TileShape.lua
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-- Voxel world mode: resolve every tile of a tileset to an extrusion shape. -- -- Reads the hand-authored groups in data/voxel_heights.lua and fills the -- gaps from data the ROM extractor already emits. Resolution happens at two -- granularities, and the order matters: -- -- per tile 1. a group named in data/voxel_heights.lua (hand-authored) -- per CELL 2. the cell is water -> "water" -- 3. the cell is walkable -> "ground" -- per tile 4. tile-level fallback: the map's water set -> "water", -- its walkable set -> "ground", else -> "wall" -- -- The cell steps (TileShape.at) are the load-bearing part. Collision in -- this engine -- like the GB original -- is defined per 16x16 CELL, judged -- by the cell's bottom-left 8x8 tile alone. The other three tiles of a -- cell carry no collision meaning, and treating their walkable-list -- membership as one (which is what a pure per-tile lookup does) misfiles -- every decorative tile: flowers become 16px pillars, the gap tiles of a -- fence row become wall, grass tufts extrude. A tile in a walkable cell is -- ground the player is standing on, whatever the walkable list says about -- it; hand-authoring (rule 1) is the only thing that overrides that. -- -- Rule 4 covers positions whose cell IS blocked: there, walkable-listed -- tiles (the gaps between fence posts) stay ground and the rest rise. -- -- Every class also carries an ART mode, which is what the mesher renders: -- -- flat ground/water/void: a single quad, no box. -- top ledge/roof: a box with its art on the TOP face -- things -- whose 2D art depicts a surface seen from above. -- upright wall/tree/fence/sign: a box whose SOUTH face reconstructs -- the 2D artwork standing up (the mesher's fold-up rule) -- -- things whose 2D art depicts a surface seen face-on, which is -- most of Gen 1: interior walls, furniture, tree canopies, -- building facades. -- -- Purely presentational: a shape decides how a tile DRAWS in voxel mode -- and nothing else. Collision still reads the same walkable list it -- always did. -- the mod namespace (see main.lua): V.data loads a shipped data file local V = ... local TileShape = {} -- class -> height fallbacks, used when data/voxel_heights.lua is missing -- or omits a class. Same numbers the shipped file carries; a cell is 16x16. local FALLBACK_HEIGHTS = { ground = 0, water = -2, void = 0, ledge = 6, fence = 10, sign = 12, wall = 16, tree = 16, -- masonry drawn TWO courses tall: the Indigo Plateau's rim and the -- badge-check gates down Route 23 are drawn 32px, the same height as a -- statue on its plinth, and read as a step in the terrain rather than a -- room's wall. Same fold as `wall`, twice the height -- and its own -- class because `wall` is 16px for every interior in the game. cliff = 32, roof = 28, cylinder = 16, -- big round scenery: a 2x2-CELL drawing carved as ONE 32px voxel hull -- (Viridian Forest's trees). The class pins only the drawing's -- top-left corner tile; the other cells stay `cylinder` and are -- claimed by the group build (see Structures.buildCylinders) canopy = 32, -- a cylinder hull whose drawn top is a CUT FACE (tree stumps): the -- body builds from the bark rows and the drawn ellipse projects onto -- the hull's round top stump = 16, -- the same hull cut at both ends, hollowed and tapered: an OPEN bin -- standing on a floor (the Vermilion Gym trash cans). The drawn mouth -- ellipse projects onto the round top and down the well, the drawn base -- ellipse is ground contact rather than body, and the plan narrows toward -- the floor. Height is AUTHORED (the profile's can_height, which this -- pin must be kept equal to so anything riding a can lands on its rim) -- -- the drawing's own straight run is only a couple of rows, because a GB -- cell spends most of itself on the opening can = 9, -- the same hull SQUASHED front to back (the profile's sapling_squash, -- a percent of the revolved depth): the little trees drawn one cell -- wide -- Celadon Gym's garden trees and the overworld's cuttable -- tree, which are the same drawing on two atlases. A tree is