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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 11:11:10 +02:00
squashy squash (#127)
This commit is contained in:
+47
-26
@@ -38,6 +38,51 @@ local function hashSet(list, into)
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return into
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end
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-- Collision tile (bottom-left 8x8) of a cell on an UNLOADED map def --
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-- the connected neighbor during an edge crossing. pokered's
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-- GetTileAndCoordsInFrontOfPlayer / collision checks read the neighbor
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-- strip's tile bytes the same way.
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function Map.defCellTile(def, tilesetDef, cx, cy)
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if not (def and tilesetDef and tilesetDef.blocks) then return nil end
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local tx, ty = cx * 2, cy * 2 + 1
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local bx, by = math.floor(tx / 4), math.floor(ty / 4)
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local id
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if bx < 0 or by < 0 or bx >= def.width or by >= def.height then
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id = def.borderBlock
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else
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id = def.blocks[by * def.width + bx + 1]
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end
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local block = tilesetDef.blocks[(id or 0) + 1]
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if not block then return nil end
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return block[(ty % 4) * 4 + (tx % 4) + 1]
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end
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local function defWaterTileSet(def, tilesetDef)
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local water = {}
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hashSet(tilesetDef.waterTiles or WATER_TILES, water)
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local shore = tilesetDef.shoreTiles
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if shore == nil and not NO_SHORE_TILESETS[def.tileset] then shore = SHORE_TILES end
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hashSet(shore or {}, water)
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return water
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end
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-- Water/shore on an unloaded map def (same tile ids as Map:isWaterCell).
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function Map.defIsWaterCell(def, tilesetDef, cx, cy)
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local tile = Map.defCellTile(def, tilesetDef, cx, cy)
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if tile == nil then return false end
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return defWaterTileSet(def, tilesetDef)[tile] or false
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end
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function Map.defIsWalkableCell(def, tilesetDef, cx, cy)
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if not (tilesetDef and tilesetDef.walkable) then return false end
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local tile = Map.defCellTile(def, tilesetDef, cx, cy)
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if tile == nil then return false end
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for _, t in ipairs(tilesetDef.walkable) do
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if t == tile then return true end
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end
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return false
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end
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-- Passability of a cell of an UNLOADED map def -- the connected neighbor
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-- during an edge crossing. pokered's collision check reads the neighbor
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-- strip's tile bytes, so a step off the map edge onto a solid tile of
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@@ -52,32 +97,8 @@ function Map.defPassable(def, tilesetDef, cx, cy, surfing)
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if not (def and tilesetDef and tilesetDef.blocks and tilesetDef.walkable) then
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return false
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end
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local tx, ty = cx * 2, cy * 2 + 1
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local bx, by = math.floor(tx / 4), math.floor(ty / 4)
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local id
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if bx < 0 or by < 0 or bx >= def.width or by >= def.height then
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id = def.borderBlock
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else
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id = def.blocks[by * def.width + bx + 1]
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end
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local block = tilesetDef.blocks[(id or 0) + 1]
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if not block then return false end
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local tile = block[(ty % 4) * 4 + (tx % 4) + 1]
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for _, t in ipairs(tilesetDef.walkable) do
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if t == tile then return true end
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end
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if surfing then
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for _, t in ipairs(tilesetDef.waterTiles or WATER_TILES) do
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if t == tile then return true end
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end
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local shore = tilesetDef.shoreTiles
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if shore == nil and not NO_SHORE_TILESETS[def.tileset] then
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shore = SHORE_TILES
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end
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for _, t in ipairs(shore or {}) do
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if t == tile then return true end
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end
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end
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if Map.defIsWalkableCell(def, tilesetDef, cx, cy) then return true end
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if surfing and Map.defIsWaterCell(def, tilesetDef, cx, cy) then return true end
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return false
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end
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@@ -338,10 +338,13 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
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or (fromMapId and "warp" or "boot"),
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})
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-- map-enter hooks (hand-ported map scripts, e.g. Victory Road barriers)
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-- map-enter hooks (hand-ported map scripts, e.g. Victory Road barriers).
