Files
DramaticShapeVoxelMod/lib/StadiumPack.lua
T
DramaticShape a3fb18a589 shiny Pokemon, on by default
Gen 1 has no shininess of its own, but it has the four DVs Gen 2 reads to
decide it -- and the engine already ships that reading (Stats.isShiny, its
own comment calling it "the RBY virtual shiny", allowlisted for mods
precisely so an indicator mod can call it). Nothing new is stored on a
Pokemon and nothing migrates: every save already contains the answer, and
this starts drawing it. Random DVs land on the pattern 1 in 8192, which is
the classic rate and the default the odds dial ships at.

Deriving rather than storing is what makes it survive a save, a box, a
trade and an evolution with no second copy of the truth to drift. mon.shiny
is a cache written from the DVs, never read as the source.

The roll goes in Pokemon.new -- every wild, gift, starter and traded mon is
built there, and it is before the battle bakes its sprite, which
battle.started is already too late for. It draws from the mod's own random
stream so installing this does not shift the sequence damage rolls and
encounter slots come out of. Trainers stay ordinary by themselves: the
engine pins their DVs, as the real games do.

The models are genuinely recoloured, as part of the extraction. Each
species is decoded once, packed as usual, then recoloured and packed again
as NNNs.dsm. The colours are Stadium's own HSL slide (hue in degrees,
saturation and lightness on a -8..+8 scale at 12.5% a step); five species
carry an explicit colour table instead, because Stadium gives them a real
alternate texture that no single slide reproduces -- Jigglypuff's body must
stay pink while its irises rotate to green.

Extraction is the right moment because StadiumFx's generated frames are
still marked there and the packer drops the marker: it is the last point a
flame is distinguishable from a hide. A shiny Charizard has a shiny hide
and an ordinary fire. The normal packs are written BEFORE the recolour, so
they come out byte-identical and stadium_extract_test still diffs all 151
against the Python oracle unchanged -- no format change, no DSM4, no second
implementation to keep in step. REV goes to 3 so an existing cache rebuilds.

Flat art is tinted instead, because the engine bakes a species palette into
a cache with no notion of which individual is drawn. The tint comes from
that species' own slide rather than a generic gold. A multiply can only
darken, so species whose shiny is lighter read quieter there than on the
model; the status page's star is the mode-proof mark.

Tests: 58 assertions in tests/shiny_test.lua, including the colour
transform against 640 real colour pairs lifted from the verified texture
set, the DV model, the read side, and the end-to-end through the engine's
own constructor. stadium_extract_test gains --mod (worktrees have neither
the ROM nor the packs, both gitignored) and now also checks that every
shiny pack is the same length as its twin and actually differs.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 12:12:25 -04:00

650 lines
23 KiB
Lua

-- STADIUM battles: reading one species' model off disk.
--
-- `NNN.dsm` holds one Pokemon Stadium battle model. It is written by
-- StadiumBuild, out of the player's own copy of that ROM, the first time the
-- mod runs (see StadiumInstall) -- and by tools/stadium_pack.py, which is the
-- oracle that Lua path is tested against. This file is the other half of that
-- format and nothing else: bytes in, tables out. What the tables MEAN is
-- StadiumRig's business (posing a skeleton) and StadiumMon's (which animation
-- a fight is asking for).
--
-- Three things shape it.
--
-- BINARY, NOT LUA. A species is a couple of hundred kilobytes of numbers,
-- most of it animation, and a Lua source file of that is a parse the loader
-- would pay for on every boot whether a battle happened or not. A byte
-- string is read once, on the frame a fight starts, and only for the two
-- species actually fighting.
--
-- LAZY ANIMATIONS. Geometry, bones and textures are decoded on load --
-- they are small, and every one of them is needed the moment the mon
-- appears. The animations are not: a fight uses idle, an entrance and
-- whichever handful of attacks come up, out of the seven to twenty-one a
-- species carries. So the load pass SCANS the animation block, recording
-- where each one starts and skipping the rest, and a track is decoded the
-- first time something plays it. That turns a 200 KB decode into a 20 KB
-- one plus a few milliseconds spread over the fight.
