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DramaticShapeVoxelMod/main.lua
T
DramaticShape f0d5ca570a lets go
2026-08-08 09:06:51 -04:00

1313 lines
64 KiB
Lua

-- Dramatic Shape Voxel Mod: a full 3D diorama overworld, shipped as a
-- rendering pipeline mod.
--
-- The engine's render_pipelines registry (src/mods/Schemas.lua) lets a mod
-- own part of the frame. This mod registers two:
--
-- voxel a drawWorld pipeline. Instead of the flat tile blit, the
-- overworld's terrain is extruded into real geometry, walked
-- by a depth-buffered 3D camera, with characters as leaning
-- sprite slabs and a shadow map throwing real cast shadows
-- across whatever they land on. Occlusion is the depth
-- buffer, not a y-sort: walk behind a building and the
-- building is simply in front.
--
-- tiltshift a worldPresent pipeline -- the stage that post-processes
-- the finished world BEFORE the UI composites over it. A
-- tilt-shift blur that sells the miniature-model look, on the
-- diorama only, leaving text boxes and menus crisp.
--
-- Everything a display mode needs beyond the two draw functions -- the
-- OFF/15/35/50 ladder, the options rows, the hotkeys, persistence in
-- save.options.pipelines, the free-roam gate, the mutual exclusion with
-- the engine's TILT mode -- is engine plumbing driven by the records
-- below. This file declares; lib/ draws.
--
-- Voxel mode is presentational: it changes what the world LOOKS like and
-- nothing about what it IS. TWO rungs are the deliberate exception. 1ST
-- (the camera in the player's own eyes) and 3RD (the same rig, boomed back
-- behind their shoulder) replace the grid WALK with a free,
-- camera-relative one while either is selected (lib/FreeMove.lua), because
-- a camera you can steer with a mouse demands feet that go where it looks.
-- Even there the game is untouched: the walk asks the engine's own
-- collision the same questions a grid step asks, keeps the player's
-- logical cell synced, and fires the engine's own landing pipeline per
-- cell crossed -- warps, encounters, ledges, gates and scripts all run
-- exactly as themselves. Step off the rung and the grid walk is back.
local mod = ...
-- ------- the mod namespace
--
-- lib/ modules require each other through V rather than package.path: a
-- mod directory is not on it, and may live inside a mounted .love archive
-- that plain require cannot reach. Each module is loaded once, with V
-- passed in as its vararg (`local V = ...`).
local V = { mod = mod, path = mod.path }
local function chunkFor(rel)
local source = mod:read(rel)
if not source then
error(("DRAMATIC_SHAPE: %s is missing -- reinstall the mod"):format(rel), 0)
end
local chunk, err = load(source, "@" .. mod.path .. "/" .. rel)
if not chunk then
error(("DRAMATIC_SHAPE: %s did not compile: %s"):format(rel, tostring(err)), 0)
end
return chunk
end
local modules = {}
function V.require(name)
local hit = modules[name]
if hit ~= nil then return hit end
local value = chunkFor("lib/" .. name .. ".lua")(V)
modules[name] = value
return value
end
local dataFiles = {}
function V.data(name)
local hit = dataFiles[name]
if hit ~= nil then return hit end
local value = chunkFor("data/" .. name .. ".lua")(V)
dataFiles[name] = value
return value
end
-- ------- pipelines
local Voxel = V.require("VoxelState")
local Voxel3D = V.require("Voxel3D")
local VoxelScene = V.require("VoxelScene")
local TiltShift = V.require("TiltShift")
local ChunkMesher = V.require("ChunkMesher")
local VoxelGrid = V.require("VoxelGrid")
local WorldCurve = V.require("WorldCurve")
local ViewBox = V.require("ViewBox")
local OverworldBattle = V.require("OverworldBattle")
local BattleExit = V.require("BattleExit")
local DayNight = V.require("DayNight")
local DayTint = V.require("DayTint")
local Water = V.require("Water")
local ForestAtmos = V.require("ForestAtmos")
local AntiAlias = V.require("AntiAlias")
local FirstPerson = V.require("FirstPerson")
local FreeMove = V.require("FreeMove")
local CamControl = V.require("CamControl")
local VR = V.require("VR")
-- HORDE MODE: the konami code's minigame. Horde owns the state machine and
-- every hook; the other four are the gun, the crowd, the readout and the
-- chip-synthesized sounds it fires. See lib/Horde.lua for the whole design.