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-- fromMapId lets elevators seed a valid walk-out floor when the ROM
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-- car warps still point at a missing map (Silph's UNUSED_MAP_ED) and
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-- the player B-cancels the floor menu without .UpdateWarp.
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local hooks = mapScripts.get(mapId)
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if hooks and hooks.onEnter then
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hooks.onEnter(Game, self)
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hooks.onEnter(Game, self, fromMapId)
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end
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self:rebuildNeighbors()
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@@ -1000,20 +1003,19 @@ function OverworldState:checkEdgeExit(dir)
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return false
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end
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-- Map connections: the connected map's strip offset is in blocks; arriving
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-- coordinates follow destX = curX - offset*2 (see docs/extraction-notes.md).
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-- The crossing scrolls continuously: the map data swaps while the player
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-- is placed one cell before the entry point (their old world position,
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-- which the neighbor strips render identically) and walks the seam step.
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function OverworldState:crossConnection(dir, conn)
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-- Landing cell on the connected map for a step off this map's edge in
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-- `dir` (same math as crossConnection). Returns destDef, tilesetDef, x, y
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-- or nil when there is no usable connection.
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function OverworldState:connectionLanding(dir)
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local conn = self.map:connection(COMPASS[dir])
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if not conn then return nil end
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local dest = Game.data.maps[conn.map]
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if not dest then
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Logger.warn("connection to unknown map %s", tostring(conn.map))
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return false
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end
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if not dest then return nil end
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local ts = Game.data.tilesets[dest.tileset]
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if not ts then return nil end
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local p = self.player
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local x, y = p.cellX, p.cellY
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local destW, destH = dest.width * 2, dest.height * 2
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local x, y
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if dir == "up" then
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x, y = p.cellX - conn.offset * 2, destH - 1
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elseif dir == "down" then
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@@ -1025,13 +1027,27 @@ function OverworldState:crossConnection(dir, conn)
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end
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x = math.max(0, math.min(destW - 1, x))
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y = math.max(0, math.min(destH - 1, y))
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return dest, ts, x, y, conn
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end
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-- Map connections: the connected map's strip offset is in blocks; arriving
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-- coordinates follow destX = curX - offset*2 (see docs/extraction-notes.md).
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-- The crossing scrolls continuously: the map data swaps while the player
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-- is placed one cell before the entry point (their old world position,
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-- which the neighbor strips render identically) and walks the seam step.
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function OverworldState:crossConnection(dir, conn)
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local dest, ts, x, y = self:connectionLanding(dir)
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if not dest then
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Logger.warn("connection to unknown map %s", tostring(conn and conn.map))
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return false
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end
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local p = self.player
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-- pokered's collision check reads the NEIGHBOR strip's tile bytes, so
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-- stepping off the edge onto a solid tile of the connected map bumps
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-- exactly like an in-map wall. Without this read, Pallet's south
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-- shore (land at x2-3) walked straight onto ROUTE_21 (3,0) -- a
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-- collision tile -- stranding the player on a cell no walk can leave.
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if not Map.defPassable(dest, Game.data.tilesets[dest.tileset], x, y,
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p.surfing) then
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if not Map.defPassable(dest, ts, x, y, p.surfing) then
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return false
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end
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self:setMap(conn.map, x, y, p.facing, { seamless = true })
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@@ -1054,6 +1070,53 @@ function OverworldState:crossConnection(dir, conn)
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return true
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end
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-- ItemUseSurfboard's simulated pad press: step onto the facing cell, or
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-- cross a map connection when that cell is off this map's edge (Cinnabar
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-- east coast -> Route 20 water, and the reverse dismount ashore).
