every CELL
-- stands alone in its own depth band -- a north-south fence
-- line is a march of separate posts, not one tall drawing
-- (which is what a shared cluster would make of it)
-- grass tall grass: flat ground PLUS two thin standing rows of
-- tufts per tile (the art's top and bottom halves), each at
-- its drawn depth -- the player walks between them
local ART = {
ground = "flat",
water = "flat",
void = "flat",
ledge = "top",
roof = "top",
wall = "upright",
cliff = "upright",
tree = "upright",
fence = "upright",
sign = "upright",
cylinder = "cylinder",
canopy = "canopy",
stump = "cylinder",
can = "cylinder",
planter = "planter",
billboard = "billboard",
-- signposts share the billboard treatment but as their own pool at a
-- 2-voxel depth: a sign is a thin plate on a stick, and the standard
-- 10px standee body reads as a chunk of furniture outdoors
signpost = "billboard",
post = "post",
grass = "grass",
-- animated flowers: flat synthesized ground PLUS a standing cutout of
-- the drawing's darkest tones, one voxel deep (see Structures'
-- buildFlowers). Height 0 so a build with no pixel access degrades to
-- the flat tile it always drew, not a box
flower = "flower",
-- furniture: a bed's art depicts its top surface; tables and desks are
-- boxes whose fronts fold up (the mesher's authored-fold rule).
-- Stools, `prop` and `cutout` are standee pools alongside `billboard`
-- -- same per-pixel cutout, different thickness (see Structures'
-- PINNED_DEPTH), and separate pools cluster separately so touching
-- drawings never stack; a stool keeps its 8px height so a character
-- standing on its (walkable) cell sits at seat height. Stairs are a
-- profile archetype Structures builds real steps for -- rising flights
-- for stairs leading up, sunken stairwells for stairs leading down
bed = "top",
-- a backrest's art is the couch seen from above, so like the bed it
-- rides the top face of its taller box
backrest = "top",
stool = "billboard",
-- half-cell furniture: a service counter, a low couch. One 8px band,
-- so exactly the drawing's bottom row stands up as the front and
-- every row above it rides the top face in drawn order -- which is
-- also the only way to place a figure drawn INTO the furniture (the
-- Center's seated man) without repeating him, since a taller box
-- folds two rows upright and then repeats its north row across the
-- top. Reads as something you lean on rather than a wall stub
counter = "upright",
table = "upright",
desk = "upright",
prop = "billboard",
cutout = "billboard",
-- a bicycle is a LINE drawing seen side-on, and its negative space --
-- the air inside the frame, between the wheel and the fork -- is what
-- makes it read as a bicycle at all. Its own pool at two voxels: any
-- thicker and the side faces of neighbouring strokes close those gaps
-- from every angle but dead-on, and six of them in a showroom come out
-- as one dark lump (which is what the 5px `prop` pool gave)
bike = "billboard",
-- a machine standing on furniture: the billboard treatment with
-- body, plus the one-object contract `cutout` has -- the drawing is
-- ringed by the furniture it sits on, and those edges must not be
-- extruded along with it (see Structures' component filter)
console = "billboard",
relief = "relief",
-- free-standing shelves: the drawing is TALL, not deep -- Structures
-- collapses each drawn rank onto a one-cell-deep box at full height
bookcase = "bookcase",
stair_e = "stair",
stair_w = "stair",
stair_down_e = "stair",
stair_down_w = "stair",
}
local spec = nil -- the loaded data file, or false when absent
local cache = {} -- tileset id -> resolved shape list
local figCache = {} -- tileset id -> parsed figure masks, or false
local mntCache = {} -- tileset id -> parsed mounted masks, or false
local bgCache = {} -- tileset id -> prop background shades, or false
-- The shape profile ships with the mod (data/voxel_heights.lua) and is read
-- through the mod's own file loader rather than package.path: a mod's
-- directory is not on it, and may live inside a mounted .love archive that
-- plain require cannot reach either. Absent or broken degrades to the
-- derived defaults, which is a rougher-looking world rather than no world.
local function load()
if spec == nil then
local ok, s = pcall(V.data, "voxel_heights")
spec = (ok and type(s) == "table") and s or false
end
return spec or nil
end
function TileShape.heights()
local s = load()
local out = {}
for class, h in pairs(FALLBACK_HEIGHTS) do out[class] = h end
for class, h in pairs(s and s.heights or {}) do
if type(h) == "number" and FALLBACK_HEIGHTS[class] then out[class] = h end
end
return out
end
-- tile id -> class, from the hand-authored groups for one tileset. Unknown
-- class names are dropped rather than trusted: a typo in the data file
-- should degrade to the derived default, not invent a zero-height class.
local function authoredGroups(tilesetId, heights)
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local out = {}
if not entry then return out end
for class, tiles in pairs(entry) do
if heights[class] and type(tiles) == "table" then
for _, t in ipairs(tiles) do out[t] = class end
end
end
return out
end
-- Conditional pins: tile id -> list of { above = {tile ids}, class }.