local Horde = V.require("Horde")
local HordeGun = V.require("HordeGun")
local HordeHud = V.require("HordeHud")
local HordeSfx = V.require("HordeSfx")
-- LET'S GO: the flick-to-throw capture mode. LetsGo owns the row, the
-- wraps and the experience math; CatchThrow the session (input, arc,
-- ring, choreography); Pokeball the animated prop they throw.
local LetsGo = V.require("LetsGo")
local Pokeball = V.require("Pokeball")
-- Forward declaration: the voxel pipeline's update hook (registered below)
-- calls this, and it is defined further down with the settings it drives.
-- Declared rather than left global -- a mod writing to _G would leak into
-- every other mod's namespace.
local applyFull
-- The last VOID FILL the terrain was meshed under; see the update hook.
-- The scene canvas's size, in FRAMEBUFFER PIXELS.
--
-- `ctx.width/height` are the window measured in LOVE UNITS
-- (love.graphics.getDimensions), but the engine composites a pipeline's
-- returned canvas with `draw(canvas, 0, 0, 0, 1/dpiX, 1/dpiY)` -- a scale
-- that only covers the window when the canvas is at PIXEL resolution.
-- Sizing it in units costs the DPI scale TWICE: the canvas is that much
-- smaller, then it is drawn that much smaller again, so the diorama lands
-- in the top-left corner at 1/dpi of the screen. Desktop never sees it --
-- units and pixels are the same thing there -- but on Android the DPI scale
-- is the display density (2.625 on a 420dpi panel), and the world came out
-- a third of the size in each direction.
--
-- So ask for the pixel dimensions rather than trusting the ctx. That is
-- the number a fixed engine would hand over, so this keeps working either
-- way instead of double-correcting. It also squares the FX pass: ctx.scale
-- is ALREADY in pixels per world pixel (Zoom.scale over Renderer:fitScale,
-- which measures the drawable), so the closures ctx.drawFx runs were being
-- scaled for a canvas 2.6x bigger than the one they drew into.
local function sceneSize(ctx)
if love.graphics and love.graphics.getPixelDimensions then
local pw, ph = love.graphics.getPixelDimensions()
if pw and ph and pw > 0 and ph > 0 then return pw, ph end
end
return ctx.width, ctx.height
end
local voidFill = { last = nil }
function voidFill.check()
local TileRenderer = require("src.render.TileRenderer")
local now = TileRenderer.voidFill
if voidFill.last ~= nil and now ~= voidFill.last then
ChunkMesher.invalidate() -- no map id: every ring on every map is stale
end
voidFill.last = now
end
mod.content.render_pipelines:register("voxel", {
label = "VOXEL",
levels = Voxel.ANGLE_LABELS,
-- 3 is the engine's TILT key, which this mode supersedes -- see the
-- hotkey block near the bottom of this file for how it is claimed
hotkey = "3",
-- above tiltshift, so the two sort together in the options list with the
-- mode first and its post-process under it
priority = 20,
-- Headless runs and drivers without a depth canvas or shader support
-- answer false here, and the engine keeps the vanilla 2D path -- which
-- is why no caller ever has to guard for a missing 3D pass.
available = function()
return Voxel3D.available()
end,
-- the engine hands over the live level; we ease the camera toward it.