--
-- AN LRU OF FOUR. A model is shared by everything that draws that species
-- -- both sides of a mirror match, both VR eyes -- and kept for a few
-- battles after, because the next fight on the same route is very often
-- the same Pokemon. Four is enough for a wild fight (two) plus the
-- trainer's next two, and it bounds what the mode can hold to a few
-- megabytes.
--
-- Everything is pcall-guarded and every failure answers nil: a missing
-- pack, a truncated file or a driver that will not make an image all end
-- at the same place, which is the flat 2D-3D card this mode falls back to
-- (see Stadium).
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumPack = {}
local byte = string.byte
local floor = math.floor
-- ------- where a pack comes from
--
-- Two places, asked in this order.
--
-- CACHE_DIR is in the save directory and is what actually ships: the mod
-- carries no models (they are Pokemon Stadium's data), so StadiumInstall
-- builds them out of the player's own ROM on first run and writes them here.
--
-- DIR is inside the mod, and exists for a developer checkout that has run
-- tools/stadium_pack.py -- which is also how the oracle the Lua extractor is
-- tested against gets built. It is second because a locally built CURRENT
-- cache should win over whatever a checkout happens to have lying around --
-- current as judged by StadiumInstall's marker, so a cache an old extractor
-- built does not shadow a fresh set (see readPack).
StadiumPack.CACHE_DIR = "dramatic_shape/stadium"
StadiumPack.DIR = "assets/stadium"
-- The shiny variant sits beside its species as NNNs.dsm -- the same DSM3,
-- written by the same writer, differing only in its texture bytes. See the
-- note over StadiumInstall's writePack for why it is a separate file and not
-- a second block in the pack.
local function packName(dir, species, shiny)
return shiny and ("%s/%03ds.dsm"):format(dir, species)
or ("%s/%03d.dsm"):format(dir, species)
end
local function readPack(species, shiny)
-- The cache only counts when StadiumInstall's marker says it is a
-- complete, CURRENT build -- an old cache (a rev the extractor has since
-- fixed, a format that moved) must not shadow a fresh shipped set, and a
-- half-written folder must not be read at all. Required lazily: Install
-- requires this module at load, so the reverse edge cannot be taken then.
local rel = packName(StadiumPack.CACHE_DIR, species, shiny)
if love and love.filesystem and love.filesystem.getInfo
and V.require("StadiumInstall").ready() then
local okInfo, info = pcall(love.filesystem.getInfo, rel, "file")
if okInfo and info then
local ok, bytes = pcall(love.filesystem.read, rel)
if ok and type(bytes) == "string" and #bytes > 4 then return bytes end
end
end
local mod = V.mod
if not (mod and mod.read) then return nil end
local ok, bytes = pcall(mod.read, mod,
packName(StadiumPack.DIR, species, shiny))
if ok and type(bytes) == "string" and #bytes > 4 then return bytes end
return nil
end
-- The battle system's context slots, in the order tools/stadium_pack.py
-- writes them -- slot 165 upward (see model_extract/manifest.json's
-- animationSlots). Indexed by POSITION, so this list is the format's
-- contract and the packer's CONTEXTS must stay identical to it.
-- Position 2 was called "hit" until the move table was read against it: it
-- is the animation most of a species' MOVES play, which makes it the default
-- attack and not a damage reaction (see StadiumMon's STATES). The slot TABLE
-- is indexed by position, but the name also reaches the packed files: the
-- packers bake it into the animation NAME strings, so it has to match
-- tools/stadium_pack.py's CONTEXTS *and* pipeline/battle.py's CONTEXT_SLOTS,
-- or the oracle diff reports every species.
StadiumPack.CONTEXT = {
"idle", "attack_default", "faint", "entrance", "reaction_169", "reaction_170",
"reaction_171", "reaction_172", "reaction_173", "reaction_174",
"struggle", "idle_alt", "faint_alt", "flinch", "reaction_179",
"reaction_180", "reaction_181", "reaction_182", "entrance_alt",
"idle_return",
}
-- name -> slot position, for callers that ask by name
StadiumPack.SLOT = {}
for i, name in ipairs(StadiumPack.CONTEXT) do StadiumPack.SLOT[name] = i end
StadiumPack.N_MOVES = 165
StadiumPack.NONE = 0xFFFF
-- The frame rate every animation in the set is authored at
-- (model_extract/README.md: keyframe times are frame / 30).