--
-- A pin is per TILE ID, and one graphic can mean two things. The route
-- gates' $32/$33 is the case that forced this: the artist reuses it for
-- the wall's dark base course AND for every service counter's front, and
-- it is the bottom row of its cell either way. Pinned `wall` the counter
-- stands a full 16px; pinned `counter` the wall bank corrugates 16/8 for
-- sixteen rows. Neither is right, and no per-tile pin can be, because
-- forMap resolves an id to ONE shape.
--
-- What separates the two uses is what is drawn ABOVE: the wall's upper
-- course over a wall base, the counter's top over a counter front. So a
-- profile entry may carry `when_above = { [tile] = { { above = {...},
-- class = "..." } } }`, evaluated per POSITION in TileShape.at, where
-- the map and coordinates are in hand. First match wins; no match keeps
-- the tile's ordinary pin.
-- `when_below` is the mirror, and it exists because ABOVE is not always the
-- side that tells the two uses apart. The Plateau's $0D is the case: it is
-- the gate wall's top band AND the base course under a column of rock face,
-- and scanned over both maps the tile above is $03 for 64 of the first and
-- 140 of the second -- no rule on `above` can split them. What is BELOW
-- does, exactly: the wall's own face $0F sits under the top band and under
-- nothing else (336 vs 352, clean).
local function authoredConditions(tilesetId, heights)
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
if type(entry) ~= "table" then return nil end
local out, any = {}, false
local function collect(spec, side)
if type(spec) ~= "table" then return end
for tile, rules in pairs(spec) do
if type(tile) == "number" and type(rules) == "table" then
local list = out[tile] or {}
for _, rule in ipairs(rules) do
if type(rule) == "table" and heights[rule.class]
and type(rule[side]) == "table" then
local set = {}
for _, t in ipairs(rule[side]) do set[t] = true end
list[#list + 1] = { side = side, set = set, class = rule.class }
end
end
if #list > 0 then
out[tile] = list
any = true
end
end
end
end
collect(entry.when_above, "above")
collect(entry.when_below, "below")
return any and out or nil
end
local function shapeFor(class, heights, authored)
return { class = class, h = heights[class] or 0,
art = ART[class] or "upright",
-- grass and flowers draw a flat ground base like any walkable
-- tile; the standing tufts and cutouts are additive geometry
-- from Structures
flat = ART[class] == "flat" or class == "grass"
or class == "flower",
authored = authored or false }
end
-- Resolved TILE-LEVEL shapes for the tileset `map` uses: a list indexed by
-- tile id holding { class, h, art, flat, authored }, plus `classes`, one
-- canonical shape per class for the cell-level overrides in TileShape.at.
-- Cached per tileset id -- this table depends only on the tileset record
-- and the data file, both constant for a given id. The per-map part of
-- resolution (cell walkability) lives in TileShape.at, NOT here.
function TileShape.forMap(map)
local tileset = map.tileset
local id = tileset.id
if cache[id] then return cache[id] end
local heights = TileShape.heights()
-- Per-tileset height overrides (a tileset entry's `heights`): the class
-- vocabulary is global but the drawings are not -- the DOJO lab tables
-- are drawn 6px tall where the default `table` is 12 -- and the height
-- a sprite RIDES at (VoxelScene.groundAt) must be the height the art
-- actually stands, or the starter balls float over their own table.
-- Same gate as the global list: known classes, numbers only.
do
local s = load()
local entry = s and s.tilesets and s.tilesets[id]
local over = entry and entry.heights
if type(over) == "table" then
for class, h in pairs(over) do
if type(h) == "number" and FALLBACK_HEIGHTS[class] then
heights[class] = h
end
end
end
end
local authored = authoredGroups(id, heights)
local count = math.floor((tileset.imageWidth or 128) / 8)
* math.floor((tileset.imageHeight or 48) / 8)
-- derived pin: a tile the tileset animates by FRAME REWRITE (the
-- overworld's flower) is already named by its animation spec, so like
-- tall grass it needs no profile entry anywhere. Hand-authoring still
-- wins -- a mod animating a wall tile this way keeps its wall by
-- listing it. Guarded because the spec seam is engine data a stub map
-- may not carry.