-- pump() advances queued mesh builds inside a few-millisecond budget,
-- so entering voxel mode (and streaming neighbours while walking)
-- costs frames nothing visible -- the old synchronous build froze the
-- first frame for seconds. prefetch() runs here as well as in the
-- draw, because update ticks even while a warp's Transition covers
-- the screen: the destination's meshes start building the moment the
-- map swaps behind the fade, and the fade-covered frames get a wider
-- pump slice -- so stepping out of a door lands on terrain that is
-- already there instead of a flat flash.
update = function(dt, level)
-- FULL is a preset, so it is applied ON THE PRESS rather than held every
-- frame: it SETS the other rows and then leaves them alone. Holding them
-- would make the zoom keys and the wheel dead while the mode was on, and
-- would fight anyone who changed one deliberately.
applyFull(level)
Voxel.update(dt, level)
-- the first-person head, on the same tick: its blend in and out of the
-- orbit, the mouse capture lifecycle, and the frame's stick-rate look.
-- Unconditional like Voxel.update, because the blend has to keep easing
-- OUT after the rung is left
FirstPerson.update(dt)
-- the day/night clock, on the same always-running tick: Pipelines.update
-- runs whatever the level, so time passes with the mode off, through
-- battles and menus, and a CYCLE evening falls mid-fight exactly as it
-- would mid-walk
DayNight.update(dt)
-- the atmosphere's own clock (shaft shimmer, drifting motes), on the
-- same tick so the beams keep breathing through a dialog box
ForestAtmos.update(dt)
-- LET'S GO rides the same always-running tick, and BEFORE the battle's
-- own update on purpose: the capture session poses the Poke Ball here,
-- and OverworldBattle.update renders the arena a moment later -- so
-- the ball each frame draws is the ball that frame computed. Guarded,
-- and loudly: a fault in the capture game must cost the capture game,
-- not the whole voxel pipeline.
do
local okLG, errLG = pcall(LetsGo.update, dt)
if not okLG and not V.letsGoWarned then
V.letsGoWarned = true
mod.log:warn("LET'S GO update failed: %s", tostring(errLG))
end
end
-- The overworld battle rides this hook rather than owning a pipeline of
-- its own, because it owns no pass of the FRAME: it draws under a battle
-- screen the engine composites, which is not a stage the registry has.
-- What it needs is a tick that keeps running once the overworld stops
-- being the top state, and this is one -- Game:update calls
-- Pipelines.update unconditionally, so it survives the transition wipe
-- and the whole battle. Ahead of the active() gate below, because a 3D
-- battle does not require the free-roam mode to be switched on.
OverworldBattle.update(dt)
-- The one-time build of the Pokemon Stadium battle models out of the
-- player's own ROM, if there is one to build from and it has not been
-- done (see StadiumInstall). Rides this hook for the same reason the
-- battle does -- it is the tick that runs whatever is on the stack -- and
-- asks exactly once, on the first frame the player is actually in the
-- world, so it is never fighting the engine's own launcher for the
-- screen.
pcall(function() V.require("StadiumScreen").maybePush() end)
-- and a ROM the system file picker dropped in the save directory while
-- we were not the top activity (Android; see StadiumRomPick.poll)
pcall(function()
V.require("StadiumRomPick").poll(require("src.core.Game"))
end)
-- The horde, on the same always-running tick and for the same reason:
-- it owns no pass of the frame, it is a MODE over the overworld, and
-- it has to keep thinking while a warp's wipe covers the screen (the
-- crowd follows the player through the door) and under the GAME OVER
-- card, which is a pushed state that stops everything below it.
Horde.update(dt)
-- VOID FILL picks the block the border ring is made of, and in this
-- mode that ring is BAKED INTO THE MESH rather than drawn each frame.
-- So the option has to reach the cache or nothing happens on screen
-- until the meshes are dropped for some other reason -- which reads
-- exactly like the option doing nothing at all. Polled rather than
-- hooked because the engine changes it from three places (the options
-- row, applyOptions on load, TileRenderer.setVoidFill) and none of
-- them announces it. Ahead of the active() gate, so switching it
-- while voxel mode is OFF still invalidates what is cached.
voidFill.check()
-- The whole VR frame -- session lifecycle, xrWaitFrame's pacing, both
-- eye renders, the layer submit -- rides this hook, because it is the
-- one tick that runs through menus, dialogs and battles, which is
-- what a headset needs the world (or at least the UI panel) to do.