round in -- its canopy but is not a boulder: revolved at full width it fills a -- whole cell of depth, so the plan keeps its circle and shrinks toward -- an ellipse sapling = 16, -- round scenery drawn ONE cell wide and TWO cells TALL, standing on one -- cell of plot: the Pokemon Centers' potted plants. Carved as one -- 16x32x16 hull in the SOUTH (pot) cell -- the drawing's upper cell is -- the object's height, not its depth. BOTH cells take the class; the -- group build anchors on the north one (Structures.buildCylinders) planter = 32, billboard = 16, signpost = 16, post = 16, grass = 0, flower = 0, -- interior furniture: face-on drawings the detector would otherwise -- raise to wall height (or merge into the wall). A bed is drawn from -- above and lies low; tables and desks are boxes at their real height; -- stairs become stepped geometry rising toward the named side. bed = 7, stool = 8, counter = 8, -- the raised back band of low seating: the Center couch's west strip -- is drawn from above like the rest of the couch, but depicts the -- back and arm rising over the 8px seat backrest = 12, table = 12, desk = 24, prop = 16, cutout = 16, -- a vehicle drawn SIDE-ON: the showroom bicycles. Standee height like -- every other cutout pool -- what differs is the thickness (see -- Structures' PINNED_DEPTH) bike = 16, console = 16, relief = 3, bookcase = 32, stair_e = 16, stair_w = 16, stair_down_e = 16, stair_down_w = 16, -- a flight running toward the BACK of the map, drawn head-on instead of -- from the side (the Centers' Cable Club steps). Its own class because -- the art reading is not the east/west one turned: there a drawn COLUMN -- is a step and a drawn row is height, here a drawn ROW is a step and -- drawn row = depth row, 1:1 into the opening. `stair_n` climbs away -- from the room, `stair_down_n` descends into a well stair_n = 16, stair_down_n = 16, } -- class -> how the mesher draws it (see the header). The last three are -- profile archetypes Structures.lua builds special geometry for: -- cylinder round-drawn cells (tree canopies) become voxel hulls cut -- from the art's darkest-pixel outline, round in depth -- billboard signs, props: the art stands as a thin per-pixel voxel -- slab, transparency respected -- post fence posts: the same thin per-pixel slab, but every CELL -- stands alone in its own depth band -- a north-south fence -- line is a march of separate posts, not one tall drawing -- (which is what a shared cluster would make of it) -- grass tall grass: flat ground PLUS two thin standing rows of -- tufts per tile (the art's top and bottom halves), each at -- its drawn depth -- the player walks between them local ART = { ground = "flat", water = "flat", void = "flat", ledge = "top", roof = "top", wall = "upright", cliff = "upright", tree = "upright", fence = "upright", sign = "upright", cylinder = "cylinder", canopy = "canopy", stump = "cylinder", can = "cylinder", sapling = "cylinder", planter = "planter", billboard = "billboard", -- signposts share the billboard treatment but as their own pool at a -- 2-voxel depth: a sign is a thin plate on a stick, and the standard -- 10px standee body reads as a chunk of furniture outdoors signpost = "billboard", post = "post", grass = "grass", -- animated flowers: flat synthesized ground PLUS a standing cutout of -- the drawing's darkest tones, one voxel deep (see Structures' -- buildFlowers). Height 0 so a build with no pixel access degrades to -- the flat tile it always drew, not a box flower = "flower", -- furniture: a bed's art depicts its top surface; tables and desks are -- boxes whose fronts fold up (the mesher's authored-fold rule). -- Stools, `prop` and `cutout` are standee pools alongside `billboard` -- -- same per-pixel cutout, different thickness (see Structures' -- PINNED_DEPTH), and separate pools cluster separately so touching -- drawings never stack; a stool keeps its 8px height so a character -- standing on its (walkable) cell sits at seat height. Stairs are a -- profile archetype Structures builds real steps for -- rising flights -- for stairs leading up, sunken stairwells for stairs leading down