Files
gen1recomp/src/world/gen2/MapPreview.lua
T
1jamie df0be1cba6 Add Gold save-editor support, rearrange the launcher, and ship a patch-notes modal.
The save editor now routes Gold vs RBY through a generation adapter so boxes, items, events, and maps write the right fields. The launcher layout is shuffled a bit, and patch notes can come from the updater, a packed file, or the iOS sidecar.
2026-08-14 18:48:06 -05:00

187 lines
6.2 KiB
Lua

-- Bake a Gen 2 map canvas without a World instance. The save editor's map
-- tab uses this so Gold rooms draw the same tiles the overworld would,
-- instead of the checkerboard fallback Map2 has no renderer for.
local Assets = require("src.render.Assets")
local BorderFill = require("src.world.gen2.BorderFill")
local GbcPalette = require("src.render.GbcPalette")
local Palettes = require("src.world.gen2.Palettes")
local MapPreview = {}
local ROOF_TILESETS = {
TILESET_JOHTO = true,
TILESET_JOHTO_MODERN = true,
TILESET_KANTO = true,
}
local function applyRoofOverlay(atlasPath, roofPath, tilesPerRow)
local atlasData = love.image.newImageData(Assets.resolve(atlasPath))
local roofData = love.image.newImageData(Assets.resolve(roofPath))
for t = 0, 8 do
local destId = 0x0a + t
local dx = (destId % tilesPerRow) * 8
local dy = math.floor(destId / tilesPerRow) * 8
local sx = t * 8
for y = 0, 7 do
for x = 0, 7 do
local r, g, b, a = roofData:getPixel(sx + x, y)
atlasData:setPixel(dx + x, dy + y, r, g, b, a)
end
end
end
local image = love.graphics.newImage(atlasData)
image:setFilter("nearest", "nearest")
return image
end
local function optionalTable(data, gen2Key, plainKey, generated)
if data[gen2Key] then return data[gen2Key] end
if data[plainKey] then return data[plainKey] end
local ok, mod = pcall(require, "data.generated." .. generated)
if ok and type(mod) == "table" then return mod end
return nil
end
function MapPreview.baker(data)
data = data or {}
return {
tilesets = data.gen2Tilesets or data.tilesets or {},
-- Data:load does not pull roofs.lua; the Gold cache still has it.
roofs = optionalTable(data, "gen2Roofs", "roofs", "roofs"),
palettes = optionalTable(data, "gen2Palettes", "palettes", "palettes"),
atlasCache = {},
mapImages = {},
}
end
function MapPreview.atlasFor(baker, mapDef)
if not (baker and mapDef) then return nil, nil end
local tileset = baker.tilesets and baker.tilesets[mapDef.tileset]
if not tileset then return nil, nil end
local cacheKey = mapDef.tileset
local roofName = nil
local roofs = baker.roofs
if ROOF_TILESETS[mapDef.tileset] then
roofName = roofs and roofs.mapGroupRoofs and roofs.mapGroupRoofs[mapDef.group]
end
if roofName then cacheKey = cacheKey .. "|" .. roofName end
local cached = baker.atlasCache[cacheKey]
if cached then return cached, tileset end
local tilesPerRow = tileset.tilesPerRow or 16
local atlas
local roofSpec = roofName and roofs and roofs.roofs and roofs.roofs[roofName]
if roofSpec and roofSpec.image and love.image and love.image.newImageData then
local ok, img = pcall(applyRoofOverlay, tileset.image, roofSpec.image, tilesPerRow)
if ok then atlas = img end
end
if not atlas then
if not tileset.image then return nil, tileset end
local ok, img = pcall(Assets.image, tileset.image)
if not ok then return nil, tileset end
atlas = img
if atlas.setFilter then atlas:setFilter("nearest", "nearest") end
end
baker.atlasCache[cacheKey] = atlas
return atlas, tileset
end
-- Same bake as World:bakeMapImage (src/world/gen2/World.lua), minus the
-- World fields the overworld keeps for anim overlays and cave flicker.
function MapPreview.bake(baker, map, daytime)
local atlas, tileset = MapPreview.atlasFor(baker, map.def)
if not atlas or not tileset then return nil end
if not (love.graphics and love.graphics.newCanvas) then return nil end
local blocks = tileset.blocks
local tilesPerRow = tileset.tilesPerRow or 16
local pw, ph = map.width * 32, map.height * 32
local okCanvas, canvas = pcall(love.graphics.newCanvas, pw, ph)
if not okCanvas or not canvas then return nil end
if canvas.setFilter then canvas:setFilter("nearest", "nearest") end
local quads = {}
local function quadFor(tile)
local q = quads[tile]
if q then return q end
local sx = (tile % tilesPerRow) * 8
local sy = math.floor(tile / tilesPerRow) * 8
q = love.graphics.newQuad(sx, sy, 8, 8, atlas:getDimensions())
quads[tile] = q
return q
end
local tilePalettes = tileset.tilePalettes
local bgSet = baker.palettes and daytime
and Palettes.bgSet(baker.palettes, map.def, daytime) or nil
local colored = bgSet and tilePalettes and GbcPalette.available()
local clearColor = { 0.15, 0.55, 0.25 }
if bgSet and bgSet[1] and bgSet[1][1] then
local c = GbcPalette.color(bgSet[1], 1)
clearColor = { c[1] / 255, c[2] / 255, c[3] / 255 }
end
local function drawTiles(slot)
for by = 0, map.height - 1 do
for bx = 0, map.width - 1 do
local blockId = BorderFill.blockFor(
map.blocks[by * map.width + bx + 1], map.borderBlock)
local block = blocks and blocks[(blockId or 0) + 1]
if block then
for i = 0, 15 do
local tile = block[i + 1] or 0
local tileSlot = tilePalettes and tilePalettes[tile + 1] or 1
if not slot or tileSlot == slot then
local tx = bx * 32 + (i % 4) * 8
local ty = by * 32 + math.floor(i / 4) * 8
love.graphics.draw(atlas, quadFor(tile), tx, ty)
end
end
end
end
end
end
local function paint()
love.graphics.clear(clearColor[1], clearColor[2], clearColor[3], 1)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.push()
love.graphics.origin()
if colored then
for slot = 1, 8 do
GbcPalette.with(bgSet[slot], function() drawTiles(slot) end)
end
else
drawTiles(nil)
end
love.graphics.pop()
end
if canvas.renderTo then
canvas:renderTo(paint)
else
paint()
end
return canvas
end
function MapPreview.imageFor(baker, map)
if not (baker and map and map.id) then return nil end
local cached = baker.mapImages[map.id]
if cached then return cached end
local img = MapPreview.bake(baker, map, "DAY")
baker.mapImages[map.id] = img or false
return img
end
function MapPreview.renderer(baker, map)
local img = MapPreview.imageFor(baker, map)
if not img then return nil end
return {
draw = function(_, camX, camY)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(img, -math.floor(camX or 0), -math.floor(camY or 0))
end,
}
end
return MapPreview