-- Ahead of the active() gate: with the mode off, the headset still
-- shows the flat screen on the floating panel.
VR.update(dt)
if not Voxel.active() then return end
local Game = require("src.core.Game")
local ow = Game and Game.overworld
if ow and ow.map and ow.camera then
pcall(VoxelScene.prefetch, ow)
end
ChunkMesher.pump(Game and Game.stack
and Game.stack:top() ~= ow)
end,
drawWorld = function(ctx)
-- the palette closure, stashed for the VR frame: it renders from the
-- update hook, where no ctx exists to carry one
VR.paletteFor = ctx.paletteFor
-- With a headset running, the window's world pass becomes the MIRROR
-- -- the left eye, fitted to the window -- rather than a third full
-- render of the scene. Everything else about the frame (the UI the
-- engine composites over this) is unchanged, which is exactly what
-- the headset's floating panel photographs.
if VR.active() then
local sw, sh = sceneSize(ctx)
local m = VR.mirror(sw, sh)
if m then return m end
end
-- Terrain and characters are geometry; the field FX stay ordinary 2D
-- draws composited on top, anchored through the same camera the 3D
-- pass used (ctx.drawFx below). The scene renders at the window's
-- PIXEL resolution (see sceneSize) so the 3D pass is crisp rather than
-- a magnified low-res image, while the FX closures keep drawing in
-- world-pixel units.
local sw, sh = sceneSize(ctx)
-- With AA on, the whole pass runs into a canvas BIGGER than the window
-- and is folded back down at the end (see AntiAlias). Nothing between
-- these two lines knows: every pass in the frame measures itself in the
-- canvas it was handed, so the sky's dither, the water's march and the
-- camera itself all come out the same picture at a higher sample rate.
local rw, rh = AntiAlias.expand(sw, sh)
local canvas = VoxelScene.render(ctx.state, rw, rh,
ctx.vw, ctx.vh, ctx.paletteFor)
if not canvas then return nil end -- fall back to the 2D path
if Voxel3D.beginOverlay() then
-- the FX closures are ordinary 2D draws sized in DISPLAY pixels, and
-- they are drawing into the supersampled canvas alongside everything
-- else -- so the scale goes up with it, or the "!" bubble lands the
-- right place at half the size. project() already answers in canvas
-- pixels, so only the scale needs saying.
ctx.drawFx(function(wx, wy) return Voxel3D.project(wx, 0, wy) end,
ctx.scale * AntiAlias.factor())
-- the horde's readout rides the same overlay, over the FX: health,
-- ammunition, the crosshair and the banners, sized in the same
-- supersampled canvas pixels everything else here is drawn in. A
-- headset never reaches this line (drawWorld returns the mirror
-- above) -- lib/VR draws the same HUD onto each eye instead.
HordeHud.drawFlat(rw, rh, ctx.scale * AntiAlias.factor())
Voxel3D.endOverlay()
end
-- and back to the window's own size, which is what the engine composites
-- one canvas pixel to one display pixel. A pass-through when AA is off.
return AntiAlias.resolve(canvas, sw, sh, "world")
end,
invalidate = function()
Voxel3D.invalidate()
OverworldBattle.invalidate()
AntiAlias.invalidate()
ChunkMesher.invalidate() -- no map id = every cached mesh
ForestAtmos.invalidate() -- shaft/particle meshes and shader sentinels
VR.invalidate() -- the mirror, and FBO ids of dead canvases
Pokeball.invalidate() -- the ball's meshes and palette texture
end,
})
mod.content.render_pipelines:register("tiltshift", {
label = "T-SHIFT",
levels = TiltShift.LABELS,
-- 6 is free: no engine branch claims it, so this one alone reaches the
-- registry by the documented route
hotkey = "6",
priority = 10,
update = function(dt, level)
TiltShift.update(dt, level)
end,
-- worldPresent, not present: the blur belongs on the diorama, not on the
-- dialog box in front of it. A pass-through when the level is 0 or the
-- shader is unavailable, so the frame is untouched in every other case.