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function OverworldState:stepForwardOrCrossEdge(dir)
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dir = dir or self.player.facing
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local fx, fy = Collision.target(self.player.cellX, self.player.cellY, dir)
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if not self.map:inBounds(fx, fy) then
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return self:checkEdgeExit(dir)
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end
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self:scriptMove(self.player, dir, 1)
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return true
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end
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-- IsNextTileShoreOrWater across a connection strip: pokered loads the
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-- neighbor's tiles into the border, so wTileInFrontOfPlayer is the
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-- connected map's tile even when the facing cell is off this map.
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-- Shore/water classification still uses THIS map's tileset rules
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-- (SHIP_PORT's $32 dock exception), matching the asm.
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function OverworldState:facingIsShoreOrWater()
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if not self:tilesetHasWater() then return false end
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local fx, fy = self.player:facingCell()
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if self.map:inBounds(fx, fy) then
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return self.map:isWaterCell(fx, fy)
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end
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local dest, ts, x, y = self:connectionLanding(self.player.facing)
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if not dest then return false end
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local tile = Map.defCellTile(dest, ts, x, y)
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if tile == nil then return false end
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return self.map.waterTiles[tile] or false
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end
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-- tryToStopSurfing land check, including a land landing across a map
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-- connection (surf off Cinnabar's east coast water back onto the coast).
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function OverworldState:facingIsLandDismount()
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local p = self.player
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local fx, fy = p:facingCell()
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if self.map:inBounds(fx, fy) then
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return self.map:isWalkableCell(fx, fy)
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and Collision.canMove(self.map, self.entities, p, p.facing)
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end
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local dest, ts, x, y = self:connectionLanding(p.facing)
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if not dest then return false end
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if not Map.defIsWalkableCell(dest, ts, x, y) then return false end
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-- IsSpriteInFrontOfPlayer2: no current-map sprite can sit past the edge
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return not Collision.occupied(self.entities, fx, fy, p)
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end
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-- -------------------------------------------------------------------------
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-- interactions
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-- -------------------------------------------------------------------------
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@@ -1571,16 +1634,21 @@ function OverworldState:trashCanSwitch(canIndex)
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end
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-- Bill's House PC (engine/events/hidden_events/bills_house_pc.asm
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-- BillsHousePC): once Bill-the-Pokémon has climbed into the machine
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-- (EVENT_BILL_SAID_USE_CELL_SEPARATOR), running the PC plays the cell
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-- separator's SFX sequence, sets EVENT_USED_CELL_SEPARATOR_ON_BILL and
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-- Bill steps back out of the machine human again
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-- (BillsHouseBillExitsMachineScript / CleanupScript set EVENT_MET_BILL).
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-- BillsHousePC). Check order matches pokered:
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-- 1) EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING -> Eevee collection list
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-- 2) EVENT_USED_CELL_SEPARATOR_ON_BILL -> teleporter monitor text
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-- 3) EVENT_BILL_SAID_USE_CELL_SEPARATOR -> cell-separator cutscene
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-- 4) else -> teleporter monitor text
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-- Leaving after the SS Ticket (Route25ToggleBillsScript) arms (1).
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function OverworldState:billsHousePC()
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local t = Game.data.text
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local flags = Game.save.flags
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if not (flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR
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and not flags.EVENT_USED_CELL_SEPARATOR_ON_BILL) then
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if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then
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self:billsHousePokemonList()
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return
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end
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if flags.EVENT_USED_CELL_SEPARATOR_ON_BILL
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or not flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR then
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Game.stack:push(TextBox.new(Game, t._BillsHouseMonitorText
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or "TELEPORTER is\ndisplayed on the\nPC monitor."))
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return
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@@ -1604,9 +1672,40 @@ function OverworldState:billsHousePC()
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end))
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end
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-- BillsHousePokemonList: EEVEE / FLAREON / JOLTEON / VAPOREON + CANCEL;
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-- picking one runs DisplayPokedex (DexEntryMenu) and returns to the list.