bed = "top", -- a backrest's art is the couch seen from above, so like the bed it -- rides the top face of its taller box backrest = "top", stool = "billboard", -- half-cell furniture: a service counter, a low couch. One 8px band, -- so exactly the drawing's bottom row stands up as the front and -- every row above it rides the top face in drawn order -- which is -- also the only way to place a figure drawn INTO the furniture (the -- Center's seated man) without repeating him, since a taller box -- folds two rows upright and then repeats its north row across the -- top. Reads as something you lean on rather than a wall stub counter = "upright", table = "upright", desk = "upright", prop = "billboard", cutout = "billboard", -- a bicycle is a LINE drawing seen side-on, and its negative space -- -- the air inside the frame, between the wheel and the fork -- is what -- makes it read as a bicycle at all. Its own pool at two voxels: any -- thicker and the side faces of neighbouring strokes close those gaps -- from every angle but dead-on, and six of them in a showroom come out -- as one dark lump (which is what the 5px `prop` pool gave) bike = "billboard", -- a machine standing on furniture: the billboard treatment with -- body, plus the one-object contract `cutout` has -- the drawing is -- ringed by the furniture it sits on, and those edges must not be -- extruded along with it (see Structures' component filter) console = "billboard", relief = "relief", -- free-standing shelves: the drawing is TALL, not deep -- Structures -- collapses each drawn rank onto a one-cell-deep box at full height bookcase = "bookcase", stair_e = "stair", stair_w = "stair", stair_down_e = "stair", stair_down_w = "stair", stair_n = "stair", stair_down_n = "stair", } local spec = nil -- the loaded data file, or false when absent local cache = {} -- tileset id -> resolved shape list local figCache = {} -- tileset id -> parsed figure masks, or false local mntCache = {} -- tileset id -> parsed mounted masks, or false local bgCache = {} -- tileset id -> prop background shades, or false -- The shape profile ships with the mod (data/voxel_heights.lua) and is read -- through the mod's own file loader rather than package.path: a mod's -- directory is not on it, and may live inside a mounted .love archive that -- plain require cannot reach either. Absent or broken degrades to the -- derived defaults, which is a rougher-looking world rather than no world. local function load() if spec == nil then local ok, s = pcall(V.data, "voxel_heights") spec = (ok and type(s) == "table") and s or false end return spec or nil end function TileShape.heights() local s = load() local out = {} for class, h in pairs(FALLBACK_HEIGHTS) do out[class] = h end for class, h in pairs(s and s.heights or {}) do if type(h) == "number" and FALLBACK_HEIGHTS[class] then out[class] = h end end return out end -- tile id -> class, from the hand-authored groups for one tileset. Unknown -- class names are dropped rather than trusted: a typo in the data file -- should degrade to the derived default, not invent a zero-height class. local function authoredGroups(tilesetId, heights) local s = load() local entry = s and s.tilesets and s.tilesets[tilesetId] local out = {} if not entry then return out end for class, tiles in pairs(entry) do if heights[class] and type(tiles) == "table" then for _, t in ipairs(tiles) do out[t] = class end end end return out end -- Conditional pins: tile id -> list of { above = {tile ids}, class }. -- -- A pin is per TILE ID, and one graphic can mean two things. The route -- gates' $32/$33 is the case that forced this: the artist reuses it for -- the wall's dark base course AND for every service counter's front, and -- it is the bottom row of its cell either way. Pinned `wall` the counter -- stands a full 16px; pinned `counter` the wall bank corrugates 16/8 for -- sixteen rows. Neither is right, and no per-tile pin can be, because -- forMap resolves an id to ONE shape. -- -- What separates the two uses is what is drawn ABOVE: the wall's upper -- course over a wall base, the counter's top over a counter front. So a -- profile entry may carry `when_above = { [tile] = { { above = {...