worldPresent = function(canvas)
return TiltShift.apply(canvas)
end,
invalidate = function()
TiltShift.invalidate()
end,
})
-- ------- this mod's own settings
--
-- Neither of these is a pipeline: they own no pass of the frame, they
-- PARAMETERISE the voxel one, so they have nothing to put in drawWorld or
-- present and the registry would rightly reject them. Plain mod settings
-- instead -- see ModSetting for where they persist and how the two rows
-- each ends up on stay in step.
-- ------- the FULL preset
--
-- Everything the mode wants switched to at once. Applied when the VOXEL row
-- ARRIVES at FULL and not again, so the player can still move the camera or
-- the zoom afterwards -- it is a starting point, not a lock.
--
-- Leaving FULL deliberately does NOT undo any of it. A preset that reverted
-- would throw away whatever the player had changed since, and "put it back
-- how it was" is not a thing this can know.
local fullWas = nil
applyFull = function(level)
local isFull = Voxel.isFull(level)
local was = fullWas
fullWas = isFull
if not isFull or was == true or was == nil then return end
local Game = require("src.core.Game")
local Pipelines = require("src.render.Pipelines")
local Zoom = require("src.render.Zoom")
local opts = Game.save and Game.save.options
if not opts then return end
-- the miniature blur at its strongest: FULL is the diorama look, and the
-- tilt-shift is most of what makes it read as a model
Pipelines.setLevel("tiltshift", Pipelines.maxLevel("tiltshift"))
Pipelines.syncOptions(opts)
-- the horizon flat. The curve bends the world away from a walking player,
-- which fights a fixed diorama framing
WorldCurve.setting:setIndex(1, Game)
-- and the world cut to the window it is framed in (lib/ViewBox). FULL is
-- the model-on-a-table read and the sides are most of what makes it one:
-- a slab of Kanto with edges, rather than a map whose corners happen to
-- fall off the frame.
ViewBox.setting:setIndex(1, Game)
-- and the water reflecting everything it can: FULL is the diorama at its
-- most photographed, and a lake with the sky and the shoreline in it is
-- most of what makes the model read as being outdoors
Water.setting:setIndex(1, Game)
-- and the view fitted to the window
opts.zoom = 0
Zoom.applyOptions(opts)
-- battles on the map too: FULL means the whole mode, and a fight is where
-- half of it is spent. Set and then LET GO of -- unlike the rows above, both
-- battle rows stay on the menu under FULL (see the rows hook), so this is
-- where the preset puts them and not where they are held.
OverworldBattle.setting:setIndex(1, Game)
-- with both mons out there on it: BACK SPRITES keeps the player's own on the
-- menu, which is the one part of the old screen FULL is least about. Set the
-- same way, and changed back on the same row a keypress later.
OverworldBattle.backSetting:setIndex(1, Game)
-- and the battle screen the staged fight is composed for. WIDE re-lays that
-- screen out on a 304x144 surface, which moves every anchor the arena camera
-- is solved against (OverworldBattle.forceOG); FULL has just switched staged
-- fights on, so the layout follows them.
OverworldBattle.forceOG(Game)
-- and the sky on the clock on the wall: FULL pins DAYTIME to SYNC. Unlike
-- the rest of the preset this one IS held, not just set -- the row is off
-- the menu while FULL owns it (the rows hook below), so a value changed
-- under it could never be seen or changed back.
DayNight.forceSync(Game)
if Game.writeOptions then pcall(Game.writeOptions, Game) end
end
-- Whether a fight can be staged on the map, as far as the OPTIONS menu is
-- concerned: the 3D-BTL row, and nothing else.