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function OverworldState:billsHousePokemonList()
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local t = Game.data.text
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local Menu = require("src.ui.Menu")
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local function openList()
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local species = { "EEVEE", "FLAREON", "JOLTEON", "VAPOREON" }
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local items = {}
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for _, id in ipairs(species) do
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local def = Game.data.pokemon[id]
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table.insert(items, {
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label = (def and def.name) or id,
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keepOpen = true,
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onSelect = function()
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local dex = Game.save.pokedex
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if dex then dex.seen[id] = true end
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Screens.push(Game, "DexEntryMenu", id)
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end,
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})
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end
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table.insert(items, { label = "CANCEL" })
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-- TextBoxBorder b=10,c=9 at (0,0) -> total tw=11, th=12
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Game.stack:push(Menu.new(Game, items,
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{ tx = 0, ty = 0, tw = 11, th = 12 }))
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end
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Game.stack:push(TextBox.new(Game, t._BillsHousePokemonListText1
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or "BILL's favorite\nPOKéMON list!", openList))
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end
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-- BillsHouseBillExitsMachineScript: human Bill appears inside the machine
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-- at (1,2) and walks out to his spot at (4,4); the map music resumes and
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-- EVENT_MET_BILL / EVENT_MET_BILL_2 arm the SS-Ticket dialogue.
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-- EVENT_MET_BILL / EVENT_MET_BILL_2 arm the SS-Ticket dialogue. The Eevee
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-- PC list arms later, on the first Route 25 load after the ticket
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-- (EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING).
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function OverworldState:billsHouseBillExits()
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local Commands = require("src.script.Commands")
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local ctx = { game = Game, save = Game.save, overworld = self }
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@@ -1698,14 +1797,15 @@ function OverworldState:trySurf(fx, fy)
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Game.stack:push(TextBox.new(Game, text, function()
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-- start_sub_menus.asm .surf: UseItem returns (mount + text done),
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-- then GBPalWhiteOutWithDelay3 blinks before the simulated forward
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-- press steps onto the water
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-- press steps onto the water (or across a connection strip, like
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-- Cinnabar's east coast onto Route 20)
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local Transition = require("src.render.Transition")
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if Transition.whiteFlash then
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Game.stack:push(Transition.whiteFlash(Game, nil, function()
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self:scriptMove(p, p.facing, 1)
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self:stepForwardOrCrossEdge(p.facing)
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end))
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else
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self:scriptMove(p, p.facing, 1)
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self:stepForwardOrCrossEdge(p.facing)
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end
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end))
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end
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@@ -1805,20 +1905,20 @@ function OverworldState:useSurfFieldMove()
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-- until both EVENT_SEAFOAM4_BOULDER*_DOWN_HOLE events are set.
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if Game.save.forcedBike then return "forced_bike" end
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if self:surfBlockedHere() then return "current" end
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local fx, fy = p:facingCell()
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if p.surfing then
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-- ItemUseSurfboard .tryToStopSurfing: blocked by a sprite in front
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-- (IsSpriteInFrontOfPlayer2), a water tile-pair collision, or a
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-- facing tile that isn't in the tileset's land-passable list;
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-- otherwise the player walks forward off the water.
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if self.map:inBounds(fx, fy) and self.map:isWalkableCell(fx, fy)
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and Collision.canMove(self.map, self.entities, p, p.facing) then
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-- otherwise the player walks forward off the water. Facing a land
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-- cell across a map connection (Cinnabar east coast) counts too --
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-- pokered reads that landing from the connection strip.
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if self:facingIsLandDismount() then
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return "dismount"
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end
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return "no_place"
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end
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if not self.map:inBounds(fx, fy)
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or not self.map:isWaterCell(fx, fy) or not self:tilesetHasWater() then
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-- IsNextTileShoreOrWater, including connection-strip water (issue #125)
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if not self:facingIsShoreOrWater() then
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return "no_water"
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end
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return "ok"
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