StadiumPack.FPS = 30
-- ------- readers
--
-- One cursor threaded through by hand rather than an object: this runs over
-- a couple of hundred thousand values on the frame a battle starts, and a
-- method call per value is the difference between a hitch and no hitch.
local function u8(s, p) return byte(s, p), p + 1 end
local function u16(s, p)
local a, b = byte(s, p, p + 1)
return a + b * 256, p + 2
end
local function i16(s, p)
local a, b = byte(s, p, p + 1)
local v = a + b * 256
if v >= 32768 then v = v - 65536 end
return v, p + 2
end
local function u32(s, p)
local a, b, c, d = byte(s, p, p + 3)
return a + b * 256 + c * 65536 + d * 16777216, p + 4
end
local function i32(s, p)
local v
v, p = u32(s, p)
if v >= 2147483648 then v = v - 4294967296 end
return v, p
end
-- IEEE 754 single, by hand. LOVE has love.data.unpack, but this file reads
-- exactly four floats per model (the header's extents) and a hand decode
-- costs nothing while removing a version floor from the mod's whole
-- STADIUM path.
local function f32(s, p)
local b1, b2, b3, b4 = byte(s, p, p + 3)
local sign = 1
if b4 >= 128 then sign, b4 = -1, b4 - 128 end
local expo = b4 * 2 + floor(b3 / 128)
local mant = (b3 % 128) * 65536 + b2 * 256 + b1
if expo == 255 then
if mant == 0 then return sign * math.huge, p + 4 end
return 0, p + 4
end
if expo == 0 then return sign * mant * 2 ^ -149, p + 4 end
return sign * (1 + mant / 8388608) * 2 ^ (expo - 127), p + 4
end
-- 16.16 fixed point, which is how bone scales are stored (they run from
-- about -31 to 100 across the set and a float would cost twice the bytes
-- for precision nothing can see).
local function fixed(s, p)
local v
v, p = i32(s, p)
return v / 65536, p
end
-- ------- the load
local function readHeader(s, p, model)
model.species, p = u16(s, p)
model.boneCount, p = u16(s, p)
model.primCount, p = u16(s, p)
model.texCount, p = u16(s, p)
model.animCount, p = u16(s, p)
model.auxCount, p = u16(s, p)
model.rootScale, p = f32(s, p)
-- a species whose standby loop is corrupt in the source extraction, and
-- which the mod therefore holds at its bind pose (see the packer's
-- idle_is_broken). Three of the 151.
local static
static, p = u8(s, p)
model.staticPose = static ~= 0
model.height, p = f32(s, p)
model.floor, p = f32(s, p)
model.radius, p = f32(s, p)
local moveAnim, moveAux, ctx = {}, {}, {}
for i = 1, StadiumPack.N_MOVES do moveAnim[i], p = u16(s, p) end
for i = 1, StadiumPack.N_MOVES do moveAux[i], p = i16(s, p) end
for i = 1, #StadiumPack.CONTEXT do ctx[i], p = u16(s, p) end
model.moveAnim, model.moveAux, model.ctx = moveAnim, moveAux, ctx
return p
end
-- The bone tree, as flat parallel arrays: a rig walk touches every bone
-- every frame and an array of little tables would be a cache miss per bone
-- and a table per bone to collect.
local function readBones(s, p, model)
local n = model.boneCount
local parent, t, r, sc = {}, {}, {}, {}
for i = 1, n do
-- 0-based in the file, 1-based here, and 0 for "no parent" so the rig's
-- walk can test it without a sentinel comparison
local par
par, p = i16(s, p)
parent[i] = par + 1
local b = (i - 1) * 3
t[b + 1], p = i16(s, p)
t[b + 2], p = i16(s, p)
t[b + 3], p = i16(s, p)
r[b + 1], p = i16(s, p)
r[b + 2], p = i16(s, p)
r[b + 3], p = i16(s, p)
sc[b + 1], p = fixed(s, p)
sc[b + 2], p = fixed(s, p)
sc[b + 3], p = fixed(s, p)
end
model.parent, model.restT, model.restR, model.restS = parent, t, r, sc
return p
end
-- One drawable piece: the triangles that share a texture and a cull mode.