local flowerTiles = {}
do
local ok, declared = pcall(function()
if tileset.animatedTiles then return tileset.animatedTiles end
local TileRenderer = require("src.render.TileRenderer")
return TileRenderer.defaultAnimatedTiles(tileset)
end)
if ok then
for _, spec in ipairs(type(declared) == "table" and declared or {}) do
if spec.kind == "frames" and spec.tile then
flowerTiles[spec.tile] = true
end
end
end
end
local shapes = { classes = {}, cond = authoredConditions(id, heights) }
for class in pairs(FALLBACK_HEIGHTS) do
shapes.classes[class] = shapeFor(class, heights)
end
-- a conditional pin's own AUTHORED shape per class it can resolve to,
-- kept apart from the shared canonical ones above (see TileShape.at)
if shapes.cond then
shapes.condShape = {}
for _, rules in pairs(shapes.cond) do
for _, rule in ipairs(rules) do
shapes.condShape[rule.class] = shapes.condShape[rule.class]
or shapeFor(rule.class, heights, true)
end
end
end
for t = 0, count - 1 do
local class = authored[t]
if class then
shapes[t] = shapeFor(class, heights, true)
elseif t == tileset.grassTile then
-- derived pin: every tileset already names its tall-grass tile, so
-- the standing-tuft treatment needs no profile entry anywhere
shapes[t] = shapeFor("grass", heights, true)
elseif flowerTiles[t] then
shapes[t] = shapeFor("flower", heights, true)
elseif map.waterTiles and map.waterTiles[t] then
shapes[t] = shapes.classes.water
elseif map.walkable and map.walkable[t] then
shapes[t] = shapes.classes.ground
else
shapes[t] = shapes.classes.wall
end
end
shapes.count = count
cache[id] = shapes
return shapes
end
-- The shape of the tile at TILE coordinates (tx, ty) -- the full
-- resolution including the cell-granularity steps (see the header).
-- `shapes` is the table forMap returned for this map; `tile` is
-- map:tileAt(tx, ty), passed in because every caller already has it.
function TileShape.at(map, shapes, tile, tx, ty)
local s = shapes[tile]
-- conditional pins first: they are authored answers that need the
-- POSITION to resolve, so they outrank both the flat pin on the same
-- tile and the cell rules below (see authoredConditions)
local rules = shapes.cond and shapes.cond[tile]
if rules then
for _, rule in ipairs(rules) do
-- NOTE map:tileAt border-EXTENDS: one row off an edge answers the
-- map's borderBlock, never nil. A rule listing whatever that block
-- draws will fire along that whole edge (it did, on the Marts).
local n = map:tileAt(tx, rule.side == "above" and ty - 1 or ty + 1)
if n and rule.set[n] then
-- shapes.condShape, NOT shapes.classes: the canonical class
-- shapes are SHARED, and `wall` in particular is the very object
-- rule 4 hands every unauthored solid tile. Marking that one
-- authored (which the first cut did) made every one of them skip
-- the cell rules below, so walkable floors stopped flattening and
-- whole rooms rose into a checkerboard of blocks.
return shapes.condShape[rule.class]
end
end
end
if not s or s.authored then return s end
local cx = math.floor(tx / 2)
local cy = math.floor(ty / 2)
if map:isWaterCell(cx, cy) then return shapes.classes.water end
if map:isWalkableCell(cx, cy) then return shapes.classes.ground end
return s
end
-- Hand-authored FIGURES for one tileset: a drawing painted INTO furniture,
-- cut out by an explicit pixel mask and stood up on top of it.
--
-- Every other route in this file resolves a whole 8x8 TILE, which is
-- exactly why none of them can reach a figure that shares its tiles with
-- the thing it sits on -- and the detector's segmentation cannot either
-- when the drawing has no background margin to flood from and wears the
-- same shades as its furniture. So the profile authors the silhouette
-- pixel by pixel (see data/voxel_heights.lua):
--
-- figures = { { w = <tiles across>,
-- depth = <voxels of body; ABSENT for a person>,
-- thin = { rows = <top rows>, depth = <voxels> },
-- flat = { x = { <lx0>, <lx1> }, rows = { <r0>, <r1> } },
-- tiles = { ...w*h tile ids, row-major... },
-- under = { ...w*h ids: what each tile wears once the
-- figure is lifted off it... },
-- pixels = { ...h*8 strings of w*8 chars, "." = not the
-- figure... } } }
--
-- No class -- what the entry carries instead is a `depth`, or does not:
--
-- WITHOUT one it is a flat sprite card, drawn the way SpriteBillboards
-- draws a character. That is the right reading for a PERSON: a Gen 1
-- figure is a face-on 2D icon, and extruding one reconstructs a body
-- nobody drew (see Structures.buildFigures).