}, -- class = "..." } } }`, evaluated per POSITION in TileShape.at, where -- the map and coordinates are in hand. First match wins; no match keeps -- the tile's ordinary pin. -- `when_below` is the mirror, and it exists because ABOVE is not always the -- side that tells the two uses apart. The Plateau's $0D is the case: it is -- the gate wall's top band AND the base course under a column of rock face, -- and scanned over both maps the tile above is $03 for 64 of the first and -- 140 of the second -- no rule on `above` can split them. What is BELOW -- does, exactly: the wall's own face $0F sits under the top band and under -- nothing else (336 vs 352, clean). local function authoredConditions(tilesetId, heights) local s = load() local entry = s and s.tilesets and s.tilesets[tilesetId] if type(entry) ~= "table" then return nil end local out, any = {}, false local function collect(spec, side) if type(spec) ~= "table" then return end for tile, rules in pairs(spec) do if type(tile) == "number" and type(rules) == "table" then local list = out[tile] or {} for _, rule in ipairs(rules) do if type(rule) == "table" and heights[rule.class] and type(rule[side]) == "table" then local set = {} for _, t in ipairs(rule[side]) do set[t] = true end list[#list + 1] = { side = side, set = set, class = rule.class } end end if #list > 0 then out[tile] = list any = true end end end end collect(entry.when_above, "above") collect(entry.when_below, "below") return any and out or nil end local function shapeFor(class, heights, authored) return { class = class, h = heights[class] or 0, art = ART[class] or "upright", -- grass and flowers draw a flat ground base like any walkable -- tile; the standing tufts and cutouts are additive geometry -- from Structures flat = ART[class] == "flat" or class == "grass" or class == "flower", authored = authored or false } end -- Resolved TILE-LEVEL shapes for the tileset `map` uses: a list indexed by -- tile id holding { class, h, art, flat, authored }, plus `classes`, one -- canonical shape per class for the cell-level overrides in TileShape.at. -- Cached per tileset id -- this table depends only on the tileset record -- and the data file, both constant for a given id. The per-map part of -- resolution (cell walkability) lives in TileShape.at, NOT here. function TileShape.forMap(map) local tileset = map.tileset local id = tileset.id if cache[id] then return cache[id] end local heights = TileShape.heights() -- Per-tileset height overrides (a tileset entry's `heights`): the class -- vocabulary is global but the drawings are not -- the DOJO lab tables -- are drawn 6px tall where the default `table` is 12 -- and the height -- a sprite RIDES at (VoxelScene.groundAt) must be the height the art -- actually stands, or the starter balls float over their own table. -- Same gate as the global list: known classes, numbers only. do local s = load() local entry = s and s.tilesets and s.tilesets[id] local over = entry and entry.heights if type(over) == "table" then for class, h in pairs(over) do if type(h) == "number" and FALLBACK_HEIGHTS[class] then heights[class] = h end end end end local authored = authoredGroups(id, heights) local count = math.floor((tileset.imageWidth or 128) / 8) * math.floor((tileset.imageHeight or 48) / 8) -- derived pin: a tile the tileset animates by FRAME REWRITE (the -- overworld's flower) is already named by its animation spec, so like -- tall grass it needs no profile entry anywhere. Hand-authoring still -- wins -- a mod animating a wall tile this way keeps its wall by -- listing it. Guarded because the spec seam is engine data a stub map -- may not carry. local flowerTiles = {} do local ok, declared = pcall(function() if tileset.animatedTiles then return tileset.animatedTiles end local TileRenderer = require("src.render.TileRenderer") return TileRenderer.defaultAnimatedTiles(tileset) end) if ok then for _, spec in ipairs(type(declared) == "table" and declared or {}) do if spec.kind == "frames" and spec.tile then flowerTiles[spec.tile] = true end end end end local shapes = { classes = {}, cond = authoredConditions(id, heights) } for class in pairs(FALLBACK_HEIGHTS) do shapes.classes[class] = shapeFor(class, heights) end -- a conditional pin's own AUTHORED shape per class it can resolve to, -- kept apart from the shared canonical ones above (see TileShape.at) if shapes.cond then shapes.condShape = {} for _, rules in pairs(shapes.cond) do for _, rule in ipairs(rules) do shapes.condShape[rule.class] = shapes.condShape[rule.class] or shapeFor(rule.class, heights, true) end end end for t = 0, count - 1 do local class = authored[t] if class then shapes[t] = shapeFor(class, heights, true) elseif t == tileset.grassTile then -- derived pin: every tileset already names its tall-grass tile, so -- the standing-tuft treatment needs no profile entry anywhere shapes[t] = shapeFor("grass", heights, true) elseif flowerTiles[t] then shapes[t] = shapeFor("flower", heights, true) elseif map.waterTiles and map.waterTiles[t] then shapes[t] = shapes.classes.water elseif map.walkable and map.walkable[t] then shapes[t] = shapes.classes.ground else shapes[t] = shapes.classes.wall end end shapes.count = count cache[id] = shapes return shapes end -- The shape of the tile at TILE coordinates (tx, ty) -- the full -- resolution including the cell-granularity steps (see the header). -- `shapes` is the table forMap returned for this map; `tile` is -- map:tileAt(tx, ty), passed in because every caller already has it. function TileShape.at(map, shapes, tile, tx, ty) local s = shapes[tile] -- conditional pins first: they are authored answers that need the -- POSITION to resolve, so they outrank both the flat pin on the same -- tile and the cell rules below (see authoredConditions) local rules = shapes.cond and shapes.cond[tile] if rules then for _, rule in ipairs(rules) do -- NOTE map:tileAt border-EXTENDS: one row off an edge answers the -- map's borderBlock, never nil. A rule listing whatever that block -- draws will fire along that whole edge (it did, on the Marts). local n = map:tileAt(tx, rule.side == "above" and ty - 1 or ty + 1) if n and rule.set[n] then -- shapes.condShape, NOT shapes.classes: the canonical class -- shapes are SHARED, and `wall` in particular is the very object -- rule 4 hands every unauthored solid tile. Marking that one -- authored (which the first cut did) made every one of them skip -- the cell rules below, so walkable floors stopped flattening and -- whole rooms rose into a checkerboard of blocks. return shapes.condShape[rule.class] end end end if not s or s.authored then return s end local cx = math.floor(tx / 2) local cy = math.floor(ty / 2) if map:isWaterCell(cx, cy) then return shapes.classes.water end if map:isWalkableCell(cx, cy) then return shapes.classes.ground end return s end -- Hand-authored FIGURES for one tileset: a drawing painted INTO furniture, -- cut out by an explicit pixel mask and stood up on top of it. -- -- Every other route in this file resolves a whole 8x8 TILE, which is -- exactly why none of them can reach a figure that shares its tiles with -- the thing it sits on -- and the detector's segmentation cannot either -- when the drawing has no background margin to flood from and wears the -- same shades as its furniture. So the profile authors the silhouette -- pixel by pixel (see data/voxel_heights.lua): -- -- figures = { { w = <tiles across>, -- depth = <voxels of body; ABSENT for a person>, -- model = { ...authored plan layers, bottom first... }, -- inset = <voxels back from the support cell's front>, -- thin = { rows = <top rows>, depth = <voxels> }, -- flat = { x = { <lx0>, <lx1> }, rows = { <r0>, <r1> } }, -- tiles = { ...w*h tile ids, row-major... }, -- under = { ...w*h ids: what each tile wears once the -- figure is lifted off it... }, -- pixels = { ...h*8 strings of w*8 chars, "." = not the -- figure... } } } -- -- No class -- what the entry carries instead is a `depth`, or does not: -- -- WITHOUT one it is a flat sprite card, drawn the way SpriteBillboards -- draws a character. That is the right reading for a PERSON: a Gen 1 -- figure is a face-on 2D icon, and extruding one reconstructs a body -- nobody drew (see Structures.buildFigures). -- WITH one it is an OBJECT and gets the standee treatment every other -- solid here gets -- a per-pixel slab in world space, standing on the -- same furniture the card would have stood on. The Marts' cash -- register is the case: a machine on a counter is a box, not an icon. -- -- `model` is the third answer, and the only one that is not an extrusion -- of the drawing at all: an AUTHORED solid, given as plan layers bottom -- first, standing at the FRONT of the support cell. It exists for a -- drawing too small to un-project -- the Centers' push bell is 7x6 pixels -- of ¾-view dome, and no reading of six rows produces a shape a mask can -- extrude without inventing more than it measures. What it still may not -- invent is COLOUR: each layer names the atlas texel its top and its -- sides wear, so the solid is painted out of the drawing it replaces and -- follows every palette bake exactly like the rest of this file. -- -- Two fields say which parts of such a drawing are NOT the extrusion, -- because a solid drawn in one 16x16 GB cell still packs more than one -- facing: -- -- `thin` caps the thickness over the mask's top rows, for the part of -- the drawing that is not the machine (the register's receipt curl). -- `flat` names a rect of the mask that is a TOP-VIEW surface rather -- than a face -- the register's keypad, whose keys lie ON its deck. -- The rect lays horizontal one voxel proud of whatever the extrusion -- leaves below it, at the elevation its BOTTOM row would have had, -- with drawn row = depth row 1:1 (the mapping the lab tabletop is -- drawn with). So a drawing whose front elevation is an L reads as -- one: body up the side and along the base, keys lying in the notch. -- -- Returned normalized: `mask` as a set keyed by ly * (w * 8) + lx, so -- Structures can read it as a bitmap without re-parsing per position. -- A malformed entry is dropped rather than half-applied -- a typo in a -- mask should leave the couch alone, not carve a hole in it. -- -- `mounted` (below) carries the same four fields, so the parse is shared, -- and so are the optional ones that give an authored mask a BODY: `depth`, -- `thin` and `flat` above. `depth` is left nil when unstated, because -- absence is meaningful on a figure: no depth means the flat sprite card a -- person is drawn as. local function authoredMasks(list) local out = {} if type(list) ~= "table" then return out end for _, f in ipairs(list) do local ok = type(f) == "table" and type(f.w) == "number" and type(f.tiles) == "table" and type(f.under) == "table" and type(f.pixels) == "table" local w = ok and math.floor(f.w) or 0 local h = (w >= 1) and (#f.tiles / w) or 0 ok = ok and w >= 1 and h >= 1 and h == math.floor(h) and #f.under == #f.tiles and #f.pixels == h * 8 if ok then for i = 1, h * 8 do local row = f.pixels[i] if type(row) ~= "string" or #row ~= w * 8 then ok = false break end end end if ok then local mask, n = {}, 0 for ly = 0, h * 8 - 1 do local row = f.pixels[ly + 1] for lx = 0, w * 8 - 1 do if row:sub(lx + 1, lx + 1) ~= "." then mask[ly * (w * 8) + lx] = true n = n + 1 end end end local depth = tonumber(f.depth) local thin = nil if type(f.thin) == "table" and tonumber(f.thin.rows) and tonumber(f.thin.depth) then thin = { rows = math.floor(tonumber(f.thin.rows)), depth = math.floor(tonumber(f.thin.depth)) } end local flat = nil if type(f.flat) == "table" and type(f.flat.x) == "table" and type(f.flat.rows) == "table" then flat = { x0 = math.floor(f.flat.x[1]), x1 = math.floor(f.flat.x[2]), r0 = math.floor(f.flat.rows[1]), r1 = math.floor(f.flat.rows[2]) } end -- an AUTHORED model: plan layers bottom-first, each with the atlas -- texel its top and its sides wear. Dropped whole on any malformed -- layer, like every other field here -- a typo should leave the -- drawing lying flat, not build half a solid. local model = nil if type(f.model) == "table" and #f.model > 0 then model = {} for _, L in ipairs(f.model) do local plan = type(L) == "table" and L.plan local mw = (type(plan) == "table" and type(plan[1]) == "string") and #plan[1] or 0 local okL = mw > 0 and type(L.top) == "table" and