--
-- Positions and normals stay in BONE-LOCAL space, exactly as the display
-- list had them, because that is what makes the skinning a single matrix
-- multiply per vertex (every vertex in the set is rigidly bound to one bone
-- -- see model_extract/README.md) rather than a weighted blend.
local function readPrims(s, p, model)
local prims = {}
for i = 1, model.primCount do
local prim = {}
prim.tex, p = u16(s, p)
prim.tex = prim.tex + 1
local cull, blend
cull, p = u8(s, p)
blend, p = u8(s, p)
prim.cull = cull ~= 0
prim.additive = blend ~= 0
prim.texAnim, p = i16(s, p)
-- the texture-animation channel's value -> which texture to swap in.
-- Keyed by the stream's own byte, so the rig can look one up without
-- searching.
local mapN
mapN, p = u8(s, p)
if mapN > 0 then
local map = {}
for _ = 1, mapN do
local key, tex
key, p = u8(s, p)
tex, p = u16(s, p)
map[key] = tex + 1
end
prim.texMap = map
end
local fxN
fxN, p = u16(s, p)
if fxN > 0 then
local frames = {}
for k = 1, fxN do
frames[k], p = u16(s, p)
frames[k] = frames[k] + 1
end
prim.fxFrames = frames
end
local nv, ni
nv, p = u16(s, p)
ni, p = u16(s, p)
prim.vertCount, prim.indexCount = nv, ni
-- five arrays rather than one array of vertices, for the same reason
-- the bones are flat: the skinning loop reads them in step and writes
-- one LOVE vertex row out
local px, py, pz = {}, {}, {}
local uv = {}
local nx, ny, nz = {}, {}, {}
local bone = {}
for k = 1, nv do
px[k], p = i16(s, p)
py[k], p = i16(s, p)
pz[k], p = i16(s, p)
local u, v
u, p = i16(s, p)
v, p = i16(s, p)
uv[k * 2 - 1], uv[k * 2] = u / 512, v / 512
local a, b, c
a, p = u8(s, p)
b, p = u8(s, p)
c, p = u8(s, p)
if a >= 128 then a = a - 256 end
if b >= 128 then b = b - 256 end
if c >= 128 then c = c - 256 end
nx[k], ny[k], nz[k] = a / 127, b / 127, c / 127
bone[k], p = u8(s, p)
bone[k] = bone[k] + 1
end
prim.px, prim.py, prim.pz = px, py, pz
prim.uv = uv
prim.nx, prim.ny, prim.nz = nx, ny, nz
prim.bone = bone
local idx = {}
for k = 1, ni do
idx[k], p = u16(s, p)
idx[k] = idx[k] + 1
end
prim.index = idx
prims[i] = prim
end
model.prims = prims
return p
end
-- The textures, kept as the raw RGBA8 they arrived as and turned into
-- images on first use. A species carries every frame of every blink and
-- every dizzy swirl; a fight that never shows one should not pay to
-- upload it.
--
-- Raw rather than PNG, which is what DSM3 changed: an ImageData over these
-- bytes is a memcpy where a PNG is a decode on the frame a battle starts,
-- and -- the reason it was actually done -- uncompressed pixels are the same
-- pixels whichever side wrote them, so the Lua extractor's output can be
-- diffed against the Python packer's byte for byte. Two deflate
-- implementations need not agree; two arrays of pixels do.
local function readTextures(s, p, model)
local tex = {}
for i = 1, model.texCount do
local w, h, len
w, p = u16(s, p)
h, p = u16(s, p)
len, p = u32(s, p)
tex[i] = { w = w, h = h, rgba = s:sub(p, p + len - 1) }
p = p + len
end
model.textures = tex
return p
end
-- How many bytes one animation's track block occupies, without decoding
-- any of it. This is the scan that makes lazy animations possible: nine
-- components a bone, each either one value or one a frame, and the only
-- thing that has to be READ is the byte that says which.