--
-- It used to answer yes under FULL as well, on the grounds that FULL owned
-- that row and switched it on. FULL no longer owns it -- the row stays on the
-- menu under FULL and can be switched off there (see the rows hook) -- so that
-- clause would now claim staged battles for a preset the player had just
-- turned them off inside, pinning BATTLE LAYOUT to OG for a fight that is
-- never staged. The row is the only thing that decides, which is what every
-- other reader of this setting already believed: OverworldBattle.begin and
-- wantsFront both gate on enabled() alone.
--
-- Deliberately NOT gated on Voxel3D.available(): the engine offers a
-- pipeline's row whether or not the hardware can run it (Pipelines.rows), so
-- this mode's rows say ON on a machine without a depth buffer too, and a menu
-- that claims 3D battles are on must not also offer the layout they cannot be
-- drawn in.
local function stagedBattles()
return OverworldBattle.enabled()
end
local SETTINGS = {
{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge." },
{ WorldCurve.setting,
"Bend the world down over the horizon, Animal Crossing style. 1 is a "
.. "hint of roll at the frame edges and 2 is the classic read; 3 is as "
.. "far as it goes before the horizon closes over ground you can still "
.. "walk into. 4 and 5 are past that on purpose and they are for a "
.. "headset's DIORAMA, where the world is a model being looked at "
.. "rather than walked around in -- 5 curls it into a half sphere, a "
.. "town on top of its own little planet." },
{ ViewBox.setting,
"How much of the map the camera bothers to draw. FIT is exactly the "
.. "ground on screen and no more -- the shape a tilted camera really "
.. "frames, which reaches well north of you and flares wide out there, "
.. "not the square the flat game shows. So a connected map that falls "
.. "entirely outside it is skipped before it is drawn, terrain, water, "
.. "grass and shadows together, which is most of the frame's geometry "
.. "at the high rungs. Below about 63 degrees that is all the row does "
.. "and the picture is untouched. At 75 the camera can see all the way "
.. "to the horizon, so something has to name a distance: FIT is the "
.. "closest, WIDE through WIDEST push the world's edge further out, "
.. "and OFF stops cutting entirely. Not on 1ST or 3RD -- you are "
.. "standing in the world there -- and the box opens out and away as "
.. "the camera dives in." },
{ Water.setting,
"Reflections on water. FULL adds screen-space reflections of the "
.. "shoreline, the trees and the buildings behind it; SKY is the sky, "
.. "the sun and the moon alone, which is most of the look for a "
.. "fraction of the cost." },
-- `full` for the AA reason: additive shafts are fill rate, and under 4X
-- supersampling that is a question about the hardware, not the look.
{ ForestAtmos.setting,
"The air of the deep woods (Viridian Forest): a ground haze, and "
.. "volumetric light let down through the unseen canopy overhead -- "
.. "gold spears of sun by day, silver moon rays at night, pollen "
.. "drifting through the beams and fireflies once they cool. LOW "
.. "keeps the haze, halves the beam march and stands the particles "
.. "down. On a phone the row offers LOW alone: the beams need a "
.. "depth texture the pass can read back, and no mobile driver here "
.. "grants one.",
full = true },
-- `full` marks a row FULL does not take away. FULL owns the diorama's own
-- knobs; what a battle is drawn over, and how it is framed, are not that.
-- Off the OPTIONS menu while VR is on: the headset REQUIRES staged
-- battles (OverworldBattle.enabled answers true regardless of this row)
-- and forbids back sprites (backPinned answers false), so both rows
-- decide nothing there and a dead switch on the menu reads as broken.
{ OverworldBattle.setting,
"Fight in three dimensions, shot over the shoulder with a slow parallax "
.. "drift. 2D-3D stands the game's own battle pics up as cards; STADIUM "
.. "replaces them with the Pokemon Stadium battle models, animated, "
.. "playing the animation the move being used actually calls for. A "
.. "stages the fight on the MAP -- the nearest clear ground, in that "
.. "place's own weather and light; B stands it on two discs against the "
.. "sky instead, which works everywhere, including the caves and shop "
.. "floors that have nowhere to stage a fight. The STADIUM rungs only "
.. "appear once the models have been built, and building them needs a "
.. "Pokemon Stadium (US) 1.0 ROM of your own -- import it from the "
.. "STADIUM ROM row, or drop it in the baseroms folder and restart. No "
.. "other version works: the reader is keyed to that one cartridge.",
when = function() return not VR.enabled() end, full = true },
-- Only offered while a fight can actually be staged on the map: with 3D-BTL
-- off the engine draws the classic screen, which is this row's ON already,
-- and a row that no longer decides anything is worse than no row.