-- WITH one it is an OBJECT and gets the standee treatment every other
-- solid here gets -- a per-pixel slab in world space, standing on the
-- same furniture the card would have stood on. The Marts' cash
-- register is the case: a machine on a counter is a box, not an icon.
--
-- Two fields say which parts of such a drawing are NOT the extrusion,
-- because a solid drawn in one 16x16 GB cell still packs more than one
-- facing:
--
-- `thin` caps the thickness over the mask's top rows, for the part of
-- the drawing that is not the machine (the register's receipt curl).
-- `flat` names a rect of the mask that is a TOP-VIEW surface rather
-- than a face -- the register's keypad, whose keys lie ON its deck.
-- The rect lays horizontal one voxel proud of whatever the extrusion
-- leaves below it, at the elevation its BOTTOM row would have had,
-- with drawn row = depth row 1:1 (the mapping the lab tabletop is
-- drawn with). So a drawing whose front elevation is an L reads as
-- one: body up the side and along the base, keys lying in the notch.
--
-- Returned normalized: `mask` as a set keyed by ly * (w * 8) + lx, so
-- Structures can read it as a bitmap without re-parsing per position.
-- A malformed entry is dropped rather than half-applied -- a typo in a
-- mask should leave the couch alone, not carve a hole in it.
--
-- `mounted` (below) carries the same four fields, so the parse is shared,
-- and so are the optional ones that give an authored mask a BODY: `depth`,
-- `thin` and `flat` above. `depth` is left nil when unstated, because
-- absence is meaningful on a figure: no depth means the flat sprite card a
-- person is drawn as.
local function authoredMasks(list)
local out = {}
if type(list) ~= "table" then return out end
for _, f in ipairs(list) do
local ok = type(f) == "table" and type(f.w) == "number"
and type(f.tiles) == "table" and type(f.under) == "table"
and type(f.pixels) == "table"
local w = ok and math.floor(f.w) or 0
local h = (w >= 1) and (#f.tiles / w) or 0
ok = ok and w >= 1 and h >= 1 and h == math.floor(h)
and #f.under == #f.tiles and #f.pixels == h * 8
if ok then
for i = 1, h * 8 do
local row = f.pixels[i]
if type(row) ~= "string" or #row ~= w * 8 then
ok = false
break
end
end
end
if ok then
local mask, n = {}, 0
for ly = 0, h * 8 - 1 do
local row = f.pixels[ly + 1]
for lx = 0, w * 8 - 1 do
if row:sub(lx + 1, lx + 1) ~= "." then
mask[ly * (w * 8) + lx] = true
n = n + 1
end
end
end
local depth = tonumber(f.depth)
local thin = nil
if type(f.thin) == "table" and tonumber(f.thin.rows)
and tonumber(f.thin.depth) then
thin = { rows = math.floor(tonumber(f.thin.rows)),
depth = math.floor(tonumber(f.thin.depth)) }
end
local flat = nil
if type(f.flat) == "table" and type(f.flat.x) == "table"
and type(f.flat.rows) == "table" then
flat = { x0 = math.floor(f.flat.x[1]), x1 = math.floor(f.flat.x[2]),
r0 = math.floor(f.flat.rows[1]),
r1 = math.floor(f.flat.rows[2]) }
end
if n > 0 then
out[#out + 1] = { w = w, h = h, n = n, mask = mask,
tiles = f.tiles, under = f.under,
depth = depth and math.floor(depth) or nil,
thin = thin, flat = flat }
end
end
end
return out
end
function TileShape.figures(tilesetId)
local hit = figCache[tilesetId]
if hit ~= nil then return hit or nil end
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local out = authoredMasks(entry and entry.figures)
figCache[tilesetId] = (#out > 0) and out or false
return figCache[tilesetId] or nil
end
-- Hand-authored MOUNTED objects for one tileset: a thing drawn INTO the
-- wall band it hangs on, cut out by an explicit pixel mask and stood
-- proud of the wall's face.
--
-- Same authoring problem as `figures` and the same answer -- a class pin
-- resolves a whole 8x8 tile, and the detector cannot segment a drawing
-- that has no background margin to flood from. The Bike Shop's two wall
-- bicycles are the case: the shop's striped wall panel runs BEHIND them,
-- and its #555 stripes are a flood boundary, so a silhouette flood comes
-- back with the stripes attached to the bike.