local COMP_BYTES = { 2, 2, 2, 2, 2, 2, 4, 4, 4 } -- t t t r r r s s s
local function skipTracks(s, p, boneCount, frames)
for _ = 1, boneCount do
local present
present, p = u8(s, p)
if present ~= 0 then
for c = 1, 9 do
local kind
kind, p = u8(s, p)
p = p + COMP_BYTES[c] * (kind == 0 and 1 or frames)
end
end
end
return p
end
local function readAnims(s, p, model)
local anims = {}
for i = 1, model.animCount do
local len
len, p = u8(s, p)
local name = s:sub(p, p + len - 1)
p = p + len
local frames, loopStart, aux
frames, p = u16(s, p)
loopStart, p = u16(s, p)
aux, p = i16(s, p)
anims[i] = {
name = name, frames = frames, loopStart = loopStart,
aux = aux >= 0 and (aux + 1) or nil,
seconds = frames / StadiumPack.FPS,
offset = p, -- where its tracks start; decoded later
}
p = skipTracks(s, p, model.boneCount, frames)
end
model.anims = anims
return p
end
local function readAux(s, p, model)
local aux = {}
for i = 1, model.auxCount do
local frames, loopStart, chanN
frames, p = u16(s, p)
loopStart, p = u16(s, p)
chanN, p = u16(s, p)
local chans = {}
for c = 1, chanN do
local n
n, p = u16(s, p)
local stream = {}
for k = 1, n do stream[k], p = u16(s, p) end
chans[c] = stream
end
aux[i] = { frames = frames, loopStart = loopStart, channels = chans }
end
model.auxAnims = aux
return p
end
-- ------- a track block, decoded on demand
--
-- The shape a pose walk wants: `tracks[bone]` is either nil (this bone
-- holds its rest transform for the whole animation) or nine entries, each
-- either a number (constant) or an array of one value per frame.
--
-- That fold is the source data's own, not something imposed here: a bone
-- that only rotates costs two bytes for each of its six other components,
-- and across the 151 species it is most of the reason the whole set is 24
-- megabytes rather than a hundred.
function StadiumPack.tracks(model, index)
local anim = model.anims and model.anims[index]
if not anim then return nil end
if anim.tracks then return anim.tracks end
local s, p = model.bytes, anim.offset
if not (s and p) then return nil end
local frames = anim.frames
local out = {}
for b = 1, model.boneCount do
local present
present, p = u8(s, p)
if present ~= 0 then
local comps = {}
for c = 1, 9 do
local kind
kind, p = u8(s, p)
local read = (c >= 7) and fixed or i16
if kind == 0 then
comps[c], p = read(s, p)
else
local arr = {}
for k = 1, frames do arr[k], p = read(s, p) end
comps[c] = arr
end
end
out[b] = comps
end
end
anim.tracks = out
return out
end
-- One texture as a LOVE image, decoded on first ask.
function StadiumPack.image(model, index)
local slot = model.textures and model.textures[index]
if not slot then return nil end
if slot.image ~= nil then return slot.image or nil end
local ok, img = pcall(function()
local data = love.image.newImageData(slot.w, slot.h, "rgba8", slot.rgba)
local image = love.graphics.newImage(data)
-- N64 art at N64 resolution: nearest keeps the texels the size the
-- artist drew them, exactly as every other texture in this mode
image:setFilter("nearest", "nearest")
return image
end)
slot.image = (ok and img) or false
return slot.image or nil
end
-- ------- the cache
local cache = {} -- cache key -> model
local order = {} -- cache key, least recently used first
-- The key is the species for a normal model and species+SHINY for a shiny
-- one, so the two are separate entries that cannot overwrite each other.
--
-- They MUST be separate. The model table carries the decoded textures and
-- the lazily-built love Images hanging off them, and it is deliberately
-- shared by both sides and both VR eyes -- so a single entry per species
-- would mean a shiny Rattata and an ordinary one in the same fight fighting
-- over one texture set, and whichever loaded last would colour both.
local SHINY = 1000 -- clear of the 1..151 dex range
local function cacheKey(species, shiny)
if not species then return nil end
return shiny and (species + SHINY) or species
end
-- Four, because a mirror match between a shiny and a normal of the SAME
-- species is now two distinct models rather than one shared table, and both
-- sides must survive a fifth species being called out mid-fight. See keep().