{ OverworldBattle.backSetting,
"Keep your own Pokemon on the battle menu, seen from behind in its "
.. "original slot, instead of standing it on the map facing the foe. "
.. "The foe is still out there on its own tile.",
when = function() return stagedBattles() and not VR.enabled() end,
full = true },
-- `full` like the battle rows: this is a GAMEPLAY mode, not a knob on
-- the diorama, so the FULL preset neither sets it nor takes it away.
{ LetsGo.setting,
"Pokemon GO-style catching, staged in the 3D battle. Flick the mouse, "
.. "a finger or the right stick to throw the ball at the wild Pokemon "
.. "-- spin it first for a curve -- and land inside the shrinking "
.. "ring for a NICE, GREAT or EXCELLENT that raises the catch odds. "
.. "CATCH ONLY changes nothing else: picking a ball in battle simply "
.. "plays the throw. FULL is the whole Let's Go treatment: wild "
.. "encounters open straight in throwing mode (B backs out to the "
.. "classic menu), Poke/Great/Ultra Balls are half price, and a catch "
.. "pays the whole party experience -- scaled by throw quality, first "
.. "throws, new species and your running catch combo. Needs 3D-BTL "
.. "on; anywhere the staged fight cannot stand, balls quietly throw "
.. "the classic way.",
full = true },
{ 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). STANDARD follows the VOXEL "
.. "ladder: the orbit rungs become a tabletop model your head moves "
.. "around, and the 1ST rung stands you inside the world at life size, "
.. "looking where the headset looks. DIORAMA is one presentation "
.. "instead -- the world always a model, cut to a square viewport you "
.. "grab with the grips to carry, turn and open out, with a "
.. "fight arriving as a floating disc of the map. There is no 2D and "
.. "no first person in it, and the left stick's click throws V-CURVE "
.. "to its top rung and back -- which turns the square cut into a ball "
.. "with a dissolved rim, because a bent world has no straight sides. "
.. "DIORAMA-MR is the same with the background keyed green, for a "
.. "mixed-reality capture. "
.. "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 },
-- Under the VR row and only while it is ON: a comfort setting for a
-- device that is not plugged in decides nothing, and this one is read
-- exclusively by the headset's right stick.
{ VR.smoothTurn,
"Turn smoothly with the right stick instead of snapping 45 degrees a "
.. "flick. OFF by default, and deliberately: a software turn moves the "
.. "world past a head that did not move, which is the most reliable way "
.. "to make somebody ill in a headset. Turn it on if you have your sea "
.. "legs and want the continuity.",
-- and only under STANDARD: the stick turns a HEAD, and neither diorama
-- mode has the player standing in the world to be turned
when = function() return VR.enabled() and not VR.dioramaMode() end,
full = true },
}
local schema = {}
for _, entry in ipairs(SETTINGS) do
-- the VR rows are 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
local vrOnly = entry[1] == VR.setting or entry[1] == VR.smoothTurn
if not vrOnly 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 cycle 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")
-- HORDE MODE holds the rung at 1ST for as long as it runs. Refused HERE
-- rather than at each caller because this one function IS every way a
-- player can step the ladder: the "3" key, the pad's SELECT, and the VR
-- left-stick click all come through it.
if Horde.viewLocked() then return false end
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 same, to a NAMED rung rather than one step on: what a diorama mode
-- holds the ladder with, since 2D and both free-roam rungs are things it
-- cannot present (see VR.setVoxelLevel). Everything after the setLevel is
-- the engine work above, for the same reasons.