type(L.side) == "table" if okL then for _, r in ipairs(plan) do if type(r) ~= "string" or #r ~= mw then okL = false break end end end if not okL then model = nil break end local cells = {} for dz = 0, #plan - 1 do local r = plan[dz + 1] for dx = 0, mw - 1 do if r:sub(dx + 1, dx + 1) ~= "0" then cells[dz * mw + dx] = true end end end model[#model + 1] = { w = mw, d = #plan, cells = cells, top = L.top, side = L.side } end end if n > 0 then out[#out + 1] = { w = w, h = h, n = n, mask = mask, tiles = f.tiles, under = f.under, depth = depth and math.floor(depth) or nil, model = model, inset = model and math.floor(tonumber(f.inset) or 0) or nil, thin = thin, flat = flat } end end end return out end function TileShape.figures(tilesetId) local hit = figCache[tilesetId] if hit ~= nil then return hit or nil end local s = load() local entry = s and s.tilesets and s.tilesets[tilesetId] local out = authoredMasks(entry and entry.figures) figCache[tilesetId] = (#out > 0) and out or false return figCache[tilesetId] or nil end -- Hand-authored MOUNTED objects for one tileset: a thing drawn INTO the -- wall band it hangs on, cut out by an explicit pixel mask and stood -- proud of the wall's face. -- -- Same authoring problem as `figures` and the same answer -- a class pin -- resolves a whole 8x8 tile, and the detector cannot segment a drawing -- that has no background margin to flood from. The Bike Shop's two wall -- bicycles are the case: the shop's striped wall panel runs BEHIND them, -- and its #555 stripes are a flood boundary, so a silhouette flood comes -- back with the stripes attached to the bike. -- -- Two things differ from a figure, and both follow from the object being -- an object rather than a character: -- -- it keeps its DRAWN ELEVATION. A figure stands on its own feet; a -- mounted thing sits where the wall band draws it, so a bicycle hung -- clear of the floor stays hung. -- it has THICKNESS (`depth`, default 2), and it is built in world -- space as a per-pixel slab jutting south of the band -- not as a -- camera-facing sprite card. A bicycle drawn side-on is a plane -- parallel to the wall, not a face-on icon. -- -- mounted = { { w = <tiles across>, -- depth = <voxels it juts into the room>, -- tiles = { ...w*h tile ids, row-major... }, -- under = { ...w*h ids: what each tile wears once the -- object is lifted off it (the plain panel)... }, -- pixels = { ...h*8 strings of w*8 chars, "." = wall... } } } function TileShape.mounted(tilesetId) local hit = mntCache[tilesetId] if hit ~= nil then return hit or nil end local s = load() local entry = s and s.tilesets and s.tilesets[tilesetId] local out = authoredMasks(entry and entry.mounted) mntCache[tilesetId] = (#out > 0) and out or false return mntCache[tilesetId] or nil end -- Which GB shades count as BACKGROUND for a pinned per-pixel prop, per tile -- (a tileset entry's prop_bg). Returns tile id -> set of shade names, or nil. -- -- Structures normally votes on this by reading the shades that touch the -- drawing's own bounding box, which is right whenever the drawing has a -- margin of floor around it and wrong when it does not: a prop whose body -- reaches its own edge votes itself out. Naming the shades is the override, -- and it is keyed by TILE because the answer is per drawing rather than per -- tileset -- two props in one atlas can want opposite calls on the same -- shade (see the POKECENTER entry). -- -- prop_bg = { { tiles = { ...ids... }, shades = { "light", "white" } } } -- -- Only the four GB shade names exist; anything else is dropped, so a typo -- degrades to the ordinary vote rather than emptying the background. local SHADES = { black = true, dark = true, light = true, white = true } function TileShape.propBg(tilesetId) local hit = bgCache[tilesetId] if hit ~= nil then return hit or nil end local s = load() local entry = s and s.tilesets and s.tilesets[tilesetId] local list = entry and entry.prop_bg local out, any = {}, false if type(list) == "table" then for _, rule in ipairs(list) do if type(rule) == "table" and type(rule.tiles) == "table" and type(rule.shades) == "table" then local set, n = {}, 0 for _, name in ipairs(rule.shades) do if SHADES[name] then set[name] = true n = n + 1 end end if n > 0 then for _, t in ipairs(rule.tiles) do if type(t) == "number" then out[t] = set any = true end end end end end end bgCache[tilesetId] = any and out or false return bgCache[tilesetId] or nil end -- What a bookcase rank does with the rows it VACATES -- the ones behind the -- one-cell-deep box it collapses onto (a tileset entry's -- bookcase_backfill). Returns the mode name, or nil for the default. -- -- "above" hand them the cell immediately above the run: its shape and -- its art. A wall set INTO a terrace wants this -- the ground -- behind it is more terrace, not a trench. -- nil skip them and paint the map's commonest ground underneath, -- which is right for a free-standing shelf against a wall. -- -- Per tileset because it is a statement about what the drawing depicts, and -- the answer differs: the Mart's racks and Red's shelves stand in a room, -- the Plateau's gate walls are cut into a hillside. function TileShape.bookcaseBackfill(tilesetId) local s = load() local entry = s and s.tilesets and s.tilesets[tilesetId] local mode = entry and entry.bookcase_backfill return mode == "above" and mode or nil end --- Does this tileset's `bookcase` run carry the measured pane RELIEF on --- its front (a tileset entry's bookcase_relief)? Default yes: the class --- almost always collapses a shelf, a rack or a display case, and every --- one of those seals its contents behind a frame that should stand proud --- of them. --- --- A tileset says `bookcase_relief = false` when it borrows the collapse --- for something that is NOT a shelf -- the League's gate walls and --- pilasters, Bill's transporter drums -- where the drawing's light --- regions are the masonry and the barrel, not panes, and sinking them --- carves the surface instead of describing it. function TileShape.bookcaseRelief(tilesetId) local s = load() local entry = s and s.tilesets and s.tilesets[tilesetId] return not (entry and entry.bookcase_relief == false) end --- What a `wall` cell's TOP face wears in this tileset (a tileset entry's --- wall_top). Returns a function tile -> cap tile id (nil for "leave it --- alone"), or nil when the tileset says nothing at all. --- --- A wall band is 16px of art folded upright over a run two drawn rows --- deep, so it folds ENTIRELY onto its face and has no row left to lay --- flat on top -- the top then repeats the face, and a house's town-map --- poster and window came out lying across the top of the wall as well as --- hanging on it. What is up there is the wall's capping course, which is --- the plain panel the decorated column's own neighbours draw; naming it --- is the whole fix, because "plain" is a fact about the drawing that --- nothing in the geometry can measure. --- --- Two forms, because tilesets differ in how far one answer reaches: --- --- wall_top = <id> EVERY wall cell caps with this course. --- Right where one atlas dresses one kind of --- room -- the town house, the Centers, Red's --- two floors all cap with their own blank --- panel, and a list keyed by the decorated --- tiles would need extending every time a --- map hung something new on the same wall. --- wall_top = { [tile] = id } only these tiles are redirected. Right --- where one atlas dresses several rooms: --- LOBBY is the department store, the Game --- Corner, Silph's floors, the roof AND the --- Rocket lift, and the lift's cabin frame is --- not what a shop wall caps with. function TileShape.wallTop(tilesetId) local s = load() local entry = s and s.tilesets and s.tilesets[tilesetId] local spec = entry and entry.wall_top if type(spec) == "number" then return function() return spec end end if type(spec) == "table" then return function(tile) local cap = spec[tile] return type(cap) == "number" and cap or nil end end return nil end -- Drop the cache: a mod that shadows data/voxel_heights.lua or a tileset -- record needs the next lookup to re-resolve (hot reload, mod toggle). function TileShape.invalidate() spec = nil cache = {} figCache = {} mntCache = {} bgCache = {} end return TileShape