StadiumPack.KEEP = 4
local function touch(species)
for i = #order, 1, -1 do
if order[i] == species then table.remove(order, i) end
end
order[#order + 1] = species
while #order > StadiumPack.KEEP do
local drop = table.remove(order, 1)
local model = cache[drop]
cache[drop] = nil
if model and model.textures then
for _, slot in ipairs(model.textures) do
if slot.image and slot.image.release then
pcall(slot.image.release, slot.image)
end
-- CLEARED, not just released. A released Image is still a truthy
-- value, and `image()` below hands back whatever is in this field
-- without looking at it -- so leaving the corpse here meant the next
-- ask returned a dead object, which reached mesh:setTexture and threw
-- "Cannot use object after it has been released" from inside the
-- scene pass. Nil means the next ask decodes it again, which is the
-- whole point of the slot being lazy.
slot.image = nil
end
end
end
end
-- Say that this species is IN USE, so the cache does not evict it.
--
-- The eviction order above is a least-recently-LOADED list, not a
-- least-recently-used one: `touch` runs from `load`, and `load` is only
-- reached when a side's species CHANGES (StadiumMon.setSpecies returns early
-- otherwise). A Pokemon that stands on the field for several turns therefore
-- never refreshes its position, drifts to the front of the queue, and is
-- evicted -- its textures released -- while it is still being drawn sixty
-- times a second. That is what a fifth species entering a battle did: call
-- out a Clefairy and whatever had been standing longest lost its textures
-- mid-fight.
--
-- So the mode says, every frame, which two species are actually standing
-- there (see Stadium.update). With KEEP at 4 and two sides, the two in use
-- are always the two most recent and cannot reach the front of the queue.
function StadiumPack.keep(species, shiny)
local key = cacheKey(species, shiny)
if key and cache[key] then touch(key) end
end
-- Whether a pack for this species is on disk at all. Cheap enough to ask
-- before a battle commits to the mode, and the honest test: a mod
-- installed without its assets folder must decline rather than error.
--
-- Asked WITHOUT the shiny flag on purpose by the callers that gate the mode:
-- whether a species can be modelled at all is a question about its normal
-- pack. A missing shiny variant does not disqualify the species, it just
-- means that one mon is drawn in its ordinary colours.
function StadiumPack.available(species, shiny)
local key = cacheKey(species, shiny)
if key and cache[key] then return true end
return readPack(species, shiny) ~= nil
end
-- The model for a National Dex number (1..151), or nil.
--
-- `shiny` selects the recoloured variant. When a species has no shiny pack
-- -- an install from before rev 3, a recolour that failed at extraction, a
-- species we have no colours for -- this FALLS BACK to the normal model
-- rather than returning nil. The alternative is a shiny Pokemon that drops
-- to a flat 2D pic while its ordinary twin stands in 3D, which reads as a
-- bug; wrong colours read as a mod that has not finished installing.
function StadiumPack.load(species, shiny)
if not (species and species >= 1 and species <= 151) then return nil end
local key = cacheKey(species, shiny)
local hit = cache[key]
if hit ~= nil then
touch(key)
return hit or nil
end
local bytes = readPack(species, shiny)
if not bytes and shiny then
return StadiumPack.load(species, false)
end
if not bytes then
cache[key] = false
return nil
end
local ok, model = pcall(function()
if bytes:sub(1, 4) ~= "DSM3" then
error("not a DSM3 pack -- delete it and let the mod rebuild it", 0)
end
local m = { bytes = bytes }
local p = 5
p = readHeader(bytes, p, m)
p = readBones(bytes, p, m)
p = readPrims(bytes, p, m)
p = readTextures(bytes, p, m)
p = readAnims(bytes, p, m)
readAux(bytes, p, m)
return m
end)
if not ok then
V.mod.log:warn("stadium: %s did not read: %s -- that Pokemon "
.. "falls back to its flat pic",
packName("", species, shiny):sub(2), tostring(model))
-- A corrupt SHINY pack must not cost the species its model: fall back to
-- the normal one, exactly as a missing file does above.
if shiny then
cache[key] = false
return StadiumPack.load(species, false)
end
cache[key] = false
return nil
end
model.shiny = shiny and true or nil
cache[key] = model
touch(key)
return model
end
-- Drop everything (hot reload, or a graphics context that went away).
function StadiumPack.invalidate()
for _, model in pairs(cache) do
if model and model.textures then
for _, slot in ipairs(model.textures) do
if slot.image and slot.image.release then
pcall(slot.image.release, slot.image)
end
slot.image = nil
end
end
end
end
function StadiumPack.forget()
StadiumPack.invalidate()
cache, order = {}, {}
end
return StadiumPack