--
-- Two things differ from a figure, and both follow from the object being
-- an object rather than a character:
--
-- it keeps its DRAWN ELEVATION. A figure stands on its own feet; a
-- mounted thing sits where the wall band draws it, so a bicycle hung
-- clear of the floor stays hung.
-- it has THICKNESS (`depth`, default 2), and it is built in world
-- space as a per-pixel slab jutting south of the band -- not as a
-- camera-facing sprite card. A bicycle drawn side-on is a plane
-- parallel to the wall, not a face-on icon.
--
-- mounted = { { w = <tiles across>,
-- depth = <voxels it juts into the room>,
-- tiles = { ...w*h tile ids, row-major... },
-- under = { ...w*h ids: what each tile wears once the
-- object is lifted off it (the plain panel)... },
-- pixels = { ...h*8 strings of w*8 chars, "." = wall... } } }
function TileShape.mounted(tilesetId)
local hit = mntCache[tilesetId]
if hit ~= nil then return hit or nil end
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local out = authoredMasks(entry and entry.mounted)
mntCache[tilesetId] = (#out > 0) and out or false
return mntCache[tilesetId] or nil
end
-- Which GB shades count as BACKGROUND for a pinned per-pixel prop, per tile
-- (a tileset entry's prop_bg). Returns tile id -> set of shade names, or nil.
--
-- Structures normally votes on this by reading the shades that touch the
-- drawing's own bounding box, which is right whenever the drawing has a
-- margin of floor around it and wrong when it does not: a prop whose body
-- reaches its own edge votes itself out. Naming the shades is the override,
-- and it is keyed by TILE because the answer is per drawing rather than per
-- tileset -- two props in one atlas can want opposite calls on the same
-- shade (see the POKECENTER entry).
--
-- prop_bg = { { tiles = { ...ids... }, shades = { "light", "white" } } }
--
-- Only the four GB shade names exist; anything else is dropped, so a typo
-- degrades to the ordinary vote rather than emptying the background.
local SHADES = { black = true, dark = true, light = true, white = true }
function TileShape.propBg(tilesetId)
local hit = bgCache[tilesetId]
if hit ~= nil then return hit or nil end
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local list = entry and entry.prop_bg
local out, any = {}, false
if type(list) == "table" then
for _, rule in ipairs(list) do
if type(rule) == "table" and type(rule.tiles) == "table"
and type(rule.shades) == "table" then
local set, n = {}, 0
for _, name in ipairs(rule.shades) do
if SHADES[name] then
set[name] = true
n = n + 1
end
end
if n > 0 then
for _, t in ipairs(rule.tiles) do
if type(t) == "number" then
out[t] = set
any = true
end
end
end
end
end
end
bgCache[tilesetId] = any and out or false
return bgCache[tilesetId] or nil
end
-- What a bookcase rank does with the rows it VACATES -- the ones behind the
-- one-cell-deep box it collapses onto (a tileset entry's
-- bookcase_backfill). Returns the mode name, or nil for the default.
--
-- "above" hand them the cell immediately above the run: its shape and
-- its art. A wall set INTO a terrace wants this -- the ground
-- behind it is more terrace, not a trench.
-- nil skip them and paint the map's commonest ground underneath,
-- which is right for a free-standing shelf against a wall.
--
-- Per tileset because it is a statement about what the drawing depicts, and
-- the answer differs: the Mart's racks and Red's shelves stand in a room,
-- the Plateau's gate walls are cut into a hillside.
function TileShape.bookcaseBackfill(tilesetId)
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local mode = entry and entry.bookcase_backfill
return mode == "above" and mode or nil
end
--- Does this tileset's `bookcase` run carry the measured pane RELIEF on
--- its front (a tileset entry's bookcase_relief)? Default yes: the class
--- almost always collapses a shelf, a rack or a display case, and every
--- one of those seals its contents behind a frame that should stand proud
--- of them.
---
--- A tileset says `bookcase_relief = false` when it borrows the collapse
--- for something that is NOT a shelf -- the League's gate walls and
--- pilasters, Bill's transporter drums -- where the drawing's light
--- regions are the masonry and the barrel, not panes, and sinking them
--- carves the surface instead of describing it.
function TileShape.bookcaseRelief(tilesetId)
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
return not (entry and entry.bookcase_relief == false)
end
-- Drop the cache: a mod that shadows data/voxel_heights.lua or a tileset
-- record needs the next lookup to re-resolve (hot reload, mod toggle).
function TileShape.invalidate()
spec = nil
cache = {}
figCache = {}
mntCache = {}
bgCache = {}
end
return TileShape