local function setVoxelLevel(game, level)
local Pipelines = require("src.render.Pipelines")
if Horde.viewLocked() then return false end
if Pipelines.level("voxel") == level then return false end
Pipelines.setLevel("voxel", level)
Pipelines.syncOptions(game.save.options)
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
VR.setVoxelLevel = setVoxelLevel
do
local Game = require("src.core.Game")
local Pipelines = require("src.render.Pipelines")
local inner = Game.keypressed
function Game:keypressed(key)
-- HORDE MODE owns the keyboard's spare keys while it runs: R reloads,
-- and the mode keys are swallowed rather than left to change the rung
-- or the post-processing out from under a locked camera.
if Horde.active then
if key == "r" then
HordeGun.reload()
return
end
if HOTKEYS[key] then return end
end
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.
-- BATTLE BG rides the same reasoning, and comes off for a reason of its own.
-- The row picks what fills the screen AROUND the battle's 160x144 field --
-- WHITE paper, BLACK bars, or the frozen overworld dimmed behind it -- and
-- all three were answers to the same question: what to do with the voids,
-- given the battle is a small picture in the middle of a big window.
--
-- This mod answers that question differently and permanently. A staged fight
-- fills the whole window with the map the fight is standing on, and the
-- flat battle screen it composites over it is drawn on the mode's own
-- surface; there are no voids left for the row to fill. WORLD is the worst
-- of the three under it -- it makes the battle non-opaque so the engine
-- draws the overworld underneath, which is a SECOND copy of the world drawn
-- under the one the arena pass already put there, dimmed and at a different
-- camera. BLACK bars over a diorama read as a letterboxed screenshot.
--
-- So the value is pinned at WHITE, which is the one the mode was composed
-- against, and the row comes off the menu on the same reasoning as TILT and
-- GBC FX: a row that no longer decides anything is worse than no row.
-- Uninstall the mod and it is back, at whatever it was 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
or (opts.battleBg or "white") ~= "white"
opts.tilt, opts.gbcfx = 0, 0
opts.battleBg = "white"
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")
-- and BATTLE BG with them: this mode fills the window with the map, so
-- the row's whole question -- what to put in the voids around the battle
-- -- no longer has voids to be about (see pinEngineFx)
dropRow(out, "battleBg")
-- 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
-- and the ROM import, which is an ACTION and not a setting: there is no
-- rung to store, nothing for the mod manager's page to persist and nothing
-- to restore on the next boot, so it is appended here rather than living in
-- SETTINGS. nil on a platform with no file dialog, which takes it off the
-- menu rather than offering a button that cannot do anything.
-- On EVERY platform. Where there is no file dialog it says WHERE? and
-- shows the folder to put the cartridge in, which is the one thing a
-- player on a phone could not otherwise find out -- the row used to vanish
-- there, which reads as the feature being missing rather than manual.
local okPick, importRow = pcall(function()
return V.require("StadiumRomPick").row()
end)
if okPick and importRow then extra[#extra + 1] = importRow 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
-- the atmosphere's layout stands on the same carved stamps the meshes
-- do, so it goes stale on exactly the same event
if mapId then ForestAtmos.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
-- ------- the konami code, and everything it turns on
--
-- Installed last of the input seams so its handleInput reasoning sits
-- outside FreeMove's and SELECT's. The detector itself does not live on
-- handleInput at all -- it reads the fixed step's own press queue, which
-- is where keyboard, pad, touch and the VR controllers have all already
-- become the same eight buttons. See lib/Horde.lua.
Horde.install()
-- ------- LET'S GO capture mode
--
-- After every other input seam on purpose: while a throw is being aimed
-- the capture's mouse and touch wraps are the OUTERMOST, so the flick is
-- read before anything else can claim the pointer -- and outside the aim
-- they forward every byte untouched. The battle-side wraps (throwBall,
-- safariAction) and the experience hooks install here too.
LetsGo.install()
-- ------- 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 = "1.5.